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Everything posted by mrluckypants96
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[20/11/2014][0.25] FTmN Atomic Rockets
mrluckypants96 replied to Kommitz's topic in KSP1 Mod Releases
Thanks, I spent at least 10 mins just looking to make sure I hadn't just missed it. -
[20/11/2014][0.25] FTmN Atomic Rockets
mrluckypants96 replied to Kommitz's topic in KSP1 Mod Releases
Am I just being an idiot, or is there no download link? I see the Double-Nerva link, but not the FTMN link. -
[Testing] Compressing Textures in Memory
mrluckypants96 replied to AncientGammoner's topic in KSP1 Mod Development
Looks helpful, but my anti-virus freaks out whenever I try to dl. -
Ok, new DL of 0.2.0, fresh rover design, wheels in X configuration (as they were in the LWB verison of my previous post), getting the exact same results as before. What am I doing wrong? Edit: Ah, the wheels are rotated 90 degrees from what they should be, interesting, but it works now.
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Alright, fresh DL, it worked, I don't know why the old one didn't work, I didn't do anything different. *sigh*
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Sure, naturally I see this just as my KSP loads up (without the mod loaded). Not to mention a 15 min loading time. Here it is, in all 4 wheel configurations: http://imgur.com/a/gi5UY
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This mod seems to have been overshadowed by KMP (because it came out first), but I still want to see the comparison between the two. Mainly because I can't get KMP to work properly.
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Path is C:/CLGames/KSP.22/GameData/Romfarer/romfarer.dll, just as it came in the download, I put it right in Gamedata after DL. It's just the romfarer.dll and the sunbeam lazor plugins. My OS is Windows 8 Pro KSP .22, Lazor system V31 output log is here: http://pastebin.com/16uBm5fK Edit: Apparently Google Chrome thinks that my output log is in Romanian. LOL
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Yes, it didn't help any. It's still not working.
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I'm having an issue with the Dune Raider rover. Anytime I make a rover with the DR wheels, the wheels just seem to fall through the runway (stopped by the body) and provide no grip. If I manage to get it off the runway (Sepratrons FTW), it does the super bounce glitch (not really super, just enough to keep it bouncing up and down a few meters until it flips upside-down). This is a slight deterrent to its would-be pilots who end up upside-down, unable to exit the vehicle.
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Well, yes. All of the parts load in correctly, but trying to turn them on does nothing. I don't even get the settings menu at the space center screen. This makes me think that the plugin is derping out, but the filepath is correct (I think).
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I love the parts in these mods, but they seem to kill my RAM. Adding all the mods from this thread added 1.2 Gb to my RAM usage, at 1/4 textures. I wish it was a bit less memory heavy, but it's still awesome. The PDE is used in a SSTO I'm developing, and the Ramjet works well as an interstellar drive. The ramjet also lights up the planet-side on map view, really cool to look at.
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Any news on this? I don't get any GUI's popping up, and trying to turn on the lazor module in-game does nothing. I don't even get the menu at the Space Center. The Romfarer folder is in gamedata, as it should be.
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Tried this out with some other mods and got... interesting... results. It seems that the thrust from jets was scaled up highly (350Kn from a 200Kn jet (LLL Radial Jet) at sea level) and that rocket thrust was highly decreased (150Kn from a 960Kn engine (B9 Sabre) at the edge of atmo). I can't get into orbit anymore, but, on the bright side, my jet fighters are a lot faster.
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It appears to be, the parts are unlocked at the experimentalElectrics tech stage.
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[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
mrluckypants96 replied to UbioZur's topic in KSP1 Mod Releases
yeah, I use that, and the one for KW, and the one for NP, and the one for KOSMOS, and the one for Stock, at 1/8 scale textures... Did I mention I use a lot of mods? -
That's what I did. >:[
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[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
mrluckypants96 replied to UbioZur's topic in KSP1 Mod Releases
Not sure if this is a bug or not, but upon saving a part that was welded together, the plugin seems to recompile all the part.cfg's of every part in the game. This causes huge framerate lag (2-3 fps) and (on my heavily modded game teetering on the 32bit RAM limit) a crash (). -
Ok, I've done something wrong. How is this supposed to installed? I DL'ed it, put the Romfarer folder in Gamedata, and tried to play. I'm getting a complete lack of the mods features, the parts load in, but none of the plugin's functions work (no gui, no lazors, nothing), even tried a fresh download of .22 and v31. Romfarer.dll is in KSP .22/Gamedata/Romfarer/romfarer.dll.
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KMP v0.1.5.1 [0.23] [alpha] [inactive]
mrluckypants96 replied to TehGimp666's topic in KSP1 Mod Releases
Ah, thanks, my friend installed the server wrong >.<. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
mrluckypants96 replied to TehGimp666's topic in KSP1 Mod Releases
A friend and I made a server, but every time I try to join the server, it crashes. Any ideas? Here's the errorlog: System.IO.FileNotFoundException: Could not load file or assembly 'Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified. File name: 'Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' at KMPServer.Server.hostingLoop() at KMPServer.ServerMain.hostServer(ServerSettings settings) WRN: Assembly binding logging is turned OFF. To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1. Note: There is some performance penalty associated with assembly bind failure logging. To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog]. Stacktrace: at KMPServer.Server.sendPluginUpdateToAll(Byte[] data, Boolean secondaryUpdate, Int32 sending_client) at KMPServer.Server.handleMessage(Int32 client_index, ClientMessageID id, Byte[] data) at KMPServer.Server.asyncUDPReceive(IAsyncResult result)