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Dave7

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Everything posted by Dave7

  1. Will do, I check them also but couldn't find anything on this one and figured it was sharable since someone was asking for it. Most of the old mods or threads have the license listed somewhere.
  2. You're welcome @zer0Kerbal. Link removed for now. I can't find anything on the license either. Hope someone can figure it out. Let me know if you are looking for any other old mods. I have some old ones dating back to 2013.
  3. I have version 0.5, no idea if that was the last. It's the Nov 11, 2015 update so it should be the latest.
  4. I think you have the wheels on rotated to their side. When you select the wheel from the parts list you need to press S once to rotate it to the correct orientation before you put it on the rover. Make sure when you pick reverse suspension from the right-click menu that it points top right or top left. If it is pointing down then you need to rotate the wheel otherwise it will sink into the ground because the collider isn't pointing towards the ground.
  5. I think the textures will be converted to dds in the next update. I remember seeing that mentioned above somewhere. If not, DDS4KSP is very quick and easy.
  6. With dds textures & opengl you should not have much of a problem running ksp. My .90 install with dds textures and ddsloader was running 78 mods and I had memory to spare. Never had a crash. ATM is nice and I have used it in the past but my .90 install would run out of ram using ATM instead of ddsloader. This KSO mod is very detailed with very nice detailed interiors with high res textures. As mentioned above convert the textures to dds and resize them if you want. Or the dual boot with linux option. I do that also. There really isn't any other options. Edit: using DDS4KSP you can convert all the textures yourself very easily. I used it for everything since .90 and it works great.
  7. Ah that's good news. I hope you guys get it sorted out. Wish I could help more but I'm getting too old and rusty.
  8. Have you checked with edog about this? His procedural fairings mod is shielding parts and its using multiple fairing parts. Granted they are being modified (scale & shape) after placement and maybe his code is changing other stuff with them also, I haven't checked, but it should be possible to use your fairings with just .cfg changes or maybe a plugin to add whatever ModuleProceduralFairings needs to calculate the enclosed area or whatever its doing. I haven't had time to look at it much.
  9. Thinking out loud: Thought 1: Is it possible to use ModuleCargoBay with fairing bases to make an invisible bay for shielding and have your fairings wrap around it for the visuals instead of having the fairings do the shielding? Thought 2: Does anyone know if there is a way to use ModuleProceduralFairing and preset the fairing sizes via .cfg and use your own fairing textures to make the fairings? Edit: for presets I mean using the xSectionHeight's and all those other things in the stock fairing .cfg's to make the fairing without having to click and drag it. Maybe you just need a plugin to override the user input.
  10. Attachment nodes now need a correct direction. Go into Mk1-1A2CommandPod.cfg and find this line: node_stack_bottom = 0, -0.5615888, 0.0, 0.0, 1.0, 0.0, 2 and change it to: node_stack_bottom = 0, -0.5615888, 0.0, 0.0, -1.0, 0.0, 2 This should fix the attach node.
  11. I tried it. Only problem I see is every launch you get a duplicate icon in the toolbar. Everything else seems fine. Does not include testing for RPM as it hasn't been updated.
  12. All of the textures look ok to me. I also did not see FlexRack or the mission flag.
  13. Performed your test on a clean install. Don't have any pics or vid but everything works as intended.
  14. Adding :FINAL to MLI & KSO does indeed work. Everything works as intended for me. Now get back to work on those IVA's!
  15. wait until altitude > 75000. lock steering to up +R(0,-90,270). Is there a space missing between the + and R? Don't know if that's messing anything up or not.
  16. No problems here, everything working fine. I've looking into adding docking to the Alcore still. It's short a button along the top so can't be added after vessel viewer like the standard screens. For myself I'll probably just replace vessel viewer cause I don't use it but that's not a good general solution. Maybe a side button will do?
  17. The download link and instructions are in the OP. Look in the dependencies section.
  18. Did you get the ASET props pack? Sounds like you are missing that.
  19. If the heli part isn't loading then you didn't put the Firespitter folder from the KSO mod in your Gamedata. There is a Resources folder in it that adds FSCoolant that the heli part needs.
  20. Other than the null reference exceptions noted above by MOARdV everything seems to be working fine for me. IVA has never been more fun. Now I need to get it working with the Alcore pod. Here's an idea I had by the way, instead of the black background have you thought about using the rasterprop docking port camera view?
  21. I have a question. This isn't a problem with this mod, just an observation since using it. I see people post about how much memory ksp is using. At what point do you check it to see? One thing I have noticed on any computer I have ran it on is that the memory usage forever climbs even if doing nothing. I load the game up and stare at the menu, memory usage goes up. Load up a save and do nothing, memory usage goes up. It appears to goes up indefinitely. Sometimes it will stop for a while but eventually starts climbing again. I haven't let it set (sit?) long enough but I assume it would go up until it crashed. Anyone else notice this? Edit: Also the memory usage never goes up the same. If you reload it then it goes up some other random amount per random amount of time and stops in some random spot only to continue some random time later.
  22. Some of the nodes have been fixed with this: http://kerbalspaceprogram.com/httpkerbalspaceportcomfixed-nodes/
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