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Adyx

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Everything posted by Adyx

  1. JSI is Junk Space Industries or something similar if I remember correctly.
  2. Yes, it does. KSP/Unity now uses HTML colour tags instead of hex or something to that effect. RPM pages added by other mods such as ASET need to be updated. That's if I'm understanding MOARdV correctly.
  3. [quote name='Van Disaster']I have some Bac9 made ( along with some different Mk1 fuselage parts ), not sure where they came from because they're not in the current B9 prerelease.[/QUOTE] I think that was PoleCatz's D12 Expansion for B9.
  4. That seems to have done it. I completely removed the JSI folder and installed that dev build and no more black screen on the HUD. Thanks! Now I just have to fix the ASET and MkIV PFD navballs. Thanks also for the above instructions.
  5. The black screen in the HUD can be fixed by placing ladder.png from an older version of RPM into \GameData\JSI\RasterPropMonitor\Library\Components\HUD. In current versions of RPM only ladder.dds is present. I presume this is by design since other HUD elements are also only in dds format but it seems in certain circumstances (graphics settings maybe?) ladder.png is required despite the other HUD elements working fine in dds format.
  6. I'm away from my computer at the moment so I can't check the exact details, but I was having this problem too. To fix it you need to copy the navball texture from the stock RPM folder to the equivalent custom RPM folder.
  7. I've been having the same problem. Happens with all IVA's with RPM, not just ASET though. Also still getting the black square on HUDs. Only solution I found was to go back to RPM 0.20.
  8. I think what he means is two separate sets of engines and throttles: one set for vertical lift and one set for forward propulsion. By having independent throttles he can maintain his altitude with the lift engines and increase or decrease his speed with the other engines. For instance I have a large helicopter with four main rotors for lift controlled by TCA and two jet engines for propulsion which are manually controlled. To be honest though I just use Davon TCS for the independent throttles. I agree with his issues with it but it works fine with TCA so there's no real reason I think, to duplicate its features. Unless of course it doesn't get updated for 1.0.
  9. That seems to have done the trick - no more crashes. Should I even ask what happened your cockpit?
  10. Right, I just tried to replicate this to get logs and decided to use a fresh install with no other mods - and it works fine with no crashes. I'll check for conflicts with the mods I had installed but they all worked fine together in 0.90 and honestly I'm expecting they'll work now and we can just put this down to the vagaries of KSP and mods. Edit: As I expected, I re-added each mod one-by-one and Pilot Assistant works fine - no crashes and just one toolbar button. I'll just chalk it down. Thanks Crzyrndm! Latest Edit: Okay I'm really sorry. I'm back to getting crashes/button issues again. All I did was install RPM. Here's the log. If it matters, the other mods are; Ambient Light Adjustment, B9 Procedural Wings, Heat Warning, KJR, HyperEdit, MechJeb and Procedural Fairings.
  11. I'm also getting a crash if I click on Vertical Control or Heading Control. In addition I'm getting at least two but sometimes four icons on the toolbar. I'll try and get logs tomorrow.
  12. Firespitter has a texture switcher. There's documentation on how to implement it on snjo's GitHub. Of course as far as I know it hasn't been updated for 1.0 yet but it's possibly the easiest option once it is updated.
  13. I like the Aero gauge from Steam Gauges. I don't think it shows EAS though. The intake air gauge is useful though. I also don't know if it works with 1.0 yet either. You could create a custom window in MechJeb with just Mach and EAS.
  14. Sorry, for some reason I thought there was still a valid download link in this thread. From my reading of the MIT license I think I can upload my copy. It'll be later on today though. Edit: As promised here's the download link. I hope it's okay to post this. I included the license in the zip file and the link to the source at dazoe's GitHub is still valid. Trim Indicators
  15. Works fine for me in .90 without recompile.
  16. Polecatz's D12 expansion for B9 has a re-textured version of the cockpit to match B9 parts.
  17. I was having the same problem. I fixed it by removing Modular Fuel Tanks and at the same time I also got the latest version of Firespitter.dll from Snjo's Github as I don't know how up to date the version included with B9 is. I don't know which fixed it, but the fuel switching works fine now.
  18. I found I was using a similar configuration of the extensions so often in my large spaceplane designs I welded about 5 or 6 of them together. That way I only needed to strut them at the back, with part-clipping turned on you couldn't even see the struts and with modular fuel tanks you can have any fuel config you want.
  19. LLL has a couple of smaller, retractable landing legs. Not as fancy as the B9 ones but they get the job done. They tend to suffer from the same slidey-ness as the B9 ones though.
  20. Do a search in the Add-on Devleopment forum for Polecatz's B9 Xpansion pack - it has exactly what you're looking for. He also has the D12 Aerotech pack in the same forum which adds a lot of new parts including cockpits designed to expand on B9
  21. In the settings menu there's a toggle for locking gauge position, make sure it's off and you can click & drag.
  22. At altitudes above 10,000m the plane in the pic I posted would easily reach Mach 3 maybe even Mach 4 around 20,000m. But that jet engine is extremely powerful. Thrust drops off rapidly at speeds above Mach 3 too. The air gauge in Steam Gauges is very handy for those kinds of speeds and heights, especially for maximising use of jet engines on spaceplanes.
  23. I see, well FAR can assign it's own flaps and spoilers and personally I'm unlikely to use leading edges anyway (not that it's all about me!) but that deviates away from your plans for the mod. I would say even having FAR compatibility as an optional download would be great.
  24. Okay I can confirm they work when FAR is removed. I really like them but I can't play without FAR. Something to look forward to though. Thanks!
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