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Everything posted by zakkpaz
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@CobaltWolf are you planning on making custom IVa's for the X-15 cockpits or are you just sticking with the Mk1? If I recall correctly your one of the modders that hates making IVA's(if I recall correctly all modders hate making IVA's). Anyway I had the Idea of patching in the one IVA from @Well's Blue Steel mod, they go together pretty well i think, just need to figure out how to raise the iva a bit, and having a patch in Bluedog_DB_Extras would be nice for users of both mods if anyone wants it want it. there's even two-seat one for when that part is done. @PART[bluedog_X15_Cockpit] { @INTERNAL { @name = blue_steel_cockpit_s0_interior } } Also can anyone tell me how to reposition the IVA?
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Can I get a list of the mods your using? I think this is a compatibility issue, but deleting the obvious stuff hasn't worked. Nope, I deleted everything but BDB and it still froze. maybe it's a hardware issue, I have a RTX 3080 and an i9-10850K are you using AMD hardware? are you still running Windows 10?
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there's something up with the X-15 parts, the game freezes when loading a part Not sure what any of log stuff means, but this looks relevant. [LOG 15:51:32.230] PartLoader: Compiling Part 'Bluedog_DB/Parts/X15/bluedog_X15_VentralFin/bluedog_X15_VentralFin' [ERR 15:51:32.235] Cannot find fx group of that name for decoupler [ERR 15:51:32.237] Cannot find fx group of that name for decoupler [LOG 15:51:32.240] PartLoader: Part 'Bluedog_DB/Parts/X15/bluedog_X15_VentralFin/bluedog_X15_VentralFin' has no database record. Creating. [LOG 15:51:32.240] [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes. [ERR 15:51:32.242] Cannot find fx group of that name for decoupler [LOG 15:51:32.242] DragCubeSystem: Creating drag cubes for part 'bluedog.X15.VentralFin' [EXC 15:51:32.313] NullReferenceException: Object reference not set to an instance of an object ModuleParachute.AssumeDragCubePosition (System.String name) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) DragCubeSystem+<RenderDragCubes>d__34.MoveNext () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
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[WIP] G.R.A.P.E.F.R.U.I.T (formerlyTankHabs) [HELP WANTED]
zakkpaz replied to SqrlGrlDawn's topic in KSP1 Mod Development
And now i need to figure out how to get a Shuttle ET to the Surface of the Mun and Duna. Are you going to make a horizontal Converter? it would be nice to have some with a ladder or some stairs to use in FreeIVA -
[WIP] G.R.A.P.E.F.R.U.I.T (formerlyTankHabs) [HELP WANTED]
zakkpaz replied to SqrlGrlDawn's topic in KSP1 Mod Development
the story behind was posted to an alt history forum and a lot of renders for it were made, that page is down unfortunately but here's a link if you want to keep an eye on it. https://www.alternatehistory.com/forum/threads/boldly-going-a-history-of-an-american-space-station.502152/ the best of the illustrations came from here https://www.deviantart.com/aedwardbaker/gallery/76593885/boldly-going also if your willing add it, a tunnel like in the illustration that latches into the front landing gear bay of the shuttle and connects the nose cone of th shuttle ET would be real nice to have. -
[WIP] G.R.A.P.E.F.R.U.I.T (formerlyTankHabs) [HELP WANTED]
zakkpaz replied to SqrlGrlDawn's topic in KSP1 Mod Development
I think what they are referring to is the ogive shape LOX tank which was turned into one big wet workshop accessed through the shuttles nose. -
For some reason i can't get the PLV to separate without it blowing up the shuttle ET, has any else had this problem?
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Has anyone made a patch for this and Blackrack's volumetric clouds?
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[1.12.x][WIP] K-38 Crew Return Vehicle
zakkpaz replied to Smallant55's topic in KSP1 Mod Development
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Is anyone working on an addon for this mod to work with Blackrack's new volumetric cloud mod?
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Is anyone having trouble with the Ballast not showing up in game? the files for it are there.
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I've starred playing carrier and i've noticed a problem with contracts when using JNSQ. On the Nimbus contract it has all the experiments listed as being done in low orbit but request a high orbit. it's impossible to reach the orbit required, 815 km , with with any of the Thor or Delta rockets that carried the satellites IRL. this is the only contract i've encountered so far that does this but from looking at the i suspect Lunar Orbiter and OGO might have the same issue. Does any know a guide to how to write contract .cfg's I think I can fix this.