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gardocki

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Everything posted by gardocki

  1. Just tried this in 1.0.2. No luck, the game freezes as soon as it starts recording a trail. Bumping this so hopefully we can get an update. I love this mod!
  2. It's working for me on stock craft but the UV (texture) mapping is messed up. Weird offsets like the bottom of fuel tanks showing up on the sides. Probably an easy fix but I'm not familiar enough with Python to suggest how. - - - Updated - - - Okay I figured out the issue. All the texture UV's are rotated 180 degrees. Most obvious on things like the Kerbal X craft.
  3. Oh wow this is great news! Thank you for doing this, GoodSpeed Fuel Pump was an absolutely essential mod for space stations and extraplanetary mining bases. I can't wait to try this out. Have some rep!
  4. Anyone else running into the issue that ATM does absolutely nothing in version 1.0? I've got the latest version but no matter what I use (Basic, Aggressive, or custom) the memory footprint barely changes at all.
  5. Just want to add my disapproval of the fairing separation style. It makes no sense for them to come apart on the horizontal axis.
  6. So apparently if [Moderator removed defunct website] is down, we get a rather inelegant message "502 bad gateway". Is there any way to failover to the github server if available?
  7. The latest version is causing a graphical glitch with the decouplers. In the VAB, the decoupler particle effect plays on a loop for every decoupler I add to the scene. I reverted to ver. 1.5 and the problem went away. Edit: I should add this is happening in KSP 0.90 for Windows 32-bit. The issue exists even with no other mods installed. No difference whether I install manually or with CKAN.
  8. I stream KSP a lot on twitch and I'm loving this mod! It's so awesome to be able to flip on night visions so my viewers can see what's going on. I do have one suggestion/request. Would it be possible to add shortcut keys for the modes? Like a Ctrl-Alt-1-9 for each mode? It's be a lot quicker to be able to turn the settings on that way than having to flip through menus.
  9. I tried it on 0.90. Sadly the game freezes during load. I think it's at the point when the web server tries to load, but I'm not sure. Either way it seems to be broken.
  10. Please please please maintain this mod! I can't do with just 8x symmetry!. My ridiculous contraptions depend on you!
  11. I've got a bug to report (or if it's intentional, a complaint ) I apologize if this has been mentioned already (I did a search but it's a long thread!): I was testing 0.90 by flying a 1-man capsule to Minmas, and randomly when I would switch between map and flight modes I would get a message on screen "There are no pilots, SAS disabled". I hadn't been EVA'ing and I was in fact in the middle of performing maneuvers. It seems to be losing the SAS when I switch to map mode. A second but similar bug: I flew a 3 man capsule to Duna and found myself out of fuel. I intentionally left Jeb inside in order to keep the craft pointed in the right direction and EVA'd Bill. Again I got the same error: No pilots, SAS disabled. The craft began to spin when I pushed it, making SAS completely useless. I really hope these are bugs that just need to be fixed, because if I actually have to be controlling the craft for SAS to work I'm gonna be really bummed.
  12. Have some rep. This is an awesome idea and perfectly exectuted. 10/10 would Kerbal again.
  13. Sorry if this has been asked (I browsed the thread but there are a lot of comments): Some mods like FAR and B9 come with sample craft, but CKAN doesn't seem to install these. Is that a limitation of CKAN or just the way the mod was added to the repository?
  14. Darn, it didn't work. But I did discover something odd...if I remove Infernal Robotics it works, which is strange because I don't think the mods share any plugins.
  15. Weird. The new version crashes on KSP x64 (I know, I know...) but the older version worked fine.
  16. Thanks. I realized that the FAQ now says the build is disabled in x64, so I assume that's my problem. Is that new? I don't remember having that issue with 0.24x.
  17. No. I tried it stock with just the Module Manager 2.5.0 that is included in FAR and still have the same problem. NEAR does the same thing.
  18. Okay just tried it on a stock install. Same problem, control surfaces won't move.
  19. Anyone else having problems with control surfaces not moving at all? I've tried the official release as well as the latest dev build and nothing's working. Granted I have about a million mods installed so it might be playing poorly with one of them, but if I remove FAR everything works fine. EDIT: Stock install with just FAR has the same problem.
  20. For some reason the game is crashing every time I try to add the square docking port to a hab module. Error log gives "(0x000000014043C91C) (KSP): (filename not available): NxCreateCoreSDK + 0xd390c" message. I think maybe I'm missing a plugin but I'm not sure. Anybody run into this before?
  21. I'm running into issues with scaling most of the KW Rocketry engines as well as a few of the stock Squad ones. It could be a problem with DLL versions but I haven't managed to nail it down. Anybody else run into this?
  22. Holy cow, you are amazing! Updated with the feature I asked for before I even made it home from work. Awesome!
  23. Amazing idea! One quick question...most 3rd-person cameras from flight sims and combat video games will keep the camera level during turns. Is there any way to do that with the chase cam in KSP?
  24. http://forum.kerbalspaceprogram.com/threads/77505-Cargo-Transportation-Solutions-%28WIP%29 This one's kind of neat. Mostly parts based on NASA's Constellation program ideas.
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