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Everything posted by mbartelsm
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Well, just go to GameData\Squad\Parts\Command\cupola\ open the .cfg file with notepad and change CrewCapacity to 2
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I want to make a mod but I don't know what to do, so I thought of asking the community to see if there's a demand for anything specific. I can only model and texture, so unless someone is willing to help, there would be no scripting of any kind. I was thinking of making either a 1.875m or a 0.9735m rocket parts mod, there are a couple of mods which use parts of this size (such as Tantares) but they rarely provide enough parts for a proper rocket.
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Ven's stock revamp modifies the stock docking port to look more like what you want
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You can use Flagmaker (https://www.reddit.com/r/vexillology/comments/2ei5wf/flagmaker_17_flagmaker_jr/) with an aspect ratio of 8:5 and export your custom flags to .../GameData/CustomName/Flags/...
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I use it mostly for maneuvers like precise inclination and the like (since KSP tells you absolutely nothing when setting up maneuver nodes)
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Gravity turn continued has an option for auto deploying fairings depending on air pressure
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
mbartelsm replied to Ven's topic in KSP1 Mod Development
Hello, I'm having an issue where my rocket engines (the ones added or modified by this mod) have no plumes, no fx of any kind. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
mbartelsm replied to Paul Kingtiger's topic in KSP1 Mod Releases
Is snacks continued supported? -
Then it's conflicting with something else, but it's the only mod I had to disable to fix the problem.
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Bug Whenever I accept a contract with this mod, the contract will be accepted, but as soon as I go to an active vessel or the tracking station, it will disappear or will be autocompleted, still not sure which one. Additionally, waypoints will not show in the map views, probably as a consequence of the contract thing, but it might be another issue entirely. I tracked this issue to this mod after extensive mod disabling/reenabling.
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Hexagon Projects [Phase I Development]
mbartelsm replied to mbartelsm's topic in KSP1 Mod Development
We'll see about the aircraft parts (if I decide to make some they will be be on the later phases anyways), right now I'm focusing on providing alternatives for launch vehicles since stock is absolutely lacking and most mods that address this issue either focus on replicas or realistic models instead of the more cartoonish looks of the game. Tweakscale will definitely be an option for fuel tanks and structural parts, though. -
Hexagon Projects [Phase I Development]
mbartelsm replied to mbartelsm's topic in KSP1 Mod Development
Redid HL-08C and finished 08B -
Hexagon Projects [Phase I Development]
mbartelsm replied to mbartelsm's topic in KSP1 Mod Development
Ok, finished the first model and texture, onto the config. -
Hexagon Projects [Phase I Development]
mbartelsm replied to mbartelsm's topic in KSP1 Mod Development
There are no pictures, I'm barely starting. But they will come soon -
Hexagon Projects [Phase I Development]
mbartelsm replied to mbartelsm's topic in KSP1 Mod Development
Rebooting the mod. I'm open to feedback for the entire project and open to suggestions for all phases except phase I since those parts are already set in stone (mostly). -
I was wondering, what's the reason for the huge amount of docking ports there are now? are different sizes compatible with each other? are the non standard sizes compatible with the stock docking ports? are the non androgynous ports compatible with themselves?
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- totm march 2020
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Rocket turns over after first stage
mbartelsm replied to Cairol's topic in KSP1 Gameplay Questions and Tutorials
the problem is not the weight of the head per se, but the amount of drag it generates, imagine shooting an arrow with the fins at the head, it will just turn around. My suggestion would be using fuel tanks with a bigger radius and shorter length, if you don't have those available yet then work with a more horizontal rocket (shorter tanks, more asparagus stages) Been ninja'd -
[1.0.4] BetterEmissives v1.3 - Pre-1.0-like engine emissives
mbartelsm replied to mythbusters844's topic in KSP1 Mod Releases
I find quite amazing the way squad manages to screw such simple things, thanks for the mod -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
mbartelsm replied to K.Yeon's topic in KSP1 Mod Releases
May I ask what is the "true pump" option in the action groups for the scream jet? -
It has happened to me a few times, with tantares too (but lots of other mods, I assumed it was a compatibility issue but seems it's not the case). My guess is that the parts are rescaled through the config files and the game hiccups and resets them to their default size. EDIT: seems I'm too late for this one
- 21,861 replies
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- totm march 2020
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[1.0.5] Snacks! Kerbal simplified life support v0.3.5
mbartelsm replied to tgruetzm's topic in KSP1 Mod Releases
Would you mind adding this mod to CKAN? -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
mbartelsm replied to KospY's topic in KSP1 Mod Releases
I hadn't noticed there was a new version EDIT: Yep, that did it, thanks -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
mbartelsm replied to KospY's topic in KSP1 Mod Releases
The game freezes during loading (I have KIS installed) [LOG 13:52:20.252] PartLoader: Compiling Part 'KAS/Parts/cPort1/part/KAS_CPort1' [EXC 13:52:20.264] TypeLoadException: Could not load type 'MessageInfo'. UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String) Part:AddModule(ConfigNode) PartLoader:ParsePart(UrlConfig, ConfigNode) :MoveNext() [ERR 13:52:20.267] Error looking up signature for method KASModulePort.OnKISAction [EXC 13:52:20.268] TypeLoadException: Could not load type 'MessageInfo'. UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String) Part:AddModule(ConfigNode) PartLoader:ParsePart(UrlConfig, ConfigNode) :MoveNext() [EXC 13:52:20.273] TypeLoadException: Could not load type 'MessageInfo'. System.Reflection.MonoMethodInfo.GetMethodInfo (IntPtr handle) System.Reflection.MonoMethod.GetPseudoCustomAttributes () System.MonoCustomAttrs.GetPseudoCustomAttributes (ICustomAttributeProvider obj, System.Type attributeType) System.MonoCustomAttrs.GetCustomAttributesBase (ICustomAttributeProvider obj, System.Type attributeType) System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, System.Type attributeType, Boolean inherit) System.Reflection.MonoMethod.GetCustomAttributes (System.Type attributeType, Boolean inherit) BaseEventList.ReflectActions (System.Object part) BaseEventList..ctor (.Part part, .PartModule module) PartModule.ModularSetup () PartModule.Awake () UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String) Part:AddModule(ConfigNode) PartLoader:ParsePart(UrlConfig, ConfigNode) :MoveNext() [EXC 13:52:20.285] NullReferenceException: Object reference not set to an instance of an object PartModule.Load (.ConfigNode node) Part.AddModule (.ConfigNode node) PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) PartLoader+.MoveNext () [EXC 13:52:20.294] NullReferenceException: Object reference not set to an instance of an object PartLoader.GetDatabaseConfig (.Part p) PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) DragCubeSystem.LoadDragCubes (.Part p) Part+.MoveNext () [LOG 13:52:30.553] IR: [ServoController] destroy