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Everything posted by Neutrinovore
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[PLUGIN, PARTS, 0.23] CleverBobCat – V 1.3.0.0
Neutrinovore replied to CleverWalrus's topic in KSP1 Mod Releases
Thanks for updating this, CW. One small issue: All headlights now seem to glitch when turned on. That is, they still emit light, but the face of the light itself, the surface that emits the light, turns bright magenta, like there's a texture missing or something. Doesn't interfere with gameplay, it's just a visual glitch. Just thought I'd let you know. -
This pack is starting to look really good! I'm sorely tempted to download the current parts even though they're not finished yet, but I think I'll wait until things get just a little farther along. Keep up the great looking work though, Gryphorim, I'm certain I'll be downloading this pack when it's 'done'. Happy Holidays!
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[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
Neutrinovore replied to sarbian's topic in KSP1 Mod Releases
Eh, It's growing on me... slowly... I must confess, my initial objection to Toolbar was initially because I had installed it along with several other mods at the same time, and, well, I started to have problems, and for some reason I got it into my head that THIS mod was the root of all of those problems. No particular reason, really, and I have no idea why I got that idea. But, as it turned out, it was two OTHER mods not playing nice with each other, and not related to Toolbar at all. So, I consider it a learning experience, I'll try not to jump to conclusions the next time something like that happens. Also, another reason was just simply inertia. I'm used to all the various interfaces and GUI's and whatnot of the various mods I use, and then here you come barging in and changing everything, who do you think you are?!? Lol. But, as time goes on, I'll probably begin integrating all of the mods that support Toolbar into the, well, the Toolbar, lol. So, yeah, everything's cool now, as far as I'm concerned. Happy Holidays, everyone! -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Neutrinovore replied to UbioZur's topic in KSP1 Mod Releases
Thanks for taking a look. To be clear, I'm not assigning 'blame', per se, to your mod, nor to RCS Build Aid. It just seemed that, for whatever reason, on my computer with the mods I have installed, these two mods didn't seem to want to play nicely together. I only removed the Welding tool because RCS Build Aid is literally essential to me anymore, I absolutely cannot build a rocket or plane or even a rover without using it extensively during the design process. But it's only a 'nice to have' item to be able to weld parts together for the purpose of lowering part count and structural rigidity. So, if and when you can get the situation figured out, I certainly hope to be able to add the Welding Tool back into my embarrassingly extensive list of mods. Have a great day, and Happy Holidays everyone! -
[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
Neutrinovore replied to sarbian's topic in KSP1 Mod Releases
Not to be an itch, but I still haven't seen anyone give a direct, 'yes or no' answer to this question: Is Toolbar REQUIRED for Crew Manifest to work? I still would like a definitive answer to that, but I'm also going to go ahead and presume that the answer is 'yes', mainly because when I don't have Toolbar installed, I also have no Crew Manifest button available to me at all. Which sucks. If I have to use it, I will, but again, I don't care for the Toolbar plugin, so there you go. Feedback from a somewhat dissatisfied user. Not about Crew Manifest itself, I think it's great, and absolutely essential to the game, I just don't understand why you would make your mod RELY on another one instead of making it optional, that's all. Neutrinovore out. -
BobCat Ind. - Colonization, exploring and research vehicle
Neutrinovore replied to BobCat's topic in KSP1 Mod Development
Yeesh... There is such a thing as 'punctuation', you know. Seek help. -
Just thought I should let everyone here know: I was getting a weird interaction between this mod and UbioZur's Welding Tool v2.0 Playtest 5 wherein the text field at top center of the screen was missing, and there was no way to enter any text to write the name of your craft to be saved. I removed THAT mod, because this one is utterly essential to the game, IMHO, and the problem has ceased. Again, just F.Y.I., in case anyone else is experiencing the same thing. Hmm, just looked at the few posts above this one... Perhaps these two mods, UbioZur and RCSBuildAid, can cause random weirdness, and not just the specific problem I described. Anyway, if everyone, or at least the majority, of those who are having trouble ALSO have these two exact mods, maybe that's a clue? Just spitballing on this one. Later, everyone.
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[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Neutrinovore replied to UbioZur's topic in KSP1 Mod Releases
Just thought I should let everyone here know: I was getting a weird interaction between this mod and RCS Build Aid v0.4 wherein the text field at top center of the screen was missing, and there was no way to enter any text to write the name of your craft to be saved. I removed this mod, and the problem has ceased. Again, just F.Y.I., in case anyone else is experiencing the same thing. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Neutrinovore replied to stupid_chris's topic in KSP1 Mod Releases
Updated information, everyone. The problem WAS NOT RealChute, thankfully! It turned out to be a weird interaction between UbioZur's Welding plugin - the latest update for 0.23, Playtest 5, ironically - and RCS Build Aid v0.4, which as far as I know is the latest version available. So, if anyone is having my particular problem, I'm just letting you know what fixed it for me. Uh, that is, I deleted the Welding Tool, I can live without that, especially considering that it never really worked right for me anyway. I'm going around to everywhere that I've posted this problem and updating the information. Later! -
[1.0.3] Editor Extensions v2.12 - 23 June
Neutrinovore replied to MachXXV's topic in KSP1 Mod Releases
Hello all. I'm getting an unusual bug. Unusual for me, that is, I guess. In the editor, either the SPH or the VAB, I have no text field at the top center of the screen, and the name of the current ship does not appear, not even 'Untitled Spacecraft'. I've checked my log file, and whenever I'm in the editor it spams the following repeatedly: [EXC 04:08:03.426] MissingMethodException: Method not found: 'EditorLogic.Lock'. [EXC 04:08:03.464] MissingMethodException: Method not found: 'EditorLogic.Lock'. [EXC 04:08:03.466] MissingMethodException: Method not found: 'EditorLogic.SetSoftLock'. [EXC 04:08:03.468] MissingMethodException: Method not found: 'EditorLogic.SetSoftLock'. Always in pairs like that. Is this something to do with Editor Extensions? The only reason I ask is the term "EditorLogic". I realize that this may in fact NOT have anything to do with this mod, but I figured I'd start here, at least. Edit: I figured it out. It has nothing to do with Editor Extensions, thankfully! It turns out that the problem was between the latest version of UbioZur's Welding plugin (playtest 5, I believe), and RCS Build Aid 4.0. Which is weird, because both of these worked in perfect harmony BEFORE updating to KSP 0.23. Oh, well, just shows how bizarrely software can interact sometimes. -
If I could add my two cents' worth about the hyper-ring situation, I too would like to see J.Random's idea implemented. I believe s/he is requesting what amounts to a single extra 'facet', if you want to call it that, that's a vertical surface, splitting the difference between the two existing facets that comprise the outer surface of the ring. Also, @J.Random, somewhere in this thread is a post where someone (not Devo, don't remember who) published attachment node data that you can simply copy and paste into your config file that places nodes in all the right locations on the hyper-ring. I just went and looked for it, but for the life of me I don't remember what page it's on, grrrr! I know they're here somewhere, and I know they work, because I've used them. If worse comes to worse, I guess I could copy them from MY file and figure out how to post them here. Anyway, just wanted to let you know that the information you seek is out there somewhere, I'm just bad at finding it right now, lol.
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[0.22.X] BobCat ind. Historical spacecraft thread
Neutrinovore replied to BobCat's topic in KSP1 Mod Releases
Ah, excellent! However, I was correct AT THE TIME, it was broken when I wrote it. And I did say 'for now'. But you're right, I was a bit pessimistic about how quickly it would be updated, so my apologies for that. Boy, I sure hope this does restore functionality to the DEMV's, I've concluded that their driving characteristics, utility, and ruggedness really can't be beaten as far as rovers are concerned right now. Again, I stand corrected, and many thanks, my friend. Later! -
[0.22.X] BobCat ind. Historical spacecraft thread
Neutrinovore replied to BobCat's topic in KSP1 Mod Releases
Yes, it looks like 0.23 broke anything having to do with Cleverbobcat.dll or Cart.dll or any variation of those, so any rover or wheeled vehicle that uses them is dead. For now. But I wouldn't hold my breath for getting anything fixed super quickly. Just sayin'. :/ -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Neutrinovore replied to stupid_chris's topic in KSP1 Mod Releases
Nope, fullscreen. I don't ever play games in windowed mode, so I've never really used alt-enter. I have no idea what happens. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Neutrinovore replied to stupid_chris's topic in KSP1 Mod Releases
I have a question. Is there something in this plugin that could cause the text area at the top center of the screen in the VAB/SPH to disappear, and not allow text entry? If I click on the area it pulls down the gray window for writing a craft description, but I still can't type anything there, nor can I type a ship name. The save button works fine, but I need to have more ships available to me than just one 'Untitled Space Craft'. The only reason I mention it here is that this problem started when the game updated to 0.23 AND when I installed RealChute (as well as a few other new-to-me mods) at the same time. Anyway, is anyone else having a similar problem? I'm not saying I'm SURE that it's this mod, I'm just saying it MIGHT be, since the problem started around the same time as I started using this one. I have quite a few other mods as well, so I'm simply starting my investigation here. Later. -
[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
Neutrinovore replied to sarbian's topic in KSP1 Mod Releases
I'm having the same issue. I've decided that I don't like the toolbar plugin, so I've removed it completely from my directory. However, since doing that, there is now no Crew Manifest button showing up anywhere. Is the toolbar a REQUIREMENT? The OP seems to indicate that it's optional, but if it's now required, that would suck because I REALLY don't like Toolbar. Also, ever since updating to 0.23, as well as trying and then removing toolbar, I can't save anything in the VAB or SPH. Well I can save, the save button works, but at the top center of the screen where you type the name of the vehicle, and can also write a description, there is no black text area, and no text within it, not even 'Untitled Space Craft'. If I click on the area it 'pulls down' the gray text entry window, but I still can't type anything. The only reason I bring this up here is that I had this same problem a few weeks ago, BEFORE KSP v0.23, and it seemed to be caused by the version of the Toolbar plugin combined with CrewManifest that I tried then. At least, it stopped doing that when I removed Toolbar. But that was before. As I said, this time the problem persists even when I've removed Toolbar. Could there be something in CrewManifest that's causing this? I mean, maybe there's something about the way it interacts with 0.23. Importantly, is anyone else having a similar problem? I figured I'd start here, but if necessary I'll also post the problem In the Toolbar thread and/or in Addon Support. Later. -
LLL - Lack Luster Labs - Development Thread
Neutrinovore replied to Lack's topic in KSP1 Mod Development
Not to butt in, or speak on Lack's behalf, but it's a known bug, Liam. Read the part description in the VAB / SPH, it says right there 'crew hatch currently broken'. I hope, Lack, that this is fixed soon, though, because now that the BobCat DEMV's are totally broken with 0.23, your Buggies are now my rover of choice, and not being able to get out to plant a flag or do science puts a major crimp in my gameplay. Also, are there any plans to do a proper cockpit with IVA and instruments, etc., instead of having to use the stupid useless command chairs? The buggies would be almost perfect with that addition. And finally, I suggest/request removing the permanent red light from the cockpit section, or at least being able to turn it off, as well as having the 'headlight' controllable independently of whether the cockpit is open or closed. The auto-deploying built-in ladder is absolute genius though, fantastic feature there! Thanks, Lack, once again for your great mod parts, and your continuing work in support and development of them. Later, everyone! -
[0.23.x] Coffee Industries Release Thread
Neutrinovore replied to CoffeeSE's topic in KSP1 Mod Releases
Or, you could just think of it as having a white over black paint scheme. -
[0.23.5]General Propulsionâ„¢ SOLD
Neutrinovore replied to Galacticruler's topic in KSP1 Mod Releases
So 18 m/s (the actual performance of an actual 75 ton tank in the actual real world) is okay, but 20 m/s makes it a 'hack' part? I consider that to quite closely "resemble reality", but if you have a different definition of the word 'resemble', well, that's your choice, I guess. But, more importantly, why must everything in this game be totally realistic? It's a GAME, one wherein the player can construct a craft in any manner he or she chooses, no matter how 'realistic' or fanciful it may be. Also, as it happens, it's a game wherein there are little green men that don't speak, all have the same last name, and apparently are only capable of building a few buildings on the entire planet, which is otherwise totally uninhabited, yet these little green men are capable of building rockets and spacecraft that can travel to any other body in their solar system. Hmm, yeah, that sounds totally realistic to me. It gets down to this: I play PC games because they're NOT reality. If I want 'reality', I can step out my front door and have way more of it than I can handle, thanks. If I want to participate in a 'realistic' space program, I can go to college for a decade and then go work for NASA... oh, wait, I forgot, they don't really 'do' space anymore... okay, I could go work for Bigelow Aerospace or Scaled Composites or SpaceX or any number of other private companies getting involved in space travel. But again, I don't want 'real', because 'real' is actually pretty boring, in my opinion. That's why I play this GAME. Capisce? If you want to play KSP with as much realism as possible, that's your choice, more power to ya'. Yet you want to deny ME, and others, who would like to play with a bit more freedom and excitement, shall we say, the opportunity to do so, just because you say the part would be 'too overpowered' or 'not realistic enough'. Well, why do you get to decide? Why must we all proceed at the pace of the slowest? Lol, literally, I mean the speed of the tracks, not that you or anyone is 'slow'. Here's an idea. If the tracks can go, say, 30 meters per second, but you think that it would be more realistic for them to only be able to go 7, then how about YOU only drive at 7 m/s? You can have all the realism you want, and I can have a crater-hopping Mun 'dozer. Now, being completely serious, a solution for this debate or argument or whatever would be simple: Could someone just figure out how to write the configuration file so that it's easy to change the f&$%ing top speed, steering performance, grip, torque, and other factors, please?!? Or otherwise post clear and concise directions on how to make such changes? It's infuriated me ever since I started editing my configs to tweak my gameplay that the ONE thing that can't be changed is how the wheels, and of course also tracks, behave in the game. Alright, end of rant. The preceding is entirely my opinion, probably worth what you paid for it. -
[0.23.5]General Propulsionâ„¢ SOLD
Neutrinovore replied to Galacticruler's topic in KSP1 Mod Releases
Weighing in on this discussion, the American M1-A2 Abrams Main Battle Tank weighs approximately 75 TONS (that's 150,000 pounds!) and can go 40 miles per hour on level ground. That about 18 meters per second, or 65 kilometers per hour. Yes, it has a 1,500 horsepower turbine engine to power it, but my point is that 'heavy' plus 'tracks' doesn't always have to equal 'slow'. So yeah, I don't think it would be out of line to have these tracks be able to go 20 - 30 m/s. I would request that they actually be able to STEER at that speed as well! As they are now, they'll hardly turn at all above 5 m/s. That factor, as well as the slowness, has kept me from using these parts in any design that I've actually employed. -
[0.23.x] Coffee Industries Release Thread
Neutrinovore replied to CoffeeSE's topic in KSP1 Mod Releases
Outstanding! Finally someone is doing a REAL VentureStar! Not that I have a problem with 'Avatar' or the ship in the movie, I just think they should have picked a more original name, like 'Enterprise' or something. ;P But yeah, my Dad worked for Martin Marietta/Lockheed Martin, and I remember the excitement when the X-33 was under development. It's too bad they were never able to get the composite fuel tank technology to work. I wonder if, now that materials-science has had 10 years or so to progress, maybe this concept could actually be built. Eh, anyway, since KSP is here, we can get anything to fly. So, CoffeeSE, looking forward to the X-33, and the airplane parts look fantastic. I can't DL right now because I'm already hard up against my memory limit with all the mods I have as it is, and I'm focusing on interplanetary exploration. But when the VentureStar is released, I'll DEFINITELY make room! Later! -
LLL - Lack Luster Labs - Development Thread
Neutrinovore replied to Lack's topic in KSP1 Mod Development
Nice, thanks again. But, I'm unclear. Have you already added it to a previous download link, or will it be in an upcoming one? Sorry for my confusion. Also, by 'updated', do you mean 'a new model/design', or just a config edit? -
LLL - Lack Luster Labs - Development Thread
Neutrinovore replied to Lack's topic in KSP1 Mod Development
I believe I also added the MkII Droopy back in in LLL-extra, but forgot to put PART{} round the .cfg or update it any way. It's late and I can't be bothered to re-upload a new copy, so just an fyi. Turns out I can be bothered; link above updated. Aww haw haw, yeah!!! Gonna be downloading this tonight! Regarding old parts, you might think about updating the 'Buster' cockpit, or maybe doing a replacement along the lines of the newer command parts. It's the only other 1x1 size pod available besides the 'Sparrow'. Just a thought. Thanks again for, you know, actually RELEASING parts for us to play with. Too many other mods (I won't name names, but I'm pretty sure we all know the several mods I'm talking about) have great parts in development, and will sometimes release screenshots or even video, but then nothing gets released for like 6 months or a year, if not more! I've pretty much given up on severs mods that I've really been looking forward to just because they've been 'just about ready to release' or 'download should be available this weekend', etc., since forever. But not you, my friend. You post screenshots and a day or 2 later, download link. Well, most of the time. So again, thanks, Lack, for the ongoing releases of really cool and useful parts. Later! -
[Jebediah's Diary] Where to find good space station parts?
Neutrinovore replied to Wampa842's topic in KSP1 Mods Discussions
Kewl, glad I was able to help. Have fun! -
LLL - Lack Luster Labs - Development Thread
Neutrinovore replied to Lack's topic in KSP1 Mod Development
Wait, what? 24 hours after Tommygun requests a part and you have a working prototype... I've said it before, and I'll say it again: Lack, you ROCK!!! So when can we play with these? Hint hint... Lol. Oh, I also am having trouble with the small landing legs, but since you're working on it, no worries. Incidentally, I LOVE the solution you presented in these latest pics, the way the whole edge of a thin shim extends to form a landing leg is brilliant. And most importantly, it EXTENDS far enough to be useful, as shown in the pictures, for actually driving a rover up under a ship, while at the same time closing up flush without sticking out anywhere... again, brilliant! The only thing I'd request at this point is similar set-ups for all the bigger cargo bays, i.e. 2x2, 2x4, and 4x4 sizes, and the landing leg part to match as well, obviously. One other comment, hopefully the edges of the cargo platforms won't be too thick, causing problems for rovers driving on and off. Although you do show your new buggy with the smallest stock rover wheels in the pictures, so maybe it's not a problem. I was going to suggest some sort of flip-down ramp, if necessary. I don't know, it might not be required. Anyway, great new parts, hope to be able to play with them soon! Keep up the excellent work, Lack. Later!