mrh
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Everything posted by mrh
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Thanks Pak. I feel silly. The link I referenced was in the threads on someone's post. I didn't realize that the banner is also a link. Thanks again, I'll check this out when I get home. Thanks, MRH
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- space shuttle
- parts
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Could someone point me to a current craft file for this? The one on the 1st or second page is not loadable, it has parts that are not in the current release. Thanks!
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I found a problem with the latest version of ASET props. Both the current CKAN version and the beta linked a couple of pages back. The new 1.4 version of ASET props (CKAN version) isn't being identified as [ASET_PROP] but rather [ASET]. I was able to make the ASET prop version of the IVA view load correctly by editing 2 files: ------ BuffaloCab.cfg ------- //@PART[WBI_BuffaloCab]:NEEDS[ASET_PROPS] @PART[WBI_BuffaloCab]:NEEDS[ASET] ----- BuffaloCabASET.cfg ----- //INTERNAL:NEEDS[ASET_PROPS] INTERNAL:NEEDS[ASET] Enjoy!
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I'm experiencing the same thing. Locks the monitor and spams the log. I tried the 1.1.2. version on dropbox with the same results. It may be a RPM problem?
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DROMOMAN - modular arm parts for Infernal Robotics
mrh replied to nothke's topic in KSP1 Mod Releases
You're right Sirkut. I ran a few quick tests. No problems with the Dromoman parts now. -
DROMOMAN - modular arm parts for Infernal Robotics
mrh replied to nothke's topic in KSP1 Mod Releases
What are the edits? Thanks. -
[WIP] (0.23.5) Procedural Parts' mod compatibility extra tanks
mrh replied to Eggman360's topic in KSP1 Mod Development
Yep. I'm having the same trouble with the drop box. -
I really believe this is the best mod that exists for KSP. There are so many mods, some of which get a lot of attention from the general community but this one is clean. It has a great interface, great graphics, and its been around for ages. It just works. Many other mods have leveraged concepts that were introduced in this mod. You really should put a donation button on the first post.
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[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
mrh replied to Mihara's topic in KSP1 Mod Releases
Mihara, "If I can figure out how to compile them in a single run without actually maintaining two separate versions of the code, I suppose it's doable, but not otherwise." I've never worked with unity code but check out Microsoft Reflection it may help with this: "The classes in the System.Reflection namespace, together with System.Type, enable you to obtain information about loaded assemblies and the types defined within them, such as classes, interfaces, and value types. You can also use reflection to create type instances at run time, and to invoke and access them. For topics about specific aspects of reflection, see Related Topics at the end of this overview. " -
Ore mines and other resources are not necessarily found at optimal locations for any kind of reasonable link. On earth, we use tankers to transport the materials to the refineries and to move the resulting refined materials to where they are consumed. My kolony is in very early in development but I'm planning to use KAS on my tank-rover to transport kethane to a location where I have been fortunate enough to find ore and other resources.
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TT's Mod Releases - Development suspended till further notice
mrh replied to TouhouTorpedo's topic in KSP1 Mod Releases
Has anyone been able to use multiwheels with 23.5 (ARM)? Nothing shows up in the VAB and I get this error in the log: [LOG 11:43:38.612] Load(Model): uploads_2013_06_TTModularWheels-v0.6.2.3/Parts/TTtruckwheel_m2/model [ERR 11:43:38.617] WheelCollider requires an attached Rigidbody to function. It could be just me, too many mods. -
Ha! I found a temporary workaround to increase the lighting. It appears that KSP / Unitity allow external light, for example from sol, to shine into the IVA space. Add some very small lights to the side of your command module pointing into the part. When the external lights are turned on the light from your small lights will shine into the command room. I placed very small spots on 90 degrees from center (left side).
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[WIP] Horizontal Situation Indicator - ILS *Update July 5*
mrh replied to kujuman's topic in KSP1 Mod Development
I agree this would make a great addition to RasterPropMonitor. -
I love the new control room. I used it to send a couple of probes to minus entirely in IVA. It worked great. I do have two suggestions. The lighting on the desk (monitors) is too dark it is very difficult to read the monitors at times. Perhaps small lights under the top of the dash shining down? I found that on a longer voyage, I really wanted to change the main monitor from the default map display to an orbital display. Adding an additional set of controls for the wall monitor would be very nice. Great job. Thanks!
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I spent some time testing. The monitors disappearing problem appears to be related to Kerbin Shuttle Orbiter. The shuttle package includes everything the authors need to for their MDFs to function out of the box. This includes Hyomoto (MDF), JSI (RasterPropManager), and a few other plugins. Once the shuttle has been installed I can make the control room work again by deleting and reinstalling MDF and RPM. The thing I find oddest about this is that I can't make the shuttle MDFs work even with a clean install with nothing other than the shuttle (not your problem, but curious). Looking forward to the next release. Thanks!
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"Have you tried deleting the RPM folder and then reinstalling?" Thanks. I removed RPM, now it's working. I haven't really had a chance to try putting it back in to see if it's a conflict or just something wrong on my machine. I'll try to do more testing with everything in a fresh sandbox install this weekend. I'll let you know if I find any problems. Thanks! PS. Once this is officially released, I think it's going to be extremely popular.
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I have the T.16000M joystick. It works well with KSP.
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[0.18/19/20/21] KerbalEdit - Take Control of your Data
mrh replied to Manitcor's topic in KSP1 Tools and Applications
This is a nice utility. A very handy way to review all the kerbal data. I have a suggestion. KSP memory is always at a premium. Would it be possible to add the ability to choose a vab part, search all crafts to see if it is used then provide an option to delete it if it's not. I have a ton of parts installed but I'm afraid to delete anything in case it's used on one of my ships somewhere. A parts manager would allow me to easily remove parts that I don't use and reduce the memory crashes. Thanks.