

bulletrhli
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KSP2 Release Notes
Everything posted by bulletrhli
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I used my alternate KSP folder where I just have BoulderCo and the Squad folder. I ran it with the new dll and I get spammed non stop with IndexOutOfRangeException errors in the Debug toolbar. As for the GUI you have provided, it shows the title, a folder label and Squad as a button but does nothing and no other information is provided (not sure if thats the intent at the moment, just detailing what I see). Update #1: I have removed the cached files folder and the mod seems to run just fine. I watched the debug during the loading phase of the game and it reports saved and accumulated saved bytes after each part is loaded. On some parts, in particular the internal spaces parts, you get a negative gain in memory saved. This may or may not be intentional to save original quality of the part. After loading of the game has completed, once again the IndexOutOfRangeException continues to occur.
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I must not have explained myself well enough. If you load up KSP and go to the main menu, you have Scenarios, Tutorials, New Game, Load Game etc. In the TUTORIALS section of KSP, there is a Kethane Scanner tutorial you can play with and learn about the mod. Near the end of that tutorial it talks about a drilling and extracting tutorial however it is not there. I was asking when we could see something that like be put in to continue the interactive tutorial series.
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[0.23]Bolt-On Screenshot System (BOSS) - v2.1.4
bulletrhli replied to Ted's topic in KSP1 Mod Releases
Just want to give a thank you, and to tell you you forgot to update the thread title again <3 -
Hey thanks, very kind of you. You can take it, copy it, and borrow it all you want
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Hey thanks, I appreciate you checking it out. If you have any suggestions, lemme know.
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Surprisingly enough, it has a very small amount of parts compared to some rockets I have design. Its under or just over 100 parts if IIRC. You can always use the welding mod to make it entirely 1 part but I think doing so messes with FAR because it effects the control surfaces. It shouldn't be too crazy on your system, check out the texture management mod to help with overall ksp performance should it be of any interest of yours. http://forum.kerbalspaceprogram.com/threads/38577-0-22-UbioZur-Welding-Ltd-2-0-Playtest-5-Now-In-Game-Tool http://forum.kerbalspaceprogram.com/threads/59005-0-23-Release-2-14-Active-Texture-Management-Save-RAM-without-reduction-packs%21
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Your wish is my command.
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Hello, this is my first craft submission ever for the length of time I have been here on the KSP forums. I bring you, Gavin the Glider. It is a purely stock aircraft designed for high altitude flight. With its massive wings its capable of gliding for long distances with no power from the 4 turbofan engines in the rear. A connected wing style based off of no real life plane in particular! All kerbals will enjoy the soothing view from the Cupola cockpit. Some information about my glider: 1. On takeoff, minimal speed is needed, sometimes under 100m/s. 2. On landing, heavy braking tends to make the glider tip forward, tap the brake to compensate. 3. Going 1700m/s at around an altitude of 30km and pitching up 10 degrees, in most cases the glider will maintain its altitude. 4. Has enough fuel to get around the planet, which takes just about an hour. 5. Mechjeb is recommended but not required to manage the air intakes if you are OCD about it. 6. FAR is recommended as it was how I tested this craft. Stock users may most likely have a different experience with my craft. Actiongroups: (1) Toggle top two engines. (2) Toggle bottom two engines. Extra: I have added parachutes just incase anything should go wrong, note they are not designed to save anything but merely a precaution. What I Am Looking For: I am looking for tips to improve my overall skills when building crafts like this. I am also looking to improve on my design for the glider. Download Craft File==================== Pictures by Request ====================
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[0.23.5] Kerbal Space Industries [26APR14] [MFD 1.2]
bulletrhli replied to Hyomoto's topic in KSP1 Mod Releases
It is something so minor but it definitely pops out after all the work to get to the GPS Maybe you could add a little text bit while you don't have your own GPS that say a plugin for gps is missing like ScanSat or something. Or, instead, put it in the readme so people can reference that should they not understand why it says NO GPS!!!! (basically, anyways). -
[0.23.5] Kerbal Space Industries [26APR14] [MFD 1.2]
bulletrhli replied to Hyomoto's topic in KSP1 Mod Releases
Thanks, I wonder if it works across all the satellite styled mods. I'll definitely take a look when I am home. -
[0.23.5] Kerbal Space Industries [26APR14] [MFD 1.2]
bulletrhli replied to Hyomoto's topic in KSP1 Mod Releases
Simplicity at its finest. I appreciate this Hyomoto. I will play around with it and share my thoughts in the near future. Edit: I noticed something strange. In the GPS menu, it says KSI MFD v0.2 whereas everything else is v1 Also, since it has GPS, does that require a mod like remote tech or the gps mod? -
[0.23.5] Kerbal Space Industries [26APR14] [MFD 1.2]
bulletrhli replied to Hyomoto's topic in KSP1 Mod Releases
If I am understanding this correctly, does that add more specific information to the RPM modules? I have watched the video and it was beautiful btw. I am still new to RPM and I havent really done extensive testing but I am happy to try a new thing as well as try a new thing that makes new things better! -
[1.1.3] Large Structural Components [24th August 2016]
bulletrhli replied to udk_lethal_d0se's topic in KSP1 Mod Releases
Its just a parts pack, it already has the new file format system, all you neeed was updated configs for the career mode. It should work fine in 0.23. -
[1.1.3] Large Structural Components [24th August 2016]
bulletrhli replied to udk_lethal_d0se's topic in KSP1 Mod Releases
Yes, people have posted unofficial updates for the mod throughout the post. -
Good luck. I havent used this mod before but I am considering giving it a try.
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HotRockets! Particle FX Replacement + Tutorial
bulletrhli replied to Nazari1382's topic in KSP1 Mod Development
Thank you for addings module manager support man. I appreciate it.