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Everything posted by Vorg
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Vorg replied to Angelo Kerman's topic in KSP1 Mod Releases
Hope that is something optional. I don't want to have to deal with defective parts breaking. Got too much of that crap in the real world. Games are to have fun. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Vorg replied to Nertea's topic in KSP1 Mod Releases
I have been trying to keep all the parts updated by going to the sources. The module manager dll still being included is 2.8.0, but the current version 2.8.1 I found the problem though, it was a secondary folder in GameData called "DeployableEngines". It seems the MarkIV mod is the only Nertea mod that uses it, so it wasn't getting updated and was outside the MarkIVSystem folder so I missed it. -
I thought that setting was for the visors
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Vorg replied to Nertea's topic in KSP1 Mod Releases
don't know what it would be, everything else got updated by other mods and most everything uses AVC. The only thing saying there is an update is ground construction included with Roverdudes mods. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Vorg replied to Nertea's topic in KSP1 Mod Releases
I was talking about the Engines folder in "MarkIVSystem" folder. The MarkIVSystem is the only folder I am pulling from the zip, rest of the stuff I have from other mods. Firespitter is being maintained by Roverdude now and I have the latest main parts that mods use. As far as I can tell, the Firespitter mod as a whole hasn't been updated for awhile, at least the posted version hasn't changed. RoverDude is going through it and updating all the parts. Removing the Engine folder from MarkIVSystem allows it to run. So something in that sub folder tree is the problem. I have 84 mods listed by AVC with MarkIVSystem installed and don't see any other problems with the Engine folder removed. With it in, the game crashes during startup. Think this will get you the logs from the last crash: https://www.dropbox.com/s/b86p3a2dna5dbgv/2017-07-24_191718.zip?dl=0 -
[1.7.X] Civilian Population [RELEASED : 07/04/2018]
Vorg replied to Pamynx's topic in KSP1 Mod Development
Found a bit of a problem. It may be tied in with MKS custom Kerbals can be rescued, But I just did my first rescue in a new save and got a Civ. Basicly useless since they have no skills- 242 replies
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- civilian population
- revamp
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Vorg replied to Nertea's topic in KSP1 Mod Releases
After removing the plugin folder with the dll's, I tried again and it still crashed. Tried removing the engines folder mentioned above and that does seem to fix it. But I couldn't find any dll's in that folder. Anyone figure out if it is all the engines are just one or 2? Only thing in those folders are .cfg, .dds and .mu -
maybe could get an answer from Squad if they had them or not or should and don't..
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What I did when working on a mouth texture was make a simple rocket. Launch it and once a couple k up, do an eva and look in the mouth has they fall. They ALWAYS have the mouth WIDE open then. :D. Can't go too high though or they put the helment on. Also, it helps to cut throttle before eva or they sometimes doa tumble and you have to way for their spin to stop. You know, I don't recall seeing the tongue. But I was looking down their throat and at their teeth.
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Something isn't right. KER said eccentricity was at .027 (oh, and I was off by 100k, AP/PE was 250k/299k.) I dropped the PE to 190k and e only went up to .06495 according to KER. No were close to the .22 needed. Just noticed that Precise Maneuver shows the ending e value. ended up with 75k/460k
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Have a mission to have a craft in orbit with certain science parts with an orbital inclination of 16 and a orbital eccentricity of .22. When I first got it up, it was at around 75k/84k and the box for eccentricity was checked, but the mission also required science at both low and high orbits. But now that it's at 350k/399k, I can't find an orbit that meets the .22. I dropped the pe to around 75k and it was still only .05. What ap/pe do I need to get it out to .22?
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Maybe it would complicate things too much as a mod vs stock, but to cut down on the number of textures needed, could they be done as layers? Base suit texture layer Class suit markings Rank/lvl markings Might be too messy to have normal maps like this.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Vorg replied to Nertea's topic in KSP1 Mod Releases
My install did have a Plugins folder with 2 dll's, AnimatedIntakes.dll and TweakableAnimator.dll. One or both of them may be a problem as 1.3 crashes for me if I have MarkIVSystem folder in the GameData tree. I just moved the folder to a temp storage on another drive for now as a note to one I'm waiting for. -
That link for the new version seems to be just source code.
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something happened I think with the last update, The game no longer uses custom heads in game. It uses them in the loading screen still, but in game it goes to the stock heads only and the little in game selector will let you chance suits, but no heads now. Also, one of the set/reset/default options in that window should set to the default I put in the config. It doesn't. Don't think that ever worked right.
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Getting emails also now, but unless you still have servers to move, I don't see anyway to check the current email on file or change it if you get a different email, for those that rely on ISP's for email and chase after current best deals.
- 2,176 replies
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- totm july 2019
- spacedock
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I seemed to stop getting mod update notices a few days ago. I didn't see any when Nertea did some updates. I went to the site to check the email address to see if it got changed, But I couldn't find a way to bring it up to even check it, let along change it if it was wrong. I sent an email to the support link but haven't heard anything back from that ether.
- 2,176 replies
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- totm july 2019
- spacedock
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Vorg replied to Angelo Kerman's topic in KSP1 Mod Releases
Automated Science Sampler is too handy not to keep. It won't run science from sounding rockets because of something put in the configs to tell it to skip. It also doesn't seem do the magnetic boom experment from orbital science even if you are stopped or in space where extending it would be safe. So maybe there is something that could be done with an MM cfg to fix any conflicts with Automated Science Sampler -
...\GameData can already get fairly large with a lot of mods. I think texture packs should stay in the texture replacer tree. It might help it get it's pack sub tree system of some sort. But texture packs are for use with texture replace and belong in the texture replacer tree to keep things orderly.
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Vorg replied to Angelo Kerman's topic in KSP1 Mod Releases
It doesn't really help. Example, for the goo experiments, it list goo parts that are need, but does the part need to be attached to the ship or stored in a KIS storage since nearly every WB part seems to have a KIS option? With no goo parts, Automated science sampler triggers a goo experiment as if there is a goo part on the craft. In the VAB I was able to set up a slot for science, but in flight, you only seem to have the option to start/stop it. Slots that have no science only have the option to generate lab time. You can configure the lab for other science in flight? -
I just put a sep down at the ksp last night. Engineer with no stars put it together and scientist fired up one of the 2. The other said only 75%, so I left it off until i had a higher level scientist.
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Vorg replied to Angelo Kerman's topic in KSP1 Mod Releases
I didn't even notice the engine cost. I always seem to have plenty of money to work with. At the start of the game, the problem is always trying to cram on more then 30 parts or going over the size limits before upgrades. Now I'm trying to figure out the science stuff added by this mod. Need to go see if there are any vids posted. -
When I had it working, the mouth did use normal maps and the female kerbals also used the male texture for inside the mouth. If I mess with these any more, i'll likely give up on adding ears and nose. Just didn't work very well. I would like to work on the hairline some more so that the bump starts more in the hair texture. As it is now, it raises the skin color to meet the hair. My goal was to create a bunch of heads with assorted hair/color and facial hair, but stay as stock as possible which is why I started with the stock texture and then worked on mask to select out parts. Don't have a lot of free time now, so may be awhile before I can play with it any more. Maybe Gimp 2.10 will come out and I can work in 32 or 64bit grey scale and then sample down. Textures always seemed to come out the best when done in 3x or 4x size and then sampled down. Gimp also need a better normal map plugin.