Ryusho
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Ryusho replied to SuicidalInsanity's topic in KSP1 Mod Development
I can tell you this is most definately -not- nececarily the issue, as I have it installed, and it stalls out there, meaning there is potentially a conflict with another mod as well since I have other mods, but it stalls on the exact same spot, and I double checked, the community resource pack was installed. *Note this is from installing both via Ckan, so I do realise now there -is- the chance Ckan messed it up somehow, but still.*- 860 replies
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Question in part related to this, HAve you decided or gotten permission to basically include/add the KF wheels to whatever mod your making with this to work with it? considering the fact if you get permission, it wo uld help keep such nice wheels around, and also would mean we would only have the working ones, and not the 'broken' ones like the current 'test' configuration caused by downloading Kerbal Foundrie- ..Oh ..derp, I just saw you have it on your end-bit with the other mods you work with and/or develop X_X
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...And now I am trying to get the plugin crossover to work XD to test it on my end. Oh wait, I'ma derp, X_X extracted it wrong like a moron *fixes* ...and now that I fixed it, Oh my gosh I don't care that it's a bit janky, ....I am loving it....even without sounds or anything, I have missed these so much! It's amazing to see them at least working in basic ways again ^..^
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Well I would be alright if I had access to -more pod space- ...but let me check habitation time >.< and see if I can figure something out @_@ this mission was normally made for mun quick trips not the mission that has to rendevous with a satalite in a -very high- orbit/go to minmus mission also just found one of my issues...For some reason -vets- are set to be grouchy/go on vacation, when they used to not be effected. *fixes that*
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....Well My kerbal with 500 supplies on board decided to go off work at day 15, ..even though there are plenty o f supplies...in an MK1 pod...>.< *Sigh*
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I know you may of heard this already, though this needs a CKAN update, as even though it works with 1.2, it will not allow ckan to download or update it for 1.2.1 because of how its ckan file is currently set.
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I was going to ask if it was possible to either easily , as a player, to edit a file so I could start adding tanks from my game that this doesn't support into it, or if there is a list of what mods this does support, as I know it is a very nice mod, I just am still trying to decide between this and Modular Fuel tanks, Though I have noticed some thins in MFT seem to vary compared to this, but I haven't fully decided which one I prefer, as I was using MFT when 1.2.1 hit because it worked but not CC until just recently it seems.
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Because of the 1.2.1 update, since this was made for 1.2, Ckan doesn't know that it would still work with 1.2.1 so it's not allowing it to be downloaded because "It's for an older version of the game" >.< just one of the safety features CKAN has that tends to cause some annoyances.
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Also the Ckan file may need to be updated for this *and several other mods on ckan actually*
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This bug is rather s evere if you have any large part mods, and considering its a vanilla issue, that never existed until 1.2, as I never saw it in 1.1 o r any previous ones, I think this needs to be fixed, as it makes it -incredibly- hard to use the VAB or SPH
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WEll Good to see I am not the only one with this, I kept trying to find a precise cause and yet couldn't and it was driving me batty, thank goodness to know it' snot a precise issue X_X
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.That would definately cause an issue..., like I said, I'm no programmer, and the stuff I made, it's 'rest' value changed depending on where something moved, since it was to make it look at a target/object, so it would have t hat for its reference for its static rest position, but yeah, if you don't know the static rest position is or have a way to figure it out, that would indeed make such not work...or work well/right
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I know I am no programmer, (HAve messed with programing/robotics games though sometimes but not enough to be "Good" necessarily) though this does remind me vaguely of when I worked with some robotics stuff on Garrysmod Wiremod, and a few other robotics games, where you could counteract a jitter like that using a Delta V situation, where it would reduce/increase the amount of force dependent on how much, or how little it over/undershot, so that way it would get less and less and eventually become 'stable' according to the game, and visibility, even though it was not necessarily, just the oscillations are too small to notice/render and would make it be smooth and precise, and the way you set it up would affect how aggressive the effect was, I suppose like a PID situation or something, like the PID control alterations in the LUa code I have seen on creations from "From the Depths" and like the blocks the game itself includes to help prevent over-oscillating if you want it... ....I doubt this was helpful or insightful, but it does remind me of it considering the 'unending ocilations' and the fact that Those can 'fix' or at least make it less of a problem in other situatiosn/games/things.. But I don't know if it helps at all here...
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I am actually about to make a backup external copy of KSP at 1.0.5 just so I can do more rover fun from mising this, even though I hate the fact I won't be able to go super crazy with mods on that version because of no proper 64 bit tricks >.< But I miss these wheels so much, but thats becasuse I love rovers, and messing with these, And it really is "Boring" to try to do rover contracts from contract configurator, without ways to make awesome rovers XD
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I just did a mission with though even though I went to the location, and did all the science, It said that it was not completed even though I went out of my way to then recover the rover to make sure, because "Vessel Any" never triggered" even though I had everything else completed, the last "vessel any" after science 1 collected for a mission on Kerbin, just didn't work.....had to use the cheat contract menu to cause it to finish
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My friend and I are having this really odd error, where Any reverts, don't dissappear for the other player, so the other player gets a -lot- of duplicates on the pads/runway that they must manually clean up and recover to clear it, though that being said, that is happening to me too, and making it very odd, also when I re-connect to the server, past reverts I did also re-appear for me, as it seems the server is not actually removing them for some reason.
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Well I thought I would make another, this is a -minor- suggestion though, and not required unless you all decide too, but you may want to re-name the pages/parts in the manual, as well as the .craft files, to match up with the actual parts, as the "Brun-800" and similar parts for the "Viklun" launcher, are actually named "Viklun-800" and similar in game, as It really confused me a -lot- trying to re-create the launchers for them to be named differently.
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Just wanted to make a quick suggestion, that Maybe you should make a Manufacturer tab so it is easier to find these parts, or something like SpaceY did, where it has it's own tab, and sub tabs for t he various parts, considering these add a -ton- to the normal part menus, and with multiple mods it can be a bit confusing to try to find all the related parts.
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I am a bit confused, But how do you get this set up to work with 1.1? I am not asking for an update, Just currious how people have gotten it to work since it does seem to be working, I just am confused by how to do it myself, as I found the 1.0.5 release for Kerbpaint, but I am not understanding about how to do the update of that to 1.1 from what I have found in the thread so far.