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boberts314

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Everything posted by boberts314

  1. I have similar sentiments. It's odd that such a small thing is so important to me but the simple fact that you spawn vessels right on the pad is one of the reasons I jumped on EL but never did install OC. The things EvilC has been posting lately have made me more giddy than I could possibly justify.
  2. I've got half a mind to learn enough about texturing to change the colors on the radial parachute I used as a substitute for the box, but I think I'll just leave well enough alone for now. I'm probably pushing my luck as it is. The high explosive ejection seats do seem very....kerbal, soI think I'll leave them in. Thanks for the trick though. I've been learning a lot about tweaking while getting all these mods installed, and it's interesting! Now that I think about it, I've been archiving the .zip folders whenever I install. According to that file I've got about 65 mods running currently. It's miraculous I had so few issues to iron out, really.
  3. That's done it! You had the right idea after all toomtoomX, I just didn't think about searching the gamedata folders. Many thanks to both of you for the help!Well in related news both the launchpads and the colorlight still seem to work fine, I assume they're now using the up to date .dll. The module manager file I set up is also working flawlessly, so I can now cause most of my command capsules to eject their crew at the touch of a button with no extra parts needed! Granted, they are irrevocably destroyed in the process, but I'm sure that will never come up again. As long as I'm tinkering, maybe I'll try and switch out the model/texture for the parachute box...
  4. The outdated plugin was version 5 from the BBI Color Light mod, but unfortunately removing it doesn't seem to have done anything. =\
  5. Looks like you might be onto something, there's an outdated duplicate in the legacy plugin folder. Give me a few minutes here...
  6. Just reporting the existence of what seems to be a compatability issue of some sort. I had the parachutes working smoothly after first installing them but while trying to integrate the ejection module with my command pods I discovered that the parachutes wouldn't deploy anymore, even when using the official part. After a some tinkering and a couple of rounds of deleting and re-installing the mod I've reached the conclusion that something is keeping VanguardTechnologies.dll from working. The problem is identical to what I had before I realised that the .dll was seperate, and I've determined that the parachutes still work just fine if I install the mod in a mostly clean KSP install. Unfortunately I can't tell much other than that. I've got too many mods in my main KSP install now to tinker with them easily. VNG seems to play nice with ioncross and ISA Mapsat, so maybe Kethane or Extraplanetary launchpads is causing an issue? More experimentation to come. . .
  7. After letting it sit for a solid 1 hour and 30 minutes this time I'm comfortable saying that this is a larger issue. The timing is suspicious though. Maybe whatever is happening is still hilo.dat related? I've determined that Mapsat works fine with a clean install, so presumably this is a conflict with one of the numerous DLLs (Or other mods? I presume a .dll would be the issue) I have installed. Is there a way to determine which one beyond just re-installing them until things break? A log I could generate that would give a better idea of what the hangup is?
  8. I'm installing mapsat for the first time here and running into an issue. I'm using Mapsat Dev Build X4r1 from the blog in a heavily modded 0.20.2 KSP install, and I just wanted to idiot check myself before I spend a bunch of hours doing clean test installs of KSP. What I've got happening is that any ship that I attempt to launch from the pad with either the GPS or the dish installed on it will cause the game to freeze pretty much instantly on attempting to transition, in one case without even displaying terrain or ship. Ships without Mapsat parts seem to work smoothly, including kethane mapping gear if that says anything of note. I've been treating the freeze as a program hard lock and exiting by alt-f4, but due to time constraints I've not let it sit for more than a couple of minutes yet. Is this a problem other people are having? Is it just trying to load a massive amount of data due to the size of the maps and it will take a while to finish?
  9. Some generous soul made modded copies of the stock parts and uploaded them here: http://kerbalspaceprogram.com/remotetech-seperate-probe-parts-3/ I can validate that they work, although I've not tried anything fancy like replacing the stock part .cfg files with the modified ones from that pack. The conflict seems to be between B9's ExsurgentEngineering and Module Manager, so the bad news is any mod that uses module manager is affected, the good is that the old fashioned way (grueling manual labor) still works.
  10. Had to dig a bit, but I found what I was after: Does anyone know if there are parts other than the SABREs and thrust vectoring engine that would be affected? I'm considering depriving myself of the new engines in favor of getting my antennae working again.
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