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NathanKell

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Everything posted by NathanKell

  1. Bothersome: As RedAV8R said, KSP Win x64 is...an unstable mess. I would not put it past screwing that stuff up, although *usually* the problem is just ("just") frequent CTDs. Definitely sounds like an issue to talk to TaranisElsu about. You probably should follow the directions in this sticky, they will make support as fast and painless as possible. RedAV8R: hate to tell you this, but the latest RO (since it includes the latest ModuleManager) *does* break the launch sites. I need to publish a fix to RSS to comply with the fact that MM 2.3.3/4 now acts later in the load order. Note that this may well affect other mods too. If you want, you can just revert to MM 2.2.x for the releases until I have a chance to do so (pending checking in with regex).
  2. lopiko: Please follow the directions here. maccollo: Hah, I always like when people do my work for me. Thanks! I'll look into the terrain issue. I thought I corrected planet radius for the heightmap, but we'll see. Hattivat, Starwaster: I really should add that feature of KIDS to RF (linear extension of the curve to, say, 1000 atm of pressure). cremasterstroke: thanks so much!
  3. While I plan to add torque and gyroscopic effects to my prop fork of AJE, I can at least tell you that with a properly constructed Mustang (H in my case) and its prop I'm getting 100% accurate speeds with FAR (probably because I tweaked the prop against FAR's drag of the parts ). So if you want to fly the Stang, now you can.
  4. These look so awesome! Grabbing; trying; also probably oohing an aahing. Quick note though: I edited your OP to add mention of the license you chose (required by the rules); apologies, and feel free to re-edit, just didn't want the chance of this being taken down despite you including the license on Curse and in the file (props for remembering that!).
  5. I don't see any reason for incompatibility, mind; I've been using hacked-up versions of RVE on 7.2 (although I had to stop for memory reasons because KSP Win x64 is a sick joke).
  6. Oh my goodness! I was about to post begging you to do Able, and...Christmas! I made one from that kinda-vaguely-Able-shaped AIES probe core and some proc tanks and some proc solids. It was very fun doing LOI on solids.
  7. Hah, probe-drogue, not that cheaty Air Force stuff Doing this in atmo is going to be very tough (you'll need one heck of a stable tanker) but you could maybe get ferram to enable pitch/yaw dampening and wing leveler for uncontrolled craft.
  8. Talked about upthread. The thread is only 4 pages, and is well worth reading.
  9. Use HoneyFox's Orbit Manipulator plugin, which allows thrust on rails.
  10. Only if it's literally a reaction image, not if you actually have some post to go with it (like, "That's awesome! Can't wait for release! I especially like $FEATURE_X" for example). raidernick and DECQ: awesome!
  11. Please don't make all-in-one aircraft; they won't work with FAR or NEAR, which is kinda counterproductive for a *historical* planes mod...
  12. Lack, good luck with the move! I promise not to request anything of you until you're well and truly settled. (And will do my best to make sure others obey that stricture )
  13. cybutek has a mod for persistent rotation, as does skykooler.
  14. Folks, if you don't like an idea, you don't have to read the thread and then talk about how much you don't like the idea. You can, say, not use the eventual mod (if there is one). Because mod.
  15. Ah, nice to know! You should write a mini-tutorial and get it added to the Compilation of Modding info, since that seems like the kind of obscure info that should be preserved.
  16. Oh. Wait. What kind of textures are you using? Ones you didn't export from Unity as uncompressed MBM, perchance?
  17. PartModule-derived class, or a KSPAddon? If the former make sure it's been Started by KSP (and is active). If the latter, use FixedUpdate(). (That code looks correct to me, for a module)
  18. Breaking my promise not to post again until you actually read the sticky that says READ FIRST (which would tell you this), but: If you're on KSP Win x64, it won't be a mod issue. It'll be a KSP Win x64 issue. Only in a slight number of cases is it stable over 3GB (aka just like 32bit).
  19. I've seen that too. Suggestion: replicate the issue without MJ (if you can) and post in the Stock Support forum. If you can't, follow the rules in the sticky here and submit the issue to sarbian. That's the only way it could be fixed on MJ side.
  20. I realize that this a gameplay issue rather than a crash issue, so the sticky isn't super-relevant, but do please at least list your mods (AND THEIR VERSIONS) and reproduction steps.
  21. Per the sticky try narrowing it down to the smallest set of mod(s) that exhibit the problem. That would be the best way to start.
  22. You get the NathanKell Prize for follow the directions in the sticky! Thanks so much! I'm sorry to say, however, I have bad news: as the sticky says, KSP Windows x64 is very, very unstable, and that is biting you. You need to strip down to <3.3GB or so (loaded) and use the 32bit executable, or install linux and use KSP x64 on linux. Technical details: there was an exception loading a stock part (!) which made KSP CTD because KSP win x64 can't handle exceptions at high memory usage.
  23. tygoo7: I would hazard a guess that Chatterer is pushing you over-limit on stack or heap, or something. CDR Zeta: Null Reference Exception (like Java's Null Pointer Exception).
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