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The Space Man
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Everything posted by The Space Man
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I get that too. It only happens in OpenGL though.
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[0.90] Kerbin Shuttle Orbiter System v4.13
The Space Man replied to helldiver's topic in KSP1 Mod Releases
Testing a KAS sky crane before heading off to Duna -
With edited cfg's yes
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Remade that awesome ship from the OP. Took four hours but it was worth it
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Am i supposed to be getting screen tearing in OpenGL windowed mode? I've added -force-opengl -popupwindow to the shortcut and i still get screen tearing. Before using OpenGL adding -popupwindow removed screen tearing without having to use vsync.
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Felt like part welding a big cube. At 37247 tons i've absolutely no idea how to get it to orbit
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Damn Was hoping i could use them with ModuleRCSFX
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Anyone know what engine effects bac is using on BahamutoD's radial engine in this image?
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
The Space Man replied to sirkut's topic in KSP1 Mod Releases
Anyone got any ideas what could be causing this NRE? output_log.txt [IR GUI] AddingLock-IRGUILockOfEditor (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException at (wrapper managed-to-native) UnityEngine.Transform:Find (string) at UnityEngine.Transform.FindChild (System.String name) [0x00000] in <filename unknown>:0 at Part.FindModelComponents[Renderer] () [0x00000] in <filename unknown>:0 at Part.highlight (Color highlightColor) [0x00000] in <filename unknown>:0 at Part.highlightRecursive (Color highlightColor) [0x00000] in <filename unknown>:0 at Part.SetHighlight (Boolean active) [0x00000] in <filename unknown>:0 at MuMech.MuMechGUI.EditorWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) (Filename: Line: 404) NullReferenceException at (wrapper managed-to-native) UnityEngine.Transform:Find (string) at UnityEngine.Transform.FindChild (System.String name) [0x00000] in <filename unknown>:0 at Part.FindModelComponents[Renderer] () [0x00000] in <filename unknown>:0 at Part.highlight (Color highlightColor) [0x00000] in <filename unknown>:0 at Part.highlightRecursive (Color highlightColor) [0x00000] in <filename unknown>:0 at Part.SetHighlight (Boolean active) [0x00000] in <filename unknown>:0 at MuMech.MuMechGUI.EditorWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
The Space Man replied to BahamutoD's topic in KSP1 Mod Development
That's what i do too! I've also gave all the missiles a KAS grab module so they can be reattached to a plane -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
The Space Man replied to BahamutoD's topic in KSP1 Mod Development
Nice! What cockpit is that your using? -
All my crashes in 64 bit happen during game load or just as soon as I load a save. What seems to be causing the crashes for me is the amount of mod dll files I have installed. If I remove MechJeb, PWings, CrossFeedEnabler, VNG, ModuleFixer and one or two others, the game loads up fine and be stable at 4.2GB.
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Can the Spot Light Array lights be edited to support changing the RGB Colour? And will the craft file for that awesome HX fusilage system ship in the OP images be included in the full release?
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
The Space Man replied to BahamutoD's topic in KSP1 Mod Development
@King_komodo93 I'm still using the old RBI Tracks. You can get newer ones here Kerbal Foundries wheels @buddertroll All the wings are from Procedural Wings -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
The Space Man replied to BahamutoD's topic in KSP1 Mod Development
The new damage system is excellent, means i can finally remove lasor guided weapons as my primary debris clearing weapons -
LLL - Lack Luster Labs - Development Thread
The Space Man replied to Lack's topic in KSP1 Mod Development
Using the truck cabin as a mech head -
Any plans for a cargo ramp larger than the one on the HL series?
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Matrix Style Walking Mech & Aliens Style Loader Mech
The Space Man replied to Darren9's topic in KSP1 The Spacecraft Exchange
@Darren9 How are you managing to detach the KAS hook to prevent being stuck to the ground? I have to manually press an action group to detach each leg at the right time to be able to walk, and it isn't fun -
Anyone else getting this error: