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Eskandare

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Everything posted by Eskandare

  1. You know this could have been done with a module manager config.
  2. Question, I'm playing with x64 stress tests. Is Modular Fuel Tanks automatically disabled for x64. The last build of KSPx64 became stable with certain plugins (for me anyway) I'm attempting to analyze why that worked and if I can make it happen again.
  3. It's very, very, easy to create I doubt it would be a problem. I'm surprised I didn't do this for myself.
  4. Actually not, but I removed modular fuel tanks to see if that was the problem. Edit: Ahhh it was modular fuel tanks!
  5. Actually I don't think it matters if Kerbin Side is x64 or x86. All it's doing is displaying graphics files. Really it is medsouz's Kerbal Konstructs that would have any issue even then it doesn't matter. Really a lot of the issues with x64 is with the core program itself. As a note, I haven't discovered any problems with Kerbin Side and KSPx64 since I run x64 all the time (much of this is for testing). Same here, lol
  6. So this happens but there is no reference to the problem in the output_log.txt.
  7. That shouldn't happen. Like Ash said, we need more info.
  8. Odd, I haven't seen any problems. Post your output file and one of us should take a look.
  9. Be warned there are several textures and the carrier mu file that all need to be in one folder. I recommend keeping my folder/file structure. Without details I cannot help you. Edit: I've tested the models in both .24 and in .25, so they should show up. Edit 2: be sure the EHI_flatlaunch is where it should be. That is the spawn point for the carrier. The carrier has 5 launch points. Two temporary ones on the aircraft lifts and one in each of the three takeoff positions.
  10. We'll see what we can do. First there has to be an animation trigger available. Then we have to model an exploding animation for the model and there also has to be a way to repair the damage. This may be a feature off in the future. At that point I hope to have hilarious toilets, bathtubs, life boats and a sinking animation. But right now is learning how it all got put together.
  11. Okay everyone, Ash has my release of Oceania so be sure to look out for it. I credit HoneyFox for the Ocean Odyssey platform.
  12. Tanks for the fix, I was worried I'd never going see my carrier again. Now I've got to figure out which mod killed all the engines. I built a new plane for my logos but nothing burns, FAR is x32 only now, so flight is going to be weird. Procedural (insert part here) is dead. What a pandora's box this update has been.
  13. There is no reason why they shouldn't. Nope engines don't work for some reason.
  14. Kerbal Konstructs is soooooooo much better
  15. So I'll be releasing Oceania as soon as Konstructs have been fixed for 0.25.
  16. I've been working on this, actually seeing if I can get InfiniteDice's plugin to work with the static. Since I don't code in C#, I'd have a long learning curve to build a dll for it. For right now it's in experimental condition. I'll keep tinkering with the arrestor system, but for now it will be dependant on InfininateDice's plugin, unless, someone wants to put some time into creating a plugin that is independent. Pictures will be coming soon.
  17. It sure would be nice to have FAR/NEAR modules add to the wings. I, unfortunately, don't have time to create the configs since I'm working on stuff for Kerbin Side. Maybe, just maybe, with permission and once I've got time free, I may look into keeping this mod going.
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