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elind21

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Everything posted by elind21

  1. Sorry if this has already been posted, but I could not find a relevant post in my various searches. Given the current limitations of the stock rotors - namely the 5 rpm speed increment limit - has anyone found a workaround or mod that would enable me to make the rotors spin at either a float or integer rpm value? I am mainly looking for the ability to make a rotor spin at a slower speed somewhere between 0.1 rpm and 3.5 rpm for artificial gravity rings. Even at 5 rpm that is really too fast for it to be realistic. Ideally I would like to make the slider in the VAB logarithmic/exponential to get fine control of the rpm at low rpm and rougher control at higher rpm where the error is less pronounced. Anyway, thank you for your time, elind21
  2. @jrodriguez Any word on then all the BDArmory parts are going to be updated with the bulkheadProfiles parameter? Been bugging out my advanced build filters for ages.
  3. I am having a similar issue related to collecting science from modules, but the effect is being applied everywhere.
  4. Maybe you could add Magic Smoke Industries: Infernal Robotics support to a turret-like gun. Maybe extremely low fire rate, with massive damage like tank shells? Example design: If you are lucky, maybe you could get sirkut to assist you with the setup? Would be a really cool addition to this mod.
  5. Hi everyone, so first stream went OK, was a bit of a learning curve. I must remember to hide the video preview on the dashboard. I may not be doing another stream until 2014, but stay tuned because I might just have something special in store for anyone who watches my next stream.
  6. Hi everyone! I am new to streaming and have opened a new stream at Twitch.tv <http://www.twitch.tv/elind21/> I will be hosting irregular broadcasts from Australia, so relatively low frame-rate and resolution, to cater for everyone with a GMT+(0<12)hrs. As i am new to streaming, please cut me some slack. I am an experienced KSP player, but I do use Mechjeb and other "Cheat" mods to help with flying due to my inate lazyness. I will be creating a new Career Mode save in 0.23 and taking mission suggestions from comments on this thread. I will also be featuring games such as Minecraft, Starmade, Team Fortress 2 & (hopefully) Skyrim, so my channel is not recommended for anyone under the age of 15. I hope to see you all there. My first stream should be ~11:00am GMT+10 on December 18. Updates to the schedule should be expected on a monthly basis? (Still unclear how often I will be streaming) Thank for taking time to check out my channel! Signing off: elind21
  7. Check Alt-F2 menu for NullReferenceExceptions If they are present, upload the output_log.txt
  8. I'm in, looks good, will obtain one i change the B9 textures to the low res pack. Too bad KSP is still 32-bit.
  9. I had a need for a probe sized drill for "soil sampling", so I re-sized the radial attach drill. It was effective, however it did not seem quite right.
  10. I am in that age bracket and I was thinking of becoming an engineer long before finding KSP. I even knew how to use CATIA and AutoDesk before I found it.
  11. Bug Report (Sorry for posting it here, I don't have a GutHub account) On occasions, the animators for communatrons (and some other things) fail to load correctly, leaving an undeployed (by animation) communatron in "Locked/Fixed" mode (by context menu). I fixed this using action groups to reopen them (after a bit of button mashing) but it would be nice if this was looked at. I think it is something to do with the attach module. There are 2 possible fixes I can see: 1. Make the communatrons toggalable (Squad will probably impliment this anyway with the R&D update) 2. KAS code??? (unsure on how to fix this way)
  12. Leave 2 weeks for bac9 to respond. He looks at his forum posts from time to time. (also if you do take up the project: \/ read this) On an unrelated note: The ladders & railings (and probable some other stuff) have a crash tolerance of 400. I have done testing with ladders and from a 2000km vertical drop, the ladder just BOUNCES off the ground. I will say it again it BOUNCES! Seriously that kind of stuff cannot be indestructable.
  13. I think this: http://forum.kerbalspaceprogram.com/threads/32027-You-Will-Not-Go-To-Space-Today-Post-your-fails-here! from here: http://forum.kerbalspaceprogram.com/forums/40-KSP-Fan-Works belongs here: http://forum.kerbalspaceprogram.com/forums/55-Mission-Reports
  14. I have a lifting craft (sorry, no screenshots) which managed to lift a 50ton space station into orbit. The same craft exploded on the launchpad with a 5ton orbital tug on top??!!! WHY is it always the simple things that skrew you over!!!
  15. I have been chatting with Majir about the Kethane glitch, he says it is either a KSP/Unity bug or being caused by another mod. It seems to be more frequent with your mod installed and I am wondering if you could look into any possibilities? Please see page 303 of the Kethane comments. Thx, elind21
  16. I am using 0.77. I have spoken to Albert VDS, he says that there should not be an issue. So, I am at a loss for a solution.
  17. Check Alt+F2. ^(see last post)^ this is happening to me also. If you see NullReferenceException over end over again in red you have the same problem as I do. I think it is a conflict with mumech.dll used by Albert VDS's Hullcam.
  18. Hi, I have not seen this posted elsewhere: NullReferenceException at (wrapper managed-to-native) UnityEngine.Transform:INTERNAL_get_position (UnityEngine.Vector3&) at UnityEngine.Transform.get_position () [0x00000] in <filename unknown>:0 at ScaledSpace.LateUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) It appears to be associated with a kethane map display glitch. Restarting thew game fixes this, but it is a reap pain when it happens every time you launch. Thx, elind21
  19. Ok, sorry to be an issue reporter but ladders that have been placed are unusuable. Sorry to be bugging you so soon after the release. Edit: Ok, i just had to quicksave and reload, same for placing things. Why is that still a bug???
  20. just wondering about something small and pointless, but has the glitch where it is possible to mine kethane while moving been fixed? Just wondering because i have been testing my kethane plane. Also, how are you supposed to get to underwater deposits of kethane? HL sub mod only allows up to 600m depth and most of the deposits on kerbin and eve are underwater depper than 1-2km. Thx, elind21
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