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GavinZac

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Everything posted by GavinZac

  1. Some recent ScienceAlert updates have made them work perfectly together, there was previously a bit of confusion between them in some situations. I think SimpleScience wasn't at fault at all for those. If I had one wish for this, it would be to have an option where if there are multiples of the same experiment instrument available, to make it possible to choose which one is run. For example I have combined orbit-and-landing probes that separate once they've achieved orbit around the planet. When arriving at the planet 'high in space above <PlanetX>' I will get the alert to do those bits of science but I would like to target the ones that are on the orbiting probe rather than the lander. If multiple options were shown (perhaps as a [1] [2] [3] list of buttons, with the part highlighted when you hovered over the button) it would be nicer than trying to fiddle with the camera to find the right part. Still, what it does it does perfectly. Thanks!
  2. Thanks guys. What I did was delete the cache folder, and then rerun the 'build' a few times. After each crash I deleted any files that looked corrupt (0 bytes) and the file that the loader crashed on. After a few runs of it basically doing each PNG individually, it finally loaded up and no more pink Kerbin and no red and white stripes. I wonder if a solution can be made where EVE can be recoded to use DDS files, in order to make ATM completely unnecessary? Perhaps the ideal solution would be Squad contacting the developers to work together to get this into stock like the many other mods that have been incorporated. Or perhaps that should wait until after the Unity 5 conversion, since there are several new visual effects available with that that might make parts of EVE unnecessary or obsolete. All the same, I'm glad this is back up and running, while I'm not too bothered about clouds on Kerbin, I've always enjoyed a mission to Eve itself much better with the sense of foreboding that the first moments of entering the first wisps of its soupy atmosphere brings. I've just reached this point in my current career hence my desire to get EVE reinstalled.
  3. This is really cool! Any chance of a 'double fire' feature, one anotated, one clean? Even if it's slightly 'dumb' by just using two different frames? I'm enjoying this already and I think it will inevitably drag me back into making custom badges for each mission. Also, I now probably should rethink my dry, systematic method of naming crafts. Yay?
  4. Same effect for me, same installation (CKAN) and yes, using both TR and ATM. These played nicely together previously. I don't have any part mods installed so didn't expect to run into memory problems or anything of the sort.
  5. Would just like to say this is just awesomely useless In a good way, I swear! Once you've got the code and theory right it might make a very interesting thing to apply to Laythe or to some custom planets.
  6. That feature is pretty cool! Can you make it so that Pilot Kerbals start with a slightly higher tolerance too? (Because of their specialised training!)
  7. I really love this mod, looking forward to it being 1.0.whatever ready. Frankly for immersion's sake Squad should have created something like this themselves, every trailer they release features a mission control room, yet there's none in-game. You should have access to the mission control room at all times, whether it's probe or manned! And have the control crew in there reacting to how the mission is going just as the pilots would. They could 'improve' the displays and information you get there as the building itself gets upgrade. For now, this mod is awesome
  8. What was the last release? I've got one marked as 1.0 backed up. Windows information says it was modified on November 9th, 2014
  9. For some reason the Kickstarter's 'follow along' button isn't working for me. So I'm posting in this thread as a reminder. Otherwise, just saying thanks for the desktop wallpapers!
  10. It's a pity this might not be available for stock anymore, it was a feature that had made its way into my 'very, very nice to have' stock data-only plugins list. Hopefully if the problem is access to Squad's calculations, they can provide some information on that (when it's finalised!) or even introduce this as a stock feature (perhaps late-game in Career mode as another thing to aim for... get it? Aim? Trajectories? Ahem).
  11. Would love to get this back without manual patching. Someone actually made something similar for Cities: Skylines which reminded me of how awesome it was to dual-monitor with KSP and this.
  12. Well the thing is, you're right, even from low orbit it's very difficult to make out anything like that during the day time, and if you're close enough to actually see anything, it will probably look kind of ugly.
  13. Having this problem too. Didn't get a chance to keep playing or anything, as the ship shakes violently and then shatters. Happened once for a ship in interplanetary space, managed to stage the offending part off the ship and continue on my way albeit with a.. different mission profile. Happened again today for a massive ship about to reach Eve, whole thing explodes and leaves a single probe core plummeting to atmosphere. Gah.
  14. Do you mean configuration options for the mods themselves? Or for the toolbar? More mods have been giving options to customise the way you use them. If you don't want the option to, you can hide the button.
  15. Hmm. I am actually getting this issue too, but only if I used manual staging. I usually use SmartParts to stage when a tank is empty which works fine.
  16. Just did some Deadly Re-entry aerobraking at Eve with this mod. Really made the IVA experience as stressful as it should be!
  17. I think you're justified to do so, but maybe go with the convention around here and call it 'KerbQuake Continued' or something
  18. Yeah it's a general KSP thing. There's a reputed fix here: http://forum.kerbalspaceprogram.com/threads/97285-0-25-Stock-Bug-Fix-Modules I haven't had the problem since I installed it, but then again I haven't done many EVAs.
  19. Yeah seems something from Tarsier ST is blocking a few other mods. It's a pity, I love both mods. I'll disable the TST dll and see if it fixes it, I assume it will.
  20. Having a weird issue - the log indicates the game is seeing the the DLL and loading it, but the button (and thus anything to do with ScienceAlert) never shows up either on the stock toolbar or on Blizzy's toolbar. Entering the scene, it gives this message, but never loads properly and On.Destruct() gives a NRE. [LOG 14:49:03.001] ScienceAlert, Waiting on ProfileManager... Here's the full log. http://mononyk.us/KSP.log.html http://mononyk.us/output_log.txt.html
  21. Did anyone ever put this on git? I'm happy to help contribute again. If not I'll put it up myself in a few days. There are some new, fun little parts for Jeb to break off and toss into space! I stopped playing to wait for 0.25 and it turns out I severely underestimated the time that that would take... Sorry, it was nowhere near so complex. It was a PHP script that parsed a plaintext list of part names and just stuck the right formatting around them. Of course, you could maintain a database that generated the file using stored values, but it does seem a bit excessive. Hmm.
  22. If I was millionaire I'd hire Rich to keep working on his mods. So, guys, I guess you should all donate a bit to me and I'll do so when I've got enough? Cheers.
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