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DigitalProeliator

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Everything posted by DigitalProeliator

  1. Yea I tested the MM fix Angel posted and there seems to be no effect. Still basically no traction and its no the only mod that's doing so. I compared it to the stock wheels and Im not seeing any great difference of any note. Is there some change that needs to be done to the model? If its a .cfg fix its something simple thing everyone including me is missing.
  2. Question on how this works. Is this done when launching from the VAB, reloading from someplace or on the fly? I'm curious if this would work with say bases made with docking stuff together or ones build piece by piece with KAS on site.
  3. I looked at the wiki and honestly maybe I'm missing it but I couldn't find a way to check if a parameter is positive, or a way to check if something is missing.. I'm wanting to mess around with some old parts that may not have proper internals and automatically add the placeholder internal with a mm file if one is needed. Is there a way to do this?
  4. Yep that's the line I was talking about. Add the bit I quoted to the file in the KEI labled ExcludedExperiments.cfg in the KEI folder. There should already be a list of a few already in it. Once you do and restart, it should show up properly.
  5. Just as a heads up, a possible issue of why people are saying its not working is that the icon in the first screenshot does not match what is in the zip. The one your looking for is a green globe with a leaf on it. That should open it up. Also if you use the Pathfinder mod you will need to add "experiment = WBIGeoScienceExperiment" to the excluded experiments list. I'm saying this because it took me more restarts than I care to admit to realize what was wrong and how to fix it.
  6. I don't know about that. I typically raise each part by 15 until one end goes up, then increase by 5 in the heavy side until the craft is basically horizontal, and then control altitude using the middle parts buoyancy. Doing this in fact let me complete the GAP contract pack Coast Guard certification mission, and find out getting to close to the hikers on the K2 mission will just let them fall to their deaths because they are floating... It is a bit more work, but its totally doable.
  7. Im guessing its related to this bug he talked about earlier: " Also, nightingale confirms the spawn code for buildings is buggy, so I can't fix the Flight 38 island resort contract, nor can I rely on values for your airport placements. Argh. He says its an issue with KSP itself. I will be ripping out Flight 38 in next release as a result (bummers) until building spawn code works properly. Currently spending hours to get one building right, and even then it's not guaranteed. Just a waste of precious time at this point - although I think this only affects crafts that have had their root changed. Crafts with no re-roots tend to spawn ok (such as Jebediah's Tool Shed). You are welcome to try discovering values that work for spawning your buildings at any location of your choice. If so, I will gladly draft a contract in for Lupi's Landing. "
  8. Well, all you had to do was ask lol. When he uploaded everything to his own site, I made a copy of everything in case it disappeared. https://www.dropbox.com/sh/qja77pro8n6mh8w/AADYa5QehQdv076_Wgv6PkeEa?dl=0
  9. Well the only time you need it is if your using a HL based part, then its a simple right click. with a very basic menu. Its not exactly like scansats menu options, and I honestly wonder if ANY toolbar is needed, even the stock one...
  10. Is there a way to force it to use the stock toolbar, if Toolbar is installed even right clicking on the part and checking toggle GUI does not bring it up..? There are a few mods where you need the toolbar mod like Docking Port Indicator, and Scansat so there is a reason to have it installed..
  11. Was just wanting to check in on this, and ask a question. Are you using the original Eagle or are you updating the Wayland Eagle? I'm curious because I was wondering if the break dancing landing gear when first spawning was ever fixed. This is probably the only thing keeping me from making my own update.
  12. Not seeing anyone else post it, but thought I would give you a heads up, but it looks like this is having the issue with Contract Configurator and Toolbar. When it is installed the button disappears, and in list of what buttons to show it is replaced by question marks. If it is the same issue details of whats causing it is here. Most are saying its an easy update fix.
  13. I find this funny as I have already been using the buffalo parts for make shift gondolas with the HL mod haha
  14. Nice, was hoping this would get an update. Self sufficient colonization missions here we come. Edit: Would it be possible to add in a way to spawn in custom Kerbal classes or replace the the normal civs with something else? The colonists in this mod seem very useful. Maybe a "colonization training course" but still let them count towards the civ pop for breeding?
  15. Just a tip for this try using the RCS balancer to keep the center of thrust close to center of mass with low torque. Its useful for more than just RCS and is much more useful than the stock tools.
  16. Well since no one else has posted a fix I'll link to my own tweak file for Boxsat. It has a few other small changes like a small light added to the frames, and a few extra nodes, but most importantly the antenna will have proper range. I didn't make them brake when deployed as that appears to mess with animations and that's a bit out of my expertise. https://www.dropbox.com/s/m3lsojo6lqf4rlo/BoxSat_MM_Tweaks.cfg?dl=0
  17. Ahh I think we are talking about different two different type of nodes. The nodes that control the x position for construction like that of rockets are just fine. I was referring to z axis of radial attachment points for things radiating outward from the center of the object, like with the Rockomax Multi-Point Connector. For example this set of nodes on the Rigid Airship: It will let you dangle things from the bottom in a realistic manor, and not clip, as in this screenshot. https://www.dropbox.com/s/xarv1q7tni2htxd/screenshot4.png?dl=0 As you can see Im already changing them for my own use lol. Wanting me to send you a link with them when I am done?
  18. No problem. For now Ill just delete the untextured ones, but the two LedZeplin sets have issues with their node orientation. They seem to be rotated 90 degrees forward for the most part and the engine mount has one node at 180 the wrong direction. I snapped a lander pod to some of the nodes to show how they are at the wrong orientation. Here is a screenshot. https://www.dropbox.com/s/pyt2zmmqbzmcor4/screenshot1.png?dl=0
  19. Just a question besides the classic HL parts are the other parts being tested or something? Im the snap nodes on them to be rotated wrong, missing textures ect. Was at fist tempted to make my own fixes but checking to see if they are already planned. Not that it has stopped me from still experimenting lol. https://www.dropbox.com/s/p22sbbiwcx14i1c/screenshot0.png?dl=0
  20. Well from the old one the reason for the needing MechJeb was because it was so unstable. If I remember correctly, it had no gimbals, and the original author simply made the SAS crazy strong. It was possible to fly it manually, but it was twitchy as hell. Actually with Throttle Controlled Avionics, action groups, and some gimble added to the engines it would probably be a dream to fly now.
  21. Well this mod is just a parts pack so should be fine with the new patch with the exception of the antennas because of the new network stuff. Is the original mod creator still around? Haven't see them post for a while.
  22. Oh well you where right, a newer version was uploaded after I had downloaded. Still find it damn odd. I don't see how the MM file was causing the issue it was. Weird.
  23. Woot! Took a break from KSP for several months, and when I return I find one of my must have mods is making a come back! This was SOOOO damn useful on large bases, and craft.
  24. Just a heads up getting some kind of odd conflict I cant sort out with your mod and Kerbal Planetary Base Systems. It will lock up during the module manager portion on KKAOSS_Greenhouse_g. If you force close the log will have: [LOG 23:38:37.706] PartLoader: Compiling Part 'PlanetaryBaseInc/BaseSystem/Parts/Utility/Greenhouse/Greenhouse_g/KKAOSS_Greenhouse_g' [ERR 23:38:37.718] Cannot find a PartModule of typename 'Entertainment' [WRN 23:38:37.724] Part already contains resource 'Supplies' [WRN 23:38:37.724] Part already contains resource 'Fertilizer' [LOG 23:38:37.739] PartLoader: Part 'PlanetaryBaseInc/BaseSystem/Parts/Utility/Greenhouse/Greenhouse_g/KKAOSS_Greenhouse_g' has no database record. Creating. [LOG 23:38:37.748] DragCubeSystem: Creating drag cubes for part 'KKAOSS.Greenhouse.g' [EXC 23:38:37.773] NullReferenceException: Object reference not set to an instance of an object WildBlueIndustries.Utils.IsExperienceEnabled () WildBlueIndustries.WBIResourceConverter.GetTotalCrewSkill () WildBlueIndustries.WBIModuleGreenhouse.GetInfo () PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) PartLoader+<CompileParts>c__Iterator62.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) Removing the MM file MM_KPBS.cfg fixes the issue but when I open up the file I dont see anything about a Entertainment module, but in the modulemanager.configcache find this: MODULE { name = Entertainment description = Wo doesn't like to play in dirt? The view is also great! rate = 2.5 } Something like this has also been added to all the KPBS pods...I'm totally scratching my head. Am I missing something?
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