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antiwesley

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Everything posted by antiwesley

  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 I'm out of date on KSP code, so I don't know if that's an issue or not, but I did put them in, and it didn't make a difference, so I guess it doesn't matter.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.
  14. I very rarely post, though I've been playing KSP since the early .2x era. I'm not a modder, nor do I have massive amounts of knowledge of the intricacies of powered flight/spaceflight. I'm a consumer. I just like to mess around in sandbox mode. I stopped using Curse and moved to KerbalStuff because of the constant nagging of "Pay to get a FASTER download" attitude. KerbalStuff was easy to use, navigate and very handy for my needs. Curse? Curse is a clusterfart in one big mess. If you don't know what you're looking for, Curse is NOT easy to browse or navigate. So I stopped using it. Having read both sides of the issue here, I think that Squad has really dropped the ball here. Here was somebody that was promoting the brand, not asking for money, and preaching the gospel of KSP. But like a corporate mentality, it seemed to be "It's our platform" is the only solution. While the Devs have said different, I've been in a corporate situation where the tools we used that got the job done with little or no fuss were constantly being replaced by the corporate bigwigs who never had to deal with the usability factor. They just believed what the yes-men and the salespeople told them. We would get new software in, and we'd purposefully try to break it. More often than not, it broke. Curse, from a hobbyist standpoint, has always been broken, and should have been retired not long after it was put up. Squad has failed me for the first time. One of the communities greatest assets has been left to rot because of that corporate mentality. Say what you want, but in-between the lines, it's "We like Curse, so it's here to stay." Way to listen to your userbase.
  15. Does the Cube allow fuels to move through? I have a Cube-based probe nearly orbiting Duna, and when I went to activate said probe's engine, it flamed out due to the fuel not being transferred. I've already invested too many hours in this darned thing to restart to run fuel lines.
  16. I'm attempting an Ore version, as I'm taking a different tack to refueling in orbit... using converters to make whatever is needed. I have an ore carrier attached to the module, but I have no way to transfer the ore, and I have no clue on how to do so. Here is my ore modification though: RESOURCE { name = Ore amount = 0 maxAmount = 9000 } MODULE { name = DavonRestrictedResourceSupplyModule MaxDeviationValue = 5 DeliveryAmountFactor = 1 SupplyActivationFactor = 3 ManagedResources = Ore BaseDeliveryTime = 99999 DeliveryTimeList = Kerbin, 2, Mun, 6, Minmus, 11 CostPerTon = Kerbin, 2935, Mun, 8870, Minmus, 10311 } and # delete existing resources !RESOURCE[LiquidFuel]{} !RESOURCE[Oxidizer]{} !RESOURCE[MonoPropellant]{} So, my question is: Am I missing a pre-requisite mod for the transfer or does this system not handle ore the same way as fuels? (As an aside, yes, the ore is moving through the system if I turn the reprocessor on. ) Thanks!
  17. So I decided to try out CKAN today, and it loads, but doesn't find my KSP folder, even when I have it installed in said folder. My stats: KSP updated, current CKAN Windows 10, latest Net 4.5 installed. The command box opens, followed by the GUI, asking for me to select the KSP folder. I select the correct folder, KSP_win. and "KSP_win" is not the proper folder error. I've run it as admin, Win 7, Win 8 compatibility and normal Win 10. Running from a command line, I can run the program, a second window will open and quickly close and nothing will display on the first window. Thoughts? Thanks.
  18. I've been wanting to build Voyager-esque probes, where the RTS is on a boom that obviously had to be extended after launch. The large ISS-style solar panels are a good proof that it can be done... If there has been one done, I apologize for the request, but I haven't been able to find it. Thanks!
  19. This may not be the exact place to post, so I apologize, but I've been looking for a guide on how to use MechJeb to enter Mun orbit. I can rendezvous and crash into the Mun, but not orbit it. I couldn't find anything in the search and even my Google-Fu isn't helping. Thanks!
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