-
Posts
29 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Everything posted by Commander Hoek
-
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Commander Hoek replied to TaranisElsu's topic in KSP1 Mod Releases
Yeah something is up, that's how I have it already. Still no go. I'll just have to remove MFT untill they get it sorted and stable. TACLS works fine without MFT. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Commander Hoek replied to TaranisElsu's topic in KSP1 Mod Releases
Oh it actually gets put in the Thundererospace folder alongSIDE the TAClifesupport folder. Cool I'll try that. Thanks man. UPDATE: Nah that's how I have it already, it's still not playing nice. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Commander Hoek replied to TaranisElsu's topic in KSP1 Mod Releases
Could you be a touch more specific about how you did this? Specifically the config files which ones and where you put them? Thanks. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Commander Hoek replied to TaranisElsu's topic in KSP1 Mod Releases
This may seem like a stupid question but ... Why is there a separate Life Support meter on my Command Capsule that is constantly depleting with no way to stop it. I'm not taking about Oxygen or food or Water or Waste. (and yes I have plenty and they are functioning) This is another meter actually called LifeSupport and it seems to count back from 20000 regardless of what resources I have. There is also no way to restock it as there is no resources actually called LifeSupport. Like I said this may be a stupid question. I can't think of any Mod that I have other than Better than starting Manned, that would Interfere with it. Update: Never mind BTSM adds that resource. I'll see if I can't disable it via the .cfg file UpdateUpdate: Well you can't disable it via the .cfg file, but you can make them so ridiculously large that they become irrelevant. -
[WIP]Kerbin Science Initiative - 140+ Biomes for Kerbin
Commander Hoek replied to Raven.'s topic in KSP1 Mod Releases
Thanks, having a look now. -
[WIP]Kerbin Science Initiative - 140+ Biomes for Kerbin
Commander Hoek replied to Raven.'s topic in KSP1 Mod Releases
Your download link is broken. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Commander Hoek replied to sirkut's topic in KSP1 Mod Releases
I have to admit that the soon to be new parts look totally awesome ! -
[WIP] [0.23.5] AKSP - Suborbital Space Transport
Commander Hoek replied to stoland's topic in KSP1 Mod Development
Lookin good man. -
[WIP] [0.23.5] AKSP - Suborbital Space Transport
Commander Hoek replied to stoland's topic in KSP1 Mod Development
I personally would love to see a good carbon fibre like texture for the body would look cool with the red stripe. -
[WIP] [0.23.5] AKSP - Suborbital Space Transport
Commander Hoek replied to stoland's topic in KSP1 Mod Development
The AKSP Quokka or if you wanted to go with birds maybe the Firetail or C0-ka2 (cockatoo), Wedgetail ? -
[WIP] [0.23.5] AKSP - Suborbital Space Transport
Commander Hoek replied to stoland's topic in KSP1 Mod Development
I'll pick up Blender later on today. Have never used it, used to modelling in Maya. I have Gimp but man is is a hand full, not user friendly at all. -
[WIP] [0.23.5] AKSP - Suborbital Space Transport
Commander Hoek replied to stoland's topic in KSP1 Mod Development
What program are you modelling in? -
[WIP] [0.23.5] AKSP - Suborbital Space Transport
Commander Hoek replied to stoland's topic in KSP1 Mod Development
Looking forward to crashing this baby. Go Aussies ! -
That would make sense I guess. I was Unaware of SpacepPort 2.
-
Does anybody else think that they should just wipe the SpacePort of everything. I am thinking those Modders who are serious about their works with KSP would have little objection to Re-Uploading their new, working Mods. It would.. 1. Save server space. 2. Clear out Junk uploads from days gone by. 3. Reduce Mod/upload Clutter. 4. Make it more user friendly to new comers and veterans alike. (aka reduce threads like. Which version of "This" is the latest etc.) Feel free to add your own reason to the list. (or Denounce mine)
-
I am not sure about the other .dll files in the soviet pack though there are 4 in all. Since it has a KAS .dll as well i would go ahead and assume that one is out of date as well.
-
Ok I fixed my Issue Rom. All of them. As it turns out the Soviet pack made by Bobcat Industries has in it a version of your Robotic Arms. This dll is/was killing your new dll. Replacing Bobcats old dll with your new one solves that issue AND (wait for it) the non exploding Launch Clamps. (Multiple tests) This explains why only some people are having this issue. I bet you pounds for peanuts, that the people that are having texture issues and Clamp chaser issues all have Bobcats Soviet pack installed. I have one small black texture issue the the LaZor icon in the Staging but that's it. (I bet that too is Bobcat related) Pass this solution along please.
-
1. Check 2. Check 3. Check 4. Check 5. Check 6. Win 7 64bit Texture problem? No Main Module on: Yes Lazors Exploding?: Yes Clamps NOT Exploding?: Yes UI for Lazors missing?: Yes (probably cause the Lazors explode before ship settles) This is almost funny as my Lazors are exploding but my Launch clamps do not. Hey Rom? My issue could be relevant in the fact that Lazors explode but Launch Clamps do not. Not every one is getting THAT issue. What if somehow KSP is saying "Explode his Lazors" instead of Saying "Explode his Launch Clamps" I hope this does help you. Is there any log I can give you that shows that particular data?
-
Hello fellow Kerbalnaughts. Commander Hoek Here. I have been lurking in your basement for several months now. Just thought I would come up for some air. Oh crud My HELMET !
-
Ok this has me curious. With the latest Installment 2.7.1 (numbers could be a bit off there) Is there no longer a Plugin file or a Plugin Data Folder? Because just out of curiosity I re-downloaded the Lazor File from space port. It doesn't have either of these.
-
No I am not missing the Main control Module it's on there. They are still exploding before the actual camera settles for launch. Also I see no UI come to think of it.
-
After 2.0 reinstall and having Lazor Updated and installed correctly. aaaand having a control module on my ship (which I never fail to do anyway) my Lazors are still blowing up at launch. Poof gone, blown to bits for no apparent reason. any additional thoughts or something I am missing.