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antiwesley

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  • About me
    Unpaid Scientific Adviser
  • Location
    America's Dairyland
  • Interests
    Rockets, Kerbals, astronomy, comics, games.. a very well rounded geek.

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  1. https://youtu.be/JSkCGO9UsnM Both medium and heavy are in the video. EDIT: I recreated the design with the stock struts, and there wasn't any rubber banding like you see in the video.
  2. Not using autostrutting. Didn't know such a creature existed. While I'm taking care of the video, I did notice in the .cfg that the tag descriptor was missing the ] and ) from it. (On both.) I'm out of date on KSP code, so I don't know if that's an issue or not, but I did put them in, and it didn't make a difference, so I guess it doesn't matter. tags = [kwrock bind connect join line moar (more pin rigid shake strength strong stru support tie wobble
  3. Quick question: I've been using the kwstrutConnectors, both heavy and medium, and whenever I use them, they are rubbery and act like rubber bands, flinging the SRB's they are mounted to back and forth. Is it just bad design and I'm going past the maximum length, or is not working right? In the previous build for 1.2.x, I never had the issue, but with the fresh install, it's been nothing but an issue. Thoughts?
  4. I went into the GameData directory after a fresh install into the 1.2 64 bit install, removed the struts from the directory itself, updated the version info in KWRocketryRedux.version. Upon loading, it gave me a "Usable only with KSP 1.1" error, which I acknowledged and it loaded all the parts just fine. (Minus the struts which I had removed from the install directory)
  5. I removed the struts from the 1.1.3 build, updated the version, and while it still gave me an error at loading, all the parts were there and worked just fine.
  6. I thought at first that it might be a RasterPropMonitor error because it wasn't installed, but that's not the case. I replaced with the half resolution and still choking on it. Here's the error in output.log: PartLoader: Compiling Internal Space 'CxAerospace/Station Parts/Spaces/CxA_SleepHabV6_Internal/CxA_SleepHabV6_Internal/CxA_SleepHabV6_Internal' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at PartUpgradeHandler.LinkUpgrades () [0x00000] in <filename unknown>:0 at PartLoader+<CompileAll>c__Iterator61.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 (Filename: Line: -1) I'll try removing the file and just see where it goes from there as well. EDIT: now it chokes on V4. I don't really use internals, so I wonder if I can just do away with them Further edit: I removed the internals, and it loads just fine now.
  7. Hey, just a quick question. Fresh install on the 64 bit 1.2. I seem to be choking on CxA_SleepHabV6_Internal. I've sat here for about 5 minutes on it. Is there a half-size texture for it, or should I just temporarily remove it from the directory?
  8. Part 1: Mk 1 Landercan. Bottom is an impassable node. Part 2: Mk. 1-2 Command Pod. All nodes are open and no impassable nodes. Error Message: CLS should be letting Kerbals through, as the parts are listed as passable, and there are no blocked nodes, but it doesn't.
  9. I have a question... Is the "PassableWhenSurfaceAttached" flag always set to false? I have two capsules, both set as passable and crewable attached via the bottom/top methodolgy, and CLS refuses to transfer crew between the two owing to the parts being "Separate Living Quarters" ISTR. Stock Parts, no impassable nodes... Does this mean I have to put a hatch/Docking ring between every part, or can the flag be set in the main code to allow passage when connected without a dock/hatch?
  10. After completely RnR'ing it, the error message wasn't there, so there must have been a loose bit of code stuck someplace. KIS works just fine now. I live about 2 hours away from his gravesite. The memorial on his stone: "Keep looking up was my life's admonition, I can do little else from my current position."
  11. So anyways, I can report that 1.2.12 didn't work on 1.13. (or at least my build anyways) Nothing exploded this time, so it was just the conflicting mods causing them. I wasn't able to pull up any inventory for any seats, there wasn't even an option. It did also give me an incompatibility notice that did go away when I went into kis.version and changed the .99 to .13. (as an aside, TweakScale gives an incompatibility notice, but it works perfectly fine) Mayhaps someone has gotten 1.2.12 working on 1.13, or I have another mod that is blocking it.
  12. heh. Thanks for the welcome, I've been quiet, but a member here for 3 years. And back on topic... I installed the new build, but forgot to remove the older build, and I had spaceships blowing up like it was the 4th of July. Will try again, now that the older build is gone.
  13. 1.2.12 is on the GithHub repository, so I expect it'll be taken care of soon. I haven't tried it yet, but I expect as it was issued 2 days ago, it should be a 1.1.3 compatible build.
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