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erbmur

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Everything posted by erbmur

  1. Legend! Exactly what I was looking for! Now I can have RCS keep me in the same spot during landings!
  2. I have had a look around but don't seem to be able to find anything so I was just wondering, is it possible to get KOS to take control of the RCS thrusters only? Leaving control of the throttle to me?
  3. Is there something I have to do to get the auto-shrouds to function? I see a 2.5 meter adaptor in the parts file but no .CFG file. Would it have something to do with this? Love the mod though, allows for some really sleek designs!
  4. To anybody who wants it, here is a simple module manager file that adds the power consumption to parts and integrates it with tweakscale so the power usage drops as the part gets smaller, the same way it works with the default parts: LINK Please note I don't have the default IR parts installed, don't know what will happen if you have them installed.
  5. I seem to be having an issue with these parts with the introduction of the 0.19 update to infernal robotics. The parts that come packaged with infernal robotics works just fine, but whenever I try to attach one of the parts from this mod, things start tripping out. The part looks as though it has been attached (i.e. the attachement node from the part disappears) but it is still attached to the mouse and starts rotating in every direction at once around the mouse pointer whilst flickering. When I select the part, the debug menu gets a line reading: [Exception]: ArgumentException: An element with the same key already exists in the dictionary. When I click to place the part, it starts tripping like explained above. When I click back in the catalogue to remove the part, the debug menu gets filled top to bottom with: [Exception]: NullReferenceException Any part I try to attach after this point does not attach and just refills the debug menu with the above error message. The ouput_log is here: https://drive.google.com/file/d/0ByopNDhXUXrFc1hfLThhY3ZtdU0/edit?usp=sharing
  6. Could somebody give me a hand please. I'm trying to incorporate the texture/fuel switcher into the Tac Life support parts to reduce the part count. This is what I have currently: MODULE { name = FStextureSwitch2 textureRootFolder = ThunderAerospace/TacLifeSupportContainers/ textureNames = FoodTexture;OxygenTexture;WasteTexture;WaterTexture;Texture objectNames = TacContainer textureDisplayNames = Food;Oxygen;Waste;Water;Life Support useFuelSwitchModule = true fuelTankSetups = 0;1;2;3;4 } MODULE { name = FSfuelSwitch resourceNames = Food;Oxygen;CarbonDioxide,WasteWater,Waste;Water;Food,Water,Oxygen resourceAmounts = 240;53072.3;18800.1,180.9,19.5;240;113.2,74.8,11466.9 tankCost = 57.4;3;0;0.2;27.8 hasGUI = false } The switcher seems to function properly in that the fuels are changed, but the texture of the container doesn't seem to change. What am I doing wrong?
  7. That could be accomplished if integrated with the mod from B.Dynamics (which coincidently has RCS that does exactly that!)
  8. Something that might make your life just a little bit easier. In the CFG of the FuelHatch, under the FStextureSwitch2 module, if you add the line: textureRootFolder = ART/FuelHatch/ This would allow you to lay out the texture names in an easier fashion like so: textureNames = Ka;LF;OX;XE This doesn't actually change the way anything works, just makes it easier to work with in case you change folder location etc.
  9. Out of curiosity more then anything else. Why does this mod live in it's own ART folder rather than a subfolder in the UmbraSpaceIndustries like all your other mods?
  10. Can now have a proper maintenance crew for the SSTO's I leave lying around the place. I will be following this closely.
  11. So now that B9 is done, what's next on the horizon? Love being able to play with planes first. Always found that I never really got around to using them because I would just go rockets all the way, but being forced to use them to progress really changes things up. Can't get enough of them now
  12. Just a heads up, I have updated to the pre-release version of karbonite and the game is now unable to load past your karbonite engines. I think I read that the folder tree for karbonite has been altered in prep for the new release. Might be the cause of the issue.
  13. @Shad0wCatcher & @magico13 Removing the Tarsier mod seems to have fixed the issue. @Shad0wCatcher I'm just using the normal one, don't think it's an unofficial patched one. I'm using the engineering based techtree, it has a rather large number of nodes but haven'r run into any issues with it.
  14. ...Strange, I just installed Tarsier, but I don't have any contracts active by them nor have I even been offered a contract by them. I'll remove the mod and see what happens. Yes and yes. But I was using it prior to the update and recovery was working just fine.
  15. Here's what happens: 1) - Build a plane in career mode 2) - Launch it 3) - try to recover 4) - I return to the space centre with the recovery window, but all I see is that the pilot has been recovered. 5) - Click on the runway and i get asked if I would like to fly the ship their, recover it and launch a new one, or abort launch. click on fly ship already there. 6) - takes me back to the plane and I get the simulation window saying this is a simulation, start building plane, edit etc. I have uploaded my log file: https://drive.google.com/file/d/0ByopNDhXUXrFUTNyNGpfSVZIQzA/edit?usp=sharing
  16. I seem unable to recover an aircraft from the runway after updating to version 7.2
  17. Does this collect data from everywhere or just science equipment?
  18. Awesome! Going to module manager this into the Tarsier Space Technology HDD parts, use them as science drop-pods without having to fly all over the place constantly right-clicking and collecting data.
  19. Ha, asked this exact same question in the DangIt post. He said it's on his list of things to do.
  20. Yup. Advanced Jet Engines. I only discovered it the other day, and seeing how it has descriptions for all the engines in terms of real life engines, e.g. developed in 19XX for X-plane, thought it might be a nice idea to slot them into the different nodes like WW2 era. But then again it does add alot of new engines and I know you are already in the middle of some rather large mods so wouldn't want to overload you. Just a thought.
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