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The Space Man

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Everything posted by The Space Man

  1. I'm having a hard time getting this to detect my wired 360 controller, it's just install then play, right? I've put the dll files into KSP/Plugins along with the PluginData folder that has the config.ini file. I get this message when i launch a craft
  2. Last time i checked, ksp doesn't support blowing big holes in stuff
  3. Hey BD, any chance you could make the mouse tracking spotlight support changing the rgb colour?
  4. @dtoxi I get that too. I posted about it earlier but got no reply
  5. I think i've came across a bug. Having the weapon system armed when a craft is destroyed causes it to stay on screen if you switch to a nearby craft. Anyone else getting this bug? Multiple weapon system armed showing on screen
  6. I used gimp to edit the textures. I've added a download to the original post! EDIT: Here's the link anyway DOWNLOAD
  7. I'm having a problem with the auto shrouds on the titan v not decoupling properly. Anyone know how to fix this? Normal setup Auto shroud says no
  8. Made a few additions to the armoury... DOWNLOAD Cannon shell ammunition box and a JDAM guided bomb JDAM colours based on this.
  9. I'm having a weird problem with the flight systems console, it's disappearing when a craft unloads as i go past the physics load range I'm using the latest v0.14.1.2 from github! BD Enemy Gun System Unloaded (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at ferram4.FARControlSys.StabilityAugmentation (.FlightCtrlState state) [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) FlightInputCallback:invoke_void__this___FlightCtrlState (FlightCtrlState) at (wrapper delegate-invoke) FlightInputCallback:invoke_void__this___FlightCtrlState (FlightCtrlState) at Vessel.FeedInputFeed () [0x00000] in <filename unknown>:0 at FlightInputHandler.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at ferram4.FARControlSys.StabilityAugmentation (.FlightCtrlState state) [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) FlightInputCallback:invoke_void__this___FlightCtrlState (FlightCtrlState) at (wrapper delegate-invoke) FlightInputCallback:invoke_void__this___FlightCtrlState (FlightCtrlState) at Vessel.FeedInputFeed () [0x00000] in <filename unknown>:0 at FlightInputHandler.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at ferram4.FARControlSys.StabilityAugmentation (.FlightCtrlState state) [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) FlightInputCallback:invoke_void__this___FlightCtrlState (FlightCtrlState) at (wrapper delegate-invoke) FlightInputCallback:invoke_void__this___FlightCtrlState (FlightCtrlState) at Vessel.FeedInputFeed () [0x00000] in <filename unknown>:0 at FlightInputHandler.FixedUpdate () [0x00000] in <filename unknown>:0
  10. I wish PhysicsSignificance = 1 didn't remove mass, it's a great way to get rid of all flex and wobble from parts. I've actually added it to the cfg's of nearly all the hx pieces and that large op ship i remade can get to orbit without needing a single strut.
  11. The D12 B9 Expansion uses MODEL{}. I think you need to use dummy textures. Prop config files
  12. I didn't I just put the cfg and model in the Cockpit_MK2 folder. Edit: K3|Chris you are awesome!
  13. Having a problem with the new mk1 cockpit, it's also replacing the mk2 cockpit
  14. I'm getting a lot of NRE's that are slowing the game down to a slideshow NullReferenceException: Object reference not set to an instance of an object at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0
  15. I have the same problem on 3.0.1 using procedural wings.
  16. Hopefully Porkjet can add a procedural wing at some point. I found a post where he said he might do one. Does anyone know if there's a way to lower the impact that the procedural control surfaces have on CoL? I think it moves it back to much compared to non procedural control surfaces of similar size. Normal b9 control surfaces Procedural b9 control surface, moves the CoL farther back despite being smaller
  17. I tried using type = surface that the repulsors use by default {i always edit the repulsors to use type = free}, same problem, the tweakscale option just isn't showing up in the right click menu. Here's the cfg with tweakscale added: PART { name = RBIInvertingTrack module = Part author = Lo-Fi mesh = RBIInvertingTrack.mu node_attach = 0.6, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = advancedMotors entryCost = 6000 cost = 580 category = Utility subcategory = 0 title = RBI Inverting Track unit manufacturer = Kerbal Foundries & RBI description = A useful, heavy-duty track unit attachRules = 0,1,0,1,0 mass = 0.5 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 maxTemp = 3600 crashTolerance =3000 breakingForce = 3000 breakingTorque = 3000 MODULE { name = AlphaTrackWheel wheelName = SprocketF colliderName = WC1 sustravName = joint1 isIdler = false isSprocket = true } MODULE { name = AlphaTrackWheel wheelName = RoadWheel2 colliderName = WC2 sustravName = joint2 isIdler = false isSprocket = false } MODULE { name = AlphaTrackWheel wheelName = RoadWheel3 colliderName = WC3 sustravName = joint3 isIdler = false isSprocket = false } MODULE { name = AlphaTrackWheel wheelName = RoadWheel4 colliderName = WC4 sustravName = joint4 isIdler = false isSprocket = false } MODULE { name = AlphaTrackWheel wheelName = RoadWheel5 colliderName = WC5 sustravName = joint5 isIdler = false isSprocket = false } MODULE { name = AlphaTrackWheel wheelName = RoadWheel6 colliderName = WC6 sustravName = joint6 isIdler = false isSprocket = false } MODULE { name = AlphaTrackWheel wheelName = RoadWheel7 colliderName = WC7 sustravName = joint7 isIdler = false isSprocket = false } MODULE { name = AlphaTrackWheel wheelName = RoadWheel8 colliderName = WC8 sustravName = joint8 isIdler = false isSprocket = false } MODULE { name = AlphaTrackWheel wheelName = RoadWheel9 colliderName = WC9 sustravName = joint9 isIdler = false isSprocket = false } MODULE { name = AlphaTrackWheel wheelName = SprocketR colliderName = WC10 sustravName = joint10 isIdler = false isSprocket = true } MODULE { name = AlphaModuleTrack trackLength = 14 raycastError = 0.035 springRate = 0.8 damperRate = 0.05 torqueCurve { key = 0 100 0 0 key = 10 100 0 0 key = 15 75 0 0 key = 30 50 0 0 key = 50 00 0 0 } steeringCurve { key = 0 85 0 0 key = 10 0 0 0 } brakeSteeringCurve { key = -25 -320 0 0 key = -10 -160 0 0 key = 0 0 0 0 key = 10 160 0 0 key = 25 320 0 0 } brakingTorque = 150 ) MODULE { name = TweakScale type = surface } } That rover body looks awesome btw, can't wait to strap some tracks to it.
  18. Is there a way to make the tracks use tweakscale? I've added this to the cfg's but it's not showing up in the right click menu, works fine on the old RBI tracks and the repulsors MODULE { name = TweakScale type = free }
  19. The B9 Aerospace Expansion has been patched for R5! :cool: D12 Aerotech patch for B9 R5.0 pre-release
  20. Is the textureCache folder supposed to only be 21MB? I remember in .23 the the textureCompressorCache folder would be over 250MB once the game data was loaded.
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