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Eskandare

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Everything posted by Eskandare

  1. I noticed the Dark Goo Engine doesn't have a sound for the engine. I was thinking it needs a death scream like sound for when the engines are active. Perhaps something like this HERE but more engine like.
  2. I like your location. On the edge of everything sort of feel.
  3. I believe it is an issue with ATM (Active Texture Management). I actually have Kerbin Side converted for DDS and using the DDS loader everything else is on ATM.
  4. Oh wait till you see my VAB. I based it off of the VAB from Kennedy Space Center, albeit not an exact replica but very heavily influenced. I can't take credit for the rails, those are yours but I tweaked the model a little. Also I added a bunch of structural detail to the hanger bay. All it needs now are my patented overhead lights.
  5. With your custom wheel 'engine' would it be possible to make multi-axle landing gear? I think this is a seriously much needed thing for large planes.
  6. Hello all! Here is a sneak peak of a new base I'm working on. It is called 'The Block', a secret F.I.E.L.D. (Fuel, Investigations, Engineering, Logistics, & Deployment) base. Basically, a base designed for very big planes with an underground hanger. Doesn't look like much now but I'll be adding a VAB like building, a launch pad, tower, fuel tanks and a few other buildings. It is basically a giant concrete block. "You know you haven't been around until you've been shown around The Block"
  7. I just ran into this problem when going back to a craft in orbit. Note: x32 KSP install. PartModule is null. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at TweakScale.TweakScale.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at TweakScale.TweakScale.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at TweakScale.TweakScale.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at TweakScale.TweakScale.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at TweakScale.TweakScale.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Parsing vector2 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing double (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing vector2 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing double (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing vector2 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing double (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing vector2 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing double (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing vector2 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing double (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing vector2 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing double (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at TweakScale.TweakScale.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at PartJoint.SetupJoint (Vector3 jointPos, Vector3 jointOrt, Vector3 jointOrt2, Int32 size) [0x00000] in <filename unknown>:0 at PartJoint.create (.Part child, .Part parent, UnityEngine.Transform nodeSpace, Vector3 nodePos, Vector3 nodeOrt, Vector3 nodeOrt2, Int32 nodeSize, AttachModes mode) [0x00000] in <filename unknown>:0 at PartJoint.Create (.Part owner, .Part parent, .AttachNode nodeToParent, .AttachNode nodeFromParent, AttachModes mode) [0x00000] in <filename unknown>:0 at Part.CreateAttachJoint (AttachModes mode) [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Stu-putnik Mk - II Debris Unloaded (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Stu-putnik Mk - II Debris Unloaded (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
  8. I have a problem with my stations magically accelerating for no reason. It grips onto docking ports or anything that ts radially attached. There is No NRE or NaN recorded in fact KSP thinks it's running normally. SDF is the last thing loaded before the effect happens.
  9. For some reason Lack's SXT gets screwed up. I'm sure it might be because he uses the MODEL module. Is there a work around for this?
  10. Go ahead and add one to Oceania, except the bouy. BTW, thank you for this, now I can complete the oil rig. : )
  11. Heads up! New Kerbal Konstructs! Now with refueling facilities!
  12. ATM didn't crash at all with this mod, but it got an odd over shininess of the textures.
  13. Is it possible to use *.dds loader with ATM? Also, does anyone have a ATM config for RetroFuture? Another thing, SXT and RLA Stock Allike keeps displaying textures as either red/white or black.
  14. Ahhh. Then reinstall because Oceania addon is located in the sub folder structure. Or, just download and install Oceania from the OP. Edit:The floating launch platform aka Ocean Odyssey is textured and is supposed to look like that. I didn't give it Windows or texured doors yet. I'll probably be revisiting Ocean Odyssey when I get around to updating the carrier with new lighting.
  15. Are you sure you have it installed correctly? Perhaps try to reinstall the addon. Also if you are using Active Texture Management, you need make ATM ignore the textures. The model should work fine, I made it.
  16. I've been experimenting with the *.dds loader. I managed to crunch down Kerbin Side textures a little further but err on the side of caution I made an exception in ATM to ignore KS, Kosmodrome, and Kerbin City. As a result I got KS assets loaded into RAM at neck breaking speeds. At half Rez I crunched a 7.5GB mod list down to 3.6GB with zero lag and most textures being loaded by the video boards. Sadly I had to take out EVE with Astronomers Visual Pack because the EVE and AVP assets hate ATM and *.DDS loader.
  17. This is is incredible! I am seriously looking forward to this.
  18. Unfortunently, that would be something to do with remote tech not with Kerbin Side or Kerbal Konstructs.
  19. Is there a boost for engineers? If not there should be, it would give engineers something to do. I love how this mod forces me to make emergency landings then sware at the game. Adds a whole new feel to the game. 10/10 will crash again.
  20. I'm trying this out to see if I can get my 7.5GB GameData folder crunched down since my main machine is off line and getting rebuilt (it appears the I pushed my M4AT-E MoBo to its limit, and poof). I used the KSP texture converter program and installed the DDS plugin and nothing seems different. Nothing has changed at all. Did I do something wrong? EDIT: Do i have to delete (move/back up) the original textures?
  21. We, as a community, have come up with some great and very challenging challenges, but what I think would be great is a mod that issues, keeps track and even polices cheats for challenges. Maybe similar to getting contracts but have them be the classic (and maybe future) challenges that have been posted on the ksp forum and ksp reddit, then have science, funds, and especially reputation rewards.
  22. Thank you, I found it. I must say I booted the pre-release... and damn! crunching down images... al though I'm trying to get my few mod to run x86. I'm tired of x64 instability. (note: on my GF's machine while I rebuild mine. So Linux is not an option at the moment. note: I built my GF's machine. )
  23. Is there a config for EVE I didn't see one in the configs list. EDIT: Never mind I found it.
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