SMILIE
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Everything posted by SMILIE
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Controller Woes
SMILIE replied to Christoph Lipka's topic in KSP1 Technical Support (PC, unmodded installs)
I'm also struggling with #1 and #3 a lot. I have a self built console with lots of buttons which also registers as joystick and I can only use the first 20 Buttons as you said and I have to remap them on every PC reboot because they always switch positions in the config... even if I manually edit the ids in the config file this doesn't help. So the Unity 5 update didn't help anything... -
That's true! Although I understand that the software had to be upgraded, certificates aren't expensive any more, there are even some you can get for free and the configuration on the server side isn't very hard either.
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Yes you can do this! I created a new Activity Stream with this settings: Important is the "Show me: Content items only" and "Content Types: Topics"!
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Are there any news about the subscription? Is there a way to get a list of the threads we were subscribed to? Also I'm getting a loading animation whenever I follow a thread: It actually does follow the topic but the animation/window doesn't disappear. Edit: Chrome Version 46.0.2490.86 (64-bit) on Mac OS X 10.9.5
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
SMILIE replied to sirkut's topic in KSP1 Mod Releases
I'm getting problems with overheating on my space station, to be exact with my robotic arm attached to it. The robotic parts have a really high Cond Flux values like -5000 to -20000 or very high values. This causes my robotic arm to overheat very fast. I'm using the old robotic parts and NOT the rework. Images: http://imgur.com/z6AHFjw,4sHlzJf,SUQ2YoR#0 Logs: https://www.dropbox.com/sh/nkxij928pnpppmj/AAC6ivpE94yJB6CjJKFGK-qla?dl=0 I'm using quite a lot of mods, if you need a list I will post it here. -
I also got the problem, usually switching to space center and back to the vessel fixes it. I've created a bug report on github but wasn't able to reproduce it. Can you reproduce it? Github Issue: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/439
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I've seen it happening on thursday on KSPTV (Convieo's In-Con-ceivable Catastrophes) and now it happend to myself. Sometimes I'm unable to transmit the science data from an experiment. The data is removed from the experiment but nothing is transmitted. I got following error in the output_log.txt: NullReferenceException at (wrapper managed-to-native) UnityEngine.MonoBehaviour:StartCoroutine_Auto (System.Collections.IEnumerator) at UnityEngine.MonoBehaviour.StartCoroutine (IEnumerator routine) [0x00000] in <filename unknown>:0 at RemoteTech.Modules.ModuleRTDataTransmitter.IScienceDataTransmitter.TransmitData (System.Collections.Generic.List`1 dataQueue) [0x00000] in <filename unknown>:0 at ScienceAlert.MagicDataTransmitter.BeginTransmissionWithRealTransmitter (IScienceDataTransmitter transmitter, System.Collections.Generic.List`1 science, .Callback callback) [0x00000] in <filename unknown>:0 at ScienceAlert.MagicDataTransmitter.Update () [0x00000] in <filename unknown>:0 I've also created an issue on the RemoteTech github page: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/439 output_log.txt: https://www.dropbox.com/s/zhjkwyjvmvy0kvi/output_log.txt?dl=0
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I'm also searching for that function! I once had it happen with the X-Ray Diffraction Scanner from DMagics Science pack. I just dragged it in to my inventory and suddenly it was attached to the kerbals back. Maybe the parts need a special config to be attached to the back of the kerbal?
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I really love KIS. I could save lots of kerbals with it which would have died in space The new large IMC-250 Container is also awesome for space station building in orbit. The design fits quite well I think. So I got the idea that the container would also be cool to have as a cargo bay which opens like the new stock cargo bays. It already looks like it could open the two sides
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While we are at the topic: is there a way to grab parts, like it was before with KAS, so you can move larger parts that won't fit in your inventory?
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Thats from Kerbal Inventory System. It checks which modules a part contains to see if the part can be stacked inside a container. I added the ModuleAGX to the StackableModule list in the KIS/settings.cfg because else no part would be stackable. Maybe this can be added using modulemanager? (Thread: http://forum.kerbalspaceprogram.com/threads/113111-0-90-Kerbal-Inventory-System-%28KIS%29-1-0-1)
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
SMILIE replied to Firov's topic in KSP1 Mod Releases
You could do this with altitude sensors. Just check the atmosphere height on the wiki and configure the altitude sensors for that. -
This changed in 1.6 I think, it now also shows the cone of dishes pointed directly at another craft, which makes it even more confusing with all the lines if you have more satellites around...
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Just one page before this:
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
SMILIE replied to Firov's topic in KSP1 Mod Releases
Thanks for the info! -
[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
SMILIE replied to Firov's topic in KSP1 Mod Releases
Thanks, I was hoping that AGX support was added I still have one question: do I still need the Klockheed_Martian folder? Or is everything needed now included in the SmartParts folder? (it doesn't seem to have the km_gimbal and km_lib dlls so I think I still need it) -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
SMILIE replied to sirkut's topic in KSP1 Mod Releases
You can delete all the configs for other mods and use Tweakscale only for IR! -
I got lots of those errors while in flight, although nothing seems to be broken! Full log can be found here: https://www.dropbox.com/sh/gqzmqedx8tc63ke/AABxZW7e6YSPHGMdw-tTnfa2a?dl=0 (yeah it crashed at the end, was an out of memory error, although I had some non memory related crashes lately) TweakScale 1.50, KSP 0.90, quite some mods installed, 32 Bit Windows
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I think I ran into a new bug: I get a NullRef when trying to save a craft in the VAB which was created in the SPH. I also created an issue on github: https://github.com/SirDiazo/AGExt/issues/24 Thanks! Edit: also happened with a "VAB only" craft!
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Official Mod Compatibility Thread for .90
SMILIE replied to NathanKell's topic in KSP1 Mods Discussions
You can use the new advanced mode of the editor and create your own categories! I updated my Resource Overview mod. (v1.2.0.0) -
[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
SMILIE replied to Firov's topic in KSP1 Mod Releases
They work fine for me! I didn't test all of them but the altimeter, fuel drain sensor and timer are working fine. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
SMILIE replied to Arsonide's topic in KSP1 Mod Releases
Thanks for your great work! I have one question: the GUI to hide some of the orbits/waypoints you planned (at least I think you posted something like this) didn't make it in the update!? Will you add it in a future version? -
[0.90] Resource Overview for VAB/SPH [v1.2.0.0, 16. Dec]
SMILIE replied to SMILIE's topic in KSP1 Mod Releases
Just updated it to work with 0.90! I also started on the TWR thing but currently it only works with a single stage! I'll have to work some more on it to work properly but I don't have much time right now so it might take until after christmas before I can fix it. Also I can't select 0.90 as compatible version on KerbalStuff yet so please download it from Github until I can upload it there! Now on KerbalStuff too! 1.2.0.0 fixed for 0.90 started TWR but only works for a single stage fixed ZIP folder structure --> there should only be a ResourceOverview folder in your GameData folder, without any version number! Download KerbalStuff GitHub Current version: 1.2.0.0 -
[0.90] Resource Overview for VAB/SPH [v1.2.0.0, 16. Dec]
SMILIE replied to SMILIE's topic in KSP1 Mod Releases
Yes you should rename it or else it might not be able to find some icons! Maybe I can do the TWR thing today and publish a new version.