skiparay
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Everything posted by skiparay
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KSP Interstellar Extended Continued Development Thread
skiparay replied to FreeThinker's topic in KSP1 Mod Development
Hello, I'm having an issue with this mod. When the game is loading and module manager is patching files, the loading hangs up on "AntimatterReactors/AntimatterReactor/TweakableAntimatterReactor". I have tested with a clean KSP install as well as both the CKAN and .zip versions and the problem persists. Any help would be appreciated. Thank you -
How do I turn off the alarm noise? The ground prox/master alarm whatever is going off while I am in space and I cant find the damn override. Its driving me nuts, especially while docking.
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
skiparay replied to girka2k's topic in KSP1 Mod Releases
Im attempting to weld a part with multiple texture options (like the B9 structural panels where you can right click on it and select "next/previous version). When I weld it, however, the part loads fine but the textures will rapidly flick through the different options. Is there a way of telling the mod to only use the texture that you have selected? Thanks -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
skiparay replied to BahamutoD's topic in KSP1 Mod Development
I want to make a gun that fires sidewinders. How would I got about making it? -
So I've been having a very weird issue attach intakes to my craft lately. Basically whenever I try to surface attach an intake, I get the click that the part has attached, but the corresponding model doesn't appear on the craft. When it comes to attach the intakes via nodes, i get a similar problem, but in addition the nodes on both the intake and the part I was trying to attach to disappear. From my testing, the problem affects intakes and intakes only. In addition, I think the problem may be linked (at least for me) to KSP Interstellar. The problem doesnt seem to appear when I have Interstellar uninstalled, but reappears when I do. The problem is present in both the x86 and x64 versions. For the x86 version, memory does not appear to be the issue (unless I'm multitasking) Provided below is my modlist. All are up-to-date (to my knowledge) unless specified. 000_Toolbar ActiveTextureManagement AGext B9 BahaSP Adjustable Landing Gear BD Armory Bojan's Qunatum Struts Environment Visual Enhancements (and prerequisites) CustomAsteroids EnhancedNavball Firespitter FShangerExtender FuelWings Hyomoto MFD InfernalRobotics RasterPropMonitor KAS KerbalJointReinforcement KSF's NavInstruments Kerbaltek's Hyperedit KerbinSide (and dependencies) Kinetech KittopiaSpace Klockheed_Martin KOS KWRocketry LLL MkIV Airframe MechJeb2 ModularFuelTanks NavHud Navyfish's DockingPortAlignment NEAR NearFutureProps NovaPunch2 OpenResourceSystem PartCatalog PartPack's Mk2 to Mk1 adapter Protractor RSCapsuldyne Taurus HCV RCSBuildAid ResGen Scansat Select Root SomeScreen TAC Fuel Balancer TreeLoader Tweakscale (v1.44) UbioWelding WarpPlugin
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Hey all, I've been having an issue with the Modular Fuel Tanks (the one by NathanKell). The GUI for configuring the fuel tanks doesn't appear to work, nor does it work through the "action groups" tab. Furthermore, cycling through the different fuel tanks types in the B9 pack only change the skin, and not the tank contents. The images below show my issue: All the packs have been updated to the most recent version (MFT 6.1.1, B9 R5.2.3, ProceduralParts 0.9.1.8). The issue persists with ModuleManager 2.3.5, or 2.4.4, or both. I've attempted deleting the mod folders and re-installing them to no avail. Thanks all for your help
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
skiparay replied to sirkut's topic in KSP1 Mod Releases
It was the resolution. Thank you so much! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
skiparay replied to sirkut's topic in KSP1 Mod Releases
Hey there, I'm having two issues with v0.16.5a. Firstly, when I click on the IR toolbar icon in the VAB/SPH, the edit servo box does not appear. I can edit servos while out in the world, but I cannot do so from within the assembly buildings. Secondly, the blue "edit servos" icon does not appear in the toolbar even after checking it on, or even creating a separate toolbar. I have updated the toolbar to v1.7.3, and this is a fresh install of IR. Thanks for the assistance. -
Heyo, So I've been having a lot of fun with the rescale factor (5m Jet Engine = winning) and i have a few questions as to how it might work: 1. Is there a way to "stretch" only one dimension (i.e. increase length while preserving width) without modifying the model? 2. How can I change the location of attachment nodes once I stretch it? Thanks!
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Hey there, So I've been experimenting around with the thermal turbojets and I have to say that the animation and design of these engines is, to coin a phrase, "Totally Flipping Awesome". So I was wondering if it would be possible to make a variant that's just a pure jet engine? Assuming I'm allowed to do so by the EULA, do I need to edit the source code to do this? Thanks
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
skiparay replied to sirkut's topic in KSP1 Mod Releases
So I'm currently trying to build a VTOL by mounting the engines on wingtips (think an MV-22 Osprey with jet engines) and I'm using rotatrons to rotate the engines housings. When they're orientated vertically, everything is fine and I can take off normally. When I transition to horizontal flight, however, the engine mounting (engine, tube hull, intake) slides off the rotatrons and (since its still strutted in place) bounces about wildly in the slipstream. I've tried upscaling to docking washers, but the same problem results. My question is is if there's a way through editing either the source code or the cfg file that would increase the shear strength between the part and the rotatron? -
So I have my spaceplane and its air/spaceworthy. It's got a cargobay and a decouple already set up and I just need to load stuff into it. Now I want to use it to get some stuff into orbit. My question is how do I attach the probe to the ship itself? Whenever I try to build the probe (with the spaceplane already built), I cant attach anything to the bottom of it. On the other hand, I have a probe prebuilt, but I cant find out how to mate it to the rocket/space plane so I can actually get it into orbit. I tried using Payloaderm, but the command line always crashes on me (I have the correct version of Java installed, and Payloader is in the KSP file archive) Help would be greatly appreciated. Thanks