wulf899
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Everything posted by wulf899
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[1.12.x] Near Future Technologies (September 6)
wulf899 replied to Nertea's topic in KSP1 Mod Releases
Just watched a preview of Near Future eXploration parts from Kottabosgames - looks amazing! Haven't played KSP in a very long time, though when I finally have the time (soon*), it'll definitely be up there in the priority Mods. Couple of questions about it though: 1. Is the transmissions off the reflector directionally-restricted (i.e. must be pointed at Kerbin to transmit/receive data)? 2. Can the transmission range be boosted further by using multiple reflectors aligned properly? 3. Can the transmission of a spacecraft be boosted by utilizing the reflector of a separate spacecraft, like in a Relay system? Many thanks, and as previously mentioned, looks fantastic! -
I'm not too sure this could ever be modeled in the game, but is the Argo satellite able to utilise solar/kerbolar winds as a slight method of propulsion/orientation? I heard recently that Mariner 4 used the foldable "paddles" at the ends of the solar panels to orient/slightly propel itself. If Argo Mk2 was able to do that, it'd be siiiiick.
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Ah, so THAT'S why I couldn't find the Appdata folder haha, Thanks for that I've booted up KSP and Shut it down just now, so that it may be easier for you to navigate (Does the log include what the user did in-game? I don't know, so I assume it does). DropBox link to the file is here. Hope you find the issue! I'd love to send a few Draco probes to the Jool system.
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I wish I could, however for some reason or other I can't find any - I checked all the spots where the websites say they should be, but they aren't there - probably because the 'missing' part doesn't actually cause KSP to poop itself. Is there a way to forcibly create a log? The file for the Draco module is present in the files; I'll put a hyperlink here to its location in Dropbox (a copy anyway), so you can have a look at it and see if it should theoretically work. Might not be worth it, but I thought I should provide at least something that might be of use.
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Hello, I'm having the same issue as sslaptnhablhat, but the Draco/Huygens part still isn't there. I can't seem to pull it out of the nether like he did using the craft file, either.
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I gotta say that after coming back to this game after so many years (I started playing this late 2012), It's good to see that the mod community still has some modders who regularly make new content and keep it up to date. Really appreciated!
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Possibly, although I can't check as SSTU seems to be freezing the new KSP version every time I boot it up. I did happen to see an octagonal tank which looks a lot like it, but it was super small (about 1.25m diameter), so once SSTU updates I'll have another look to confirm if I can find it. Thanks for letting me know!
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Is there a changelog for this mod? I just downloaded an update for KSP (Friday 6/10/17, 12:01 (GMT+11, I live in Australia)) and one of my update mods says that SSTU is incompatible with the current version, and I don't know whether or not Shadowmage has updated it. While I'm posting here anyway, I should mention that I can't find (what might be called) the Service/Landing module/s for the Lander Cores which I see in quite a lot of photos of this mod (see VenemousRequiem's post on page 1 for reference). Are they hidden in a subsection that I've just missed, is it in an extension pack, or is it currently not implemented in the available parts pack?
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
wulf899 replied to BahamutoD's topic in KSP1 Mod Development
Hey all, are there any standard craft files which are provided for this (like bombers, fighters etc.) in other threads? Knowing I'd be terrible at building my own fighter replicas, I'd rather utilise the skills of other, better people. -
So I just downloaded most of these packs, and only the Buran, Proton, ISS, Orion Capsule, LER and Nautilus parts load. Soyuz, MIR, Kliper, Progress and the AmericanPack (with the exception of the Orion Module and LER) do not load as it says something along the lines of "Missing or Invalid Parts". Could not confirm as the Debug system was scrolling so fast I couldn't keep up. Some of these unloadable parts are even in the same files as others which can load (such as in the case of the AmericanPack). Been trying to fix this for hours and I'm at my wit's end. Could someone please help me out before I just go ahead and delete it all?
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I've done this for all the HOME modules and they all work with the exception of the HOME3 Pod Descent Module (CFG file titled "HOME2_pod_descent.cfg"). Anyone else have issues with that part? I've tried keeping it as +1.0, but that doesn't work either. EDIT: That was the wrong part! Looking for the right one now. EDIT: Issue resolved.
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I've tried using this mod in 1.0.2 with the Caretaker Files (And yes, I've got the original files as well as the caretaker ones so I have all the necessary files) and the parts don't seem to appear. Every time I try to use Alt+F12 to recompile the parts, It says something along the lines of "Unable to Compile part" for all the Habitat Pack parts. Anyone know a workaround for this issue?
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An easy fix; I just need a file...
wulf899 replied to wulf899's topic in KSP1 Technical Support (PC, modded installs)
Thanks for that, turns out that I didn't have the model files as I moved the entire "launchclamp1" folder over, erasing those files. -
An easy fix; I just need a file...
wulf899 replied to wulf899's topic in KSP1 Technical Support (PC, modded installs)
Unfortuntely it's the "sounds" file, sorry. Should've mentioned that. (Probably best to include the entire "launchclamp1" folder, just in case.) I'll use this .cfg anyway, just in case that alone solves the problem. EDIT: It didn't solve it. Will probably need entire folder. -
Hi all, So I installed KW rocketry and it included a file that would silence/mute the Launch Clamps. Even though I had no issue with the clamps, I installed it anyway. Now the part won't load and nor will any of the ships/subassemblies that I have built with launch clamps on them. Does someone mind just sending me a DropBox link to a copy of their own stock Launch Clamp folder? Many thanks.
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[1.8.x - 1.12.x] Salyut Stations (Salyut/Almaz) - 8-26-21
wulf899 replied to raidernick's topic in KSP1 Mod Releases
Thanks for the fast reply. I don't know how to edit/make IVAs etc., so I guess I'll leave it be. -
[1.8.x - 1.12.x] Salyut Stations (Salyut/Almaz) - 8-26-21
wulf899 replied to raidernick's topic in KSP1 Mod Releases
There doesn't seem to be any working IVAs for Vostok - you can't see out of the capsule at all. Didn't Bobcat (or someone else) do an IVA for the Vostok capsule? -
What do you mean, I have too many mods?!
wulf899 replied to wulf899's topic in KSP1 Technical Support (PC, modded installs)
I wasn't sure if my copy of KSP was x32 or x64 bit (as my copy is auto-updated by Steam), so I checked the readme file I found in the KSP folder. From what I can gather, x64 bit is for Windows only; I have a Mac instead, so mine would be x32 bit most likely (If I'm incorrect in that conclusion feel free to let me know). I'll try and cut back on mods which I'm not using to see if that's the issue; however, I'd be surprised if the number of mods are the issue, considering I've installed the Aggressive ATM mod in the midst of all this troubleshooting. UPDATE: So I've tried turning Steam off while playing KSP, as well as removing a BoulderCo file (which contained ATM configurations for certain mods) from my GameData file, and KSP seems to be working perfectly fine. I was even able to re-install KerbalKonstructs and Chatterer without any setbacks. -
What do you mean, I have too many mods?!
wulf899 replied to wulf899's topic in KSP1 Technical Support (PC, modded installs)
I've given that a try, however it's led to a whole other issue which I've made a whole new forum thread about. -
It's aggressive ATM. I'll give that a shot. UPDATE: It works again - sort of. Chatterer mod had to be removed as it comes into conflict with ATM, as well as ModuleManager, RasterPropMonitor and KerbalKonstructs due to freezes later on in the game (such as starting up a saved game, save game KSC menu goes black after switching back from craft etc.). Additionally, the issue posted in the preceding thread has still not been resolved. I still don't know if it's ATM that's causing it or something else, and I'll need to do further troubleshoot testing. But for now, what I've found is that Chatterer, ModuleManager, RasterPropMonitor and KerbalKonstructs come into conflict with ActiveTextureManagement on OSX. If the mods are reading this, this may be something that they may like to investigate in order to resolve the issue in future.
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Hi all, So there's a small backstory to this which can be found here. Essentially, the long and short of it is that I've tried using aggressive ActiveTextureManagement (the latest one) and every second time I load KSP the game freezes once the loading bar has been filled and the loading icon (on the bottom right) presents itself. Every other time, the game freezes upon opening. Could I get some help? List of mods etc. are in the backstory. Here is the .log file which I found. I followed the instructions on the forum, but I don't know if it includes previous attempts. If it doesn't, let me know and I can make a new one. Any help on this would be greatly appreciated.
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Hi all, KSP keeps crashing on me every time I leave an aircraft (Be it reverting back to the hangar/VAB, recovering a vessel or simply returning to the space station). Now, the first thing that comes to mind is of course that I have too many mods; however, I have ActiveTextureManagement installed (which I've been told is extremely effective). The mods I have are the following (give or take a few): All (if not most) of BobCat's mods All (if not most) of Lionhead's mods KerbalKonstructs MechJeb2 Chatterer HyperEdit All of the NearFuture mods Romfarer's lazer pack & weapons pack NEBULA's handrails mod SCANsat KSP-AVC (whatever that is) StationScience Active Texture Management (as per mentioned) All of these mods are up to date to my knowledge. Furthermore, in previous years I've been able to play KSP with many more mods than I have now (upwards of 20, in fact, around patch 0.21 or so). Is this simply too many mods to the point where TextureManagement can't handle or something? Advice on this would be greatly appreciated - I'm quite fed up with waiting 5 minutes for KSP to reboot every time I leave an aircraft.
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Oops... You need to sign in to see it, far as I can tell.
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Hey all, So I play War Thunder (I know it's not KSP, but this is the space lounge after all) and for several months I haven't been able to play due to a problem detailed in this thread. PLEASE READ THE THREAD BEFORE YOU CONTINUE READING! The admins there submitted my .clog files a number of months ago (within a week of the first post), but so far I've heard nothing from Gaijin, the producers, of a fix; probably because they're too busy with tanks and all that. Also recently, I had a problem with KSP which has been resolved with the removal of the Saved Application State. Seeing as my patience has worn thin with Gaijin's apparent lack of support (especially when you compare that to SQUAD [thanks SQUAD for your great support by the way!]), I've decided that I might like to try and fix this myself, which as we all know can go swimmingly... right? Anyways, I thought that if I remove the Saved Application State for War Thunder, that might help, just like it did for KSP. However on the other hand, War Thunder was actually able to run (to a small extent) and only was it when I joined a game did it crash. In comparison, KSP crashed on launch. So, My question is this: Should I take the plunge and remove the Saved App State and see what happens?
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Moon/Mun atmosphere?
wulf899 replied to wulf899's topic in KSP1 Suggestions & Development Discussion
I posted this thread with the idea of a "scientific", not physical, atmosphere, which the science parts could be of use. It seems this suggestion is now moot, as science is now obtainable in many different height orbits.