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boberts314
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Everything posted by boberts314
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
boberts314 replied to politas's topic in KSP1 Mod Releases
Could I convince someone to have a look at this exception I'm getting when I start up CKAN? I don't think CKAN is the root issue, but it might be useful to know exactly what problem it's having. -
[0.90]Asmi's ECLSS Mod - REVIVED! (Version 1.0.19)
boberts314 replied to Shasol's topic in KSP1 Mod Releases
OOooh, ECLSS is back? This is a recompile right, so the RCS bug will still be present for now? The one where a kerbal empties every available RCS tank upon leaving the craft? I don't think that got fixed, although somebody might have hotfixed it. -
I recently updated to .24.2 and found that the game crashes whenever I try to load a saved game or start a new one. I've narrowed it down to three mods causing the issue and the BahamutoD pack is one of them (the others are KAX and spaceplanes plus). I've got a crashlog here specific to loading the BD folders into gamedata, any chance you can tell me what's going on? error.log https://dl.dropboxusercontent.com/u/19357711/error.log output_log.txt https://dl.dropboxusercontent.com/u/19357711/output_log.txt I never even got to use those retracting RCS jets.
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I'm a little bit astounded and somewhat ashamed that it has fallen to me to point out that the original poster has managed to mis-spell R.A.P.I.E.R. in the title line of his mod. This engine is the ANT Raiper. And forever the ANT Raiper it will be. Given that it's also suggested that one must "get it hard" to design an optimally functioning spacecraft I can't entirely rule out the possibility that this is all an elaborate prank. In which case Bravo.
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Bond Aerotech and Sundries [v0.4.3.1 31st March 2014]
boberts314 replied to NoMrBond's topic in KSP1 Mod Development
The engine recesses: It's hard to tell without being able to move the camera, but I think I see what you did. Looks pretty good to me. The trusses: Wow, that's actually a pretty major aesthetic difference. It's nice to see those get textured, they get a lot of use on my sattelites. Egg basket: Somewhere on Kerbin there is a very angry chicken. -
Bond Aerotech and Sundries [v0.4.3.1 31st March 2014]
boberts314 replied to NoMrBond's topic in KSP1 Mod Development
Regards the petal base, I would usually expect something like that to use a hinge hidden in a small recess. The only way I can think to describe it is sort of a crenellated design for the base with the petals attached between the crenellations. Maybe I can find a picture if that doesnt make any sense... -
This may have changed, but I don't think that debug mode can be toggled manually anymore. It turns on or off automatically depending on whether you have Kethane installed. Even with kethane installed though you might have to go into the .cfg files to get ore containers to start out full. I don't think that you can have them spawn with ore by default.
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
boberts314 replied to Porkjet's topic in KSP1 Mod Development
Two methods I've used for getting things into the cargo bays without using editor extensions: 1. Move the camera inside the cargo bay. The attachment node will now be accessible without radial attachment being so much of an issue. 2. Build the payload to use radial attachment. Generally this means a small tower of structural elements with a docking port on the side. The actual payload gets attached outside of the bay and then the whole subassembly is attached radially to the bottom of the bay. The current VAB/SPH isn't really designed with bays in mind, but it's possible to work with it in most cases. -
Bond Aerotech and Sundries [v0.4.3.1 31st March 2014]
boberts314 replied to NoMrBond's topic in KSP1 Mod Development
That throttle-linked animation is the coolest damn thing! Does it have any effect on drag though? -
[RELEASED] A.R.P mod ( Audio Replacement Project )
boberts314 replied to bullettMAGNETT's topic in KSP1 Mod Development
Beyond the need for modmanager (for the sake of compatability and easy removal) the only feedback I have so far is that it seems like the startup and shutdown sounds are exceptionally long for some of the engines. I'm thinking of the separatrons specifically here. The shutdown noise they make lasts longer than their fuel supply did and it makes a horrible racket. I haven't had time lately to do anything but add a turbojet to a tank and launch it into the stratosphere, unfortunately. Love the turbojet sound, more feedback later. -
[RELEASED] A.R.P mod ( Audio Replacement Project )
boberts314 replied to bullettMAGNETT's topic in KSP1 Mod Development
Well I know what I'm doing tonight. -
You've encountered what seems to be a common issue that doesn't yet have a solution. In my case the problem eventually disappeared when I uninstalled a mod, despite that it had previously persisted even when I uninstalled all mods. For now all I can offer you is the trivia and workarounds for the problem: 1. The winches are still functional. If you bind the extend and retract functions to action groups then you can operate them that way. 1a. If you need to use a winch on an existing vessel then you can use AGM to change action groups in flight. AGM is dangerous at the moment however. If a vessel has science experiments on board and you move another vessel to within loading distance of it (about 2km) then all those experiments will vanish. Be careful. 2. Not all winches will be affected. In my case only the stack horizontal winch had GUI issues. The others worked normally.
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Bond Aerotech and Sundries [v0.4.3.1 31st March 2014]
boberts314 replied to NoMrBond's topic in KSP1 Mod Development
Eh? What's wrong with them? -
Like this one, several posts above yours?
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Bond Aerotech and Sundries [v0.4.3.1 31st March 2014]
boberts314 replied to NoMrBond's topic in KSP1 Mod Development
It looks good. Probably a lot easier to mount stuff on it as well, compared to your previous version. -
The answer to that last question should be "yes". The example I'm thinking of is that I once saw somebody rig up a portable GPS unit by attaching a ScanSat link to a battery and then grabbing the battery. It could pull up the active map just like it was attached to a ship.
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Chaka Monkey - Closed Development Thread
boberts314 replied to YANFRET's topic in KSP1 Mod Development
KSP Interstellar simulates heat build up by tying it into electric charge generation. It's fairly robust, although it runs into trouble due to WasteHeat not building up unless the vessel is active. -
[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
boberts314 replied to SirJulio's topic in KSP1 Mod Releases
Oh *that's* what all those are from? Well that's handy to know.