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cardajowol

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Everything posted by cardajowol

  1. Any word on different textures for the fairings yet.. been like 6-7 months since you said you were going to implement them and I like to us this mode to make different fuselages but the single textures are getting little old now..
  2. hmm is there anyway to rather than just have a structural part to have more like a holo interior? kinda like the procedural fairings but for fuselages? I generally use that to do fuselages but I'm getting tired of the same texture and I would like to change the texture but they talking so long to implement them. Your Structure parts don't work very well with having things placed inside of them I tend to find that once I load a save the merged items tend to find themselves in a different position than they were.
  3. I have a query about Mechjeb and RT is there away to set up a manoeuvre when I have connectivity but when getting to that node which is outside the radius any connectivity still do that manoeuvre? I don't like that I've programmed mechjeb to do a manoeuvre when connected to KSP but then not do it when I loose connection.
  4. Serious problem with this mode and docking.. so many times have I docked an gotten this null exception;
  5. Those Ridiculously Buggy stuff you referring to are only related to modes, 64bit KSP does work fine. I use it all the time. And I have lots of mods. I just wish this one would work 4 gig of memory is getting rather harsh on my PC only has 6... running at like 89 percent usage when playing ksp plus takes like 30 minutes to load KSP :/
  6. See I tried to do opengl, but I just get screen flickering on load between desktop and game... dunno whether its even loading lol.
  7. Nah every time I load now I get a crash; d3d: failed to create 2D texture id=673 w=15 h=15 mips=5 d3dfmt=21 [invalid call] Crash!!! (0x0000000103A70000) ((module-name not available)): (filename not available): (function-name not available) + 0x0 (0x0000000003F9506B) (Mono JIT code): (filename not available): ActiveTextureManagement.CacheController:RebuildCache (ActiveTextureManagement.TexInfo,bool,bool,bool) + 0x18b (0000000003F94EE0 0000000003F95649) [0000000000546D48 - Unity Root Domain] + 0x0 (0x0000000003F94E0B) (Mono JIT code): (filename not available): ActiveTextureManagement.CacheController:FetchCacheTexture (ActiveTextureManagement.TexInfo,bool,bool,bool) + 0xa8b (0000000003F94380 0000000003F94E2E) [0000000000546D48 - Unity Root Domain] + 0x0 (0x0000000003F9414F) (Mono JIT code): (filename not available): ActiveTextureManagement.ActiveTextureManagement:UpdateTexture (ActiveTextureManagement.TexInfo) + 0x6df (0000000003F93A70 0000000003F941B3) [0000000000546D48 - Unity Root Domain] + 0x0 (0x0000000003F90FAB) (Mono JIT code): (filename not available): ActiveTextureManagement.ActiveTextureManagement:LoadTextures () + 0x28b (0000000003F90D20 0000000003F912DA) [0000000000546D48 - Unity Root Domain] + 0x0 (0x0000000003F8D65B) (Mono JIT code): (filename not available): ActiveTextureManagement.ActiveTextureManagement:Awake () + 0x9b (0000000003F8D5C0 0000000003F8DC54) [0000000000546D48 - Unity Root Domain] + 0x0 (0x0000000003EB72DB) (Mono JIT code): (filename not available): (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) + 0x6b (0000000003EB7270 0000000003EB734A) [0000000000546D48 - Unity Root Domain] + 0x0 (0x000007FEDACF36CA) (mono): (filename not available): mono_set_defaults + 0x2b8e (0x000000000ABB0468) ((module-name not available)): (filename not available): (function-name not available) + 0x0 (0x00000000FFFFFFFF) ((module-name not available)): (filename not available): (function-name not available) + 0x0 (0x0000000000546D48) ((module-name not available)): (filename not available): (function-name not available) + 0x0 ========== END OF STACKTRACE =========== **** Crash! ****
  8. How come the fairs don't go up to 3.75? just 3m? :/
  9. Can you also get ride of some of the stupid contracts, like using massive engines around mun, or using SRBs in space. Maybe little more stuff that you have to achieve for mun, stages of testing before actually going etc.
  10. Aye same here, KW shows the animation of engine on when its not. The only errors I see in the debug window; [Error]: Cannot find an InternalModule of typename 'InternalVesselView' [Error]: Invalid value length for Vector2
  11. I was wondering something was trying out a few scripts on another stuff like KSO and noticed sometiems the NozzleTransform doesn't work for some.. there a reason? just keeps coming up with can't find NozzleTransform So we gonna get any chance of any AIES/Nova/FASA configs soon?
  12. hmm this mod works by changing the ModuleEngine to another name which alot of mods may reference, I've noticed that this mod will not work with realfuel mod.
  13. Did they ever fix the problem with cargo hold and Ferram? having trouble lifting the nose up when I'm down to like 150-200 km/s.
  14. Do you know your Gemini lander legs are throwing back Exceptions in the debug when extended? mostly due to; [Error]: ModuleLandingLeg.cs :Failed to find suspension Transform. When fully extended just throws this exception; [Exception]: NullReferenceException: Object reference not set to an instance of an object
  15. Would be nice to see an in manned pod? Controlled by computer, no window and maybe some integration with RT2? Maybe some smaller parts to make like a mini kerbal x-37b? Eh? Would be sweet! http://www.suasnews.com/wp-content/uploads/2010/10/nasa_x37b.jpg
  16. I have a problem I sent a sat to eve, made a wrong move and went back to a quick save soon as I went back all my dishes, omni antenna... magically turned them selves off and no longer targetting stuff... its getting a real pain now -.-
  17. Nathan did you put the Soviet Engines in to your stock like cfg? as I added them in but I can't config them and well they look way to powerful...
  18. hmm k, well to me the engines in this game... why oh why do the higher engines always have to be a pair or 4 or 3 engines. And talk about no good enough engines in the mid range.. its hard to find a decent sized engine that I can use that isn't to over the top or doesn't have enough TtoW. I'd like small engines for probes etc and landers, good enough low range like the 200-300 range, then a few decent engines around 500-700 range and more top line ranged ones around the 1000+ end. And I'm talking about single engines.. if I need 4 or 2-3 engines I can par them together... Rant over..
  19. so I do like the realistic fuel mod, nice you added the Hypergolic fuels, just 1 or 2 things you've missed tho, the small fuel tanks.. the side ones I think from KSPX and erm KW.. was it... well you added N2O4 to the oxidizers but didn't add the NMH/Aerozine to the fuel one... also the KW rocketry you keep forgetting the Short 3x1,2x1 and 4x1 fuel tanks the ones that like adapters from 3.75 to 2.5 etc etc. Also I'm little unsure why you only added certain fuel to engines... why not have them all have the choice between LOX + Kerosene or LH2 or even the Hypergolic ones. Even then why have the large 5 bearcat engines in Novapunch only use LH2+LOX? that engine.. if at all resembling real life used LOX+Kerosene.
  20. so are the dishes working? as I've got 2 satellites in geosynchronous orbit one over kerbin space centre. When I set up a dish pointing at each other I get no signal.. no line of sight issues either. Both using a 50Mm ranged antenna?
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