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plausse

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Everything posted by plausse

  1. I previously had a problem with the Mk2 parts, where the node disappeared as I tried to place the part. It turned out that I had two two configs fighting each other, and when I removed one MM config it was all A-OK. But.. It has now happened with the Mk3 cockpit, and I cant think of what has caused it. I assume there is a doublet lurching somewhere.. So does anyone know if there is an obvious way to find out which the two offending configs are? Ps. thanks
  2. Im late on the train. But this is as good as it gets. Like that unpasteurised goat cheese I had an hour ago, but better.
  3. So.. I may have downloaded the pre-release.. And then when I checked if it was doing it because it was the pre... I downloaded the same build again, but unwittingly. I'm dim. Sorry.
  4. This seems awesome. I immediately get the tier 3 mission "resupply" - without having built KSS core yet (or indeed orbited).. any clues?
  5. This is real nice - been waiting for this functionality to come.. Well, since the first time around. Its great. Only slight worry is that it somehow seems to interact with the GUI of throttle controlled avionics, in that when I have both installed two things happen: 1) TCA has no GUI at all (so I can't use it) 2) Your GUI gets affected when I try to toggle TCA on/off in that the buttons remain but all text disappear. Sorry I can't give more details than that.. Both mods are in their latest versions and everything else is working (I do also have a large number of other mods). If I have time I'll test properly in a clean environment tonight.
  6. Which, in the business of botch jobs, is about as elegant as it gets. I spent about two minutes thinking of a hypothetically more elegant way and I couldn't. Admittedly I have been drinking grape juice.
  7. Thanks taniwha - was just wondering because one of them broke. Or I broke it I think. Updated my version of b9 procedural and suddenly all kspapie tweakables worked at a framerate of circa 5.. Odd. It worked again when I removed said copy, with superficially no ill effects. Maybe next unicorns will die
  8. Another of my braindead questions.. Is it enough to have one KSPAPIextensions dll somewhere in GameData, or do you need one per mod that uses it? Thanks...
  9. Just wanted to give a friendly thanks - and say that I would happily pay at least half the game price for FAR... Atmospheric flight just doesn't make sense without. And free troubleshooting support almost as good as Ubisoft and EA. Edit: Ferram's support is great. Ubi's is not.. Just thought I should make that clear.
  10. This mod is obviously awesome - and I do apologise if this is an utterly ridiculous question.. - is there any possibility to also release the parts scaled to 'Kerbal' values (ie. 1.25, 2.5 etc)? Because it's amazing.
  11. Maybe I'm just wrong on it. But... essentially; I really enjoy your parts, they are fantastic. I also really enjoy the added effects through smokescreen etc. that allow proper expansion effects dependent on atmospheric pressure. Is this something you have thought of implementing?
  12. No idea what is wrong - but it happened to me too. I redownloaded the files, and it was fine.. Maybe worth a try, if a newer file is up maybe.
  13. Removed all the non suspects, then did a reverse binary search... found this little gem: CITUtil.dll Part of the mod Active Struts, and when installed it unzipped straight into the GameData folder for some reason. I think it somehow either interacts with 0.25 or with KSPAPIextensions or with Infernal Robotics. Either way removing it fixed the problem, if someone else were to experience the same thing. If someone is curious I wouldn't mind uploading my log file (with the CITUtil.dll back in obviously), but I didn't find anything exciting myself when I had a quick look. If anyone has a clue as to what happened that would satisfy my curiosity.. Otherwise I am happy that this matter is closed.
  14. Thanks for your quick help both of you, looks like I will go on a foxhunt. Or a goose chase?
  15. I'm conscious that I'm only providing limited info here. Whilst I'm happy to share anything, I'm really only asking if someone recognises this bug (or is it a debug feature of some mod?) out of the blue. I don't expect anyone else to actively search for it without proper information at hand. If worst comes to worst I'll just do a binary search myself, but first... Has anyone seen this before? In both the SPH and VAB, straight below the center of origin of the parent part (present before the part is chosen as well) a white pill shaped object is present. It is about the size of the Mk 1 cockpit. It remains there and does nothing. During flying it is again present on the launch pad/runway. It then remains there as the craft is launched. During flight these objects then regularly spawn from the craft, and stay fixed at the point of spawn. I don't know if they last indefinitely or if they disappear. During timewarp it reappears at the craft origin, where it remains until end of timewarp. It then disappears immediately on stopping timewarp. All in all there is no noticeable hit on performance or anything else out of the ordinary. Nothing red comes up in the error log. I run a multitude of mods, and I think this is caused by one of them. I normally install them correctly, maybe this is a conflict. Or I by accident downloaded the wrong version of something and its a debug/testing thing. Either way, any clues?
  16. Overall I really like the idea of a community project, and of course the art will vary slightly. What I was thinking was, if you are using smokescreen plugin, there are some settings to include underexpanded flames in atmosphere and overexpanded in space. I dont actually know how to do it, but it looks awesome (like in the community pack settings in hotrockets)
  17. If you were to consider bahamutos pop-up engines that would be rad and fab. Even though they are a bit futuristic, they are just too cool for school.
  18. I think some of the parts are great. And some less great. Then that's for sure the case with established packs such as nova punch as well. Either way - fair play and thanks for sharing. No need to listen to rude numpties. I still think an imgur album would be lovely though!
  19. I have (had both). And I really like them. After removing tweakable everything AJE seems to work fine. Tweakable is now history, until I find a way for them to happily coexist (remove the bits about jet engines maybe?). AJE is ace, in parity with your quick and helpful reply. Thanks!
  20. I went through most of the thread, but could not find my issue. If I missed it and it is in fact there, I do apologise. So: I have latest version of FAR, Realfuels and HotRockets, I use the "stock" engine config for real fuels. The problem only occurs with AJE installed, and not with only the other mods. When I use either the RAMjet or the other 1.25m engine (using the stock enginemodel), I get smoke effects and flame out effects in the VAB. Also the engine does not show up in the staging sequence, and when I start a flight I immediately flame out even though the plane has intakes and is loaded with kerosene. All the B9 engines work great, as well as the firespitter prop engines, and the small turbojet (despite using the same model as one that does not work). I have thought deep and hard but have no clue. Does it have anything to do with a plugin like Exurgent engineering or something? Are there 100 gnomes on my loft? What is going on? If anyone understands this and could help me, I would owe them an imaginary cookie...
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