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acc

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Everything posted by acc

  1. Btw since crew transfer is a child setting of realism mode you can't activate it without using realism mode.
  2. The mmConfig file is wrong. "FASA_Launch_Clamp_Atlas" has no effect, because the clamp name is "FASAlaunchClampAtlas". But you can do it much simpler, using my mmConfig: //> ADD LAUNCH COUNTDOWN PLUGIN TO ALL LAUNCH CLAMPS @PART[*launchClamp*] { MODULE { name = LaunchCountDown } MODULE { name = LaunchUI } } This is using wildcards (*) and means all parts with "launchClamp" in it's name gets the countdown stuff
  3. Hey, I've seen on one of your last videos you had problems with landers disappear. I had the same problem, using the AIES landing legs you're using too. On deploying they start flooding some null reference exception erros and I guess they don't work right. Because of that I think the problem is the game thinks the vessel is still not landed and because of the low altitude the vessel gets deleted (like every deorbiting debrie). The only solution is to not use them and wait for the autor to fix it. I'm sad too about that, because they looking so cool and even more realistic. Since I use the stock landing legs it's not happend again. At least: Thanks for your videos, I really enjoy watching them
  4. Thank you too for the work. I'm glad if I can help to fix the issues And sure... <?xml version="1.0" encoding="utf-8"?> <config> <rect name="ManifestPosition"> <xmin>57</xmin> <xmax>380</xmax> <ymin>87</ymin> <ymax>375</ymax> </rect> <rect name="TransferPosition"> <xmin>384</xmin> <xmax>1006</xmax> <ymin>86</ymin> <ymax>360</ymax> </rect> <rect name="RosterPosition"> <xmin>488</xmin> <xmax>879</xmax> <ymin>128</ymin> <ymax>478</ymax> </rect> <rect name="SettingsPosition"> <xmin>488</xmin> <xmax>879</xmax> <ymin>128</ymin> <ymax>478</ymax> </rect> <rect name="DebuggerPosition"> <xmin>144</xmin> <xmax>660</xmax> <ymin>398</ymin> <ymax>758</ymax> </rect> <bool name="ShowDebugger">0</bool> <bool name="RealismMode">1</bool> <bool name="LockRealismMode">0</bool> <bool name="VerboseLogging">0</bool> <bool name="AutoSave">0</bool> <double name="SaveIntervalSec">180</double> <double name="FlowRate">100</double> <double name="MinFlowRate">0</double> <double name="MaxFlowRate">100</double> <string name="PumpSoundStart">ShipManifest/Sounds/59328-1</string> <string name="PumpSoundRun">ShipManifest/Sounds/59328-2</string> <string name="PumpSoundStop">ShipManifest/Sounds/59328-3</string> <double name="PumpSoundVol">3</double> <string name="CrewSoundStart">ShipManifest/Sounds/14214-1</string> <string name="CrewSoundRun">ShipManifest/Sounds/14214-2</string> <string name="CrewSoundStop">ShipManifest/Sounds/14214-3</string> <double name="CrewSoundVol">3</double> <string name="SourcePartColor">red</string> <string name="TargetPartColor">green</string> <string name="TargetPartCrewColor">blue</string> <bool name="EnableScience">1</bool> <bool name="EnableCrew">1</bool> <bool name="EnablePFResources">1</bool> <bool name="EnableCLS">0</bool> <string name="DebugLogPath">Plugins\PluginData\</string> <double name="IVATimeDelaySec">5</double> <bool name="ShowIVAUpdateBtn">0</bool> <bool name="AutoDebug">1</bool> <bool name="EnableTextureReplacer">0</bool> </config>
  5. Yep, positive and negative amounts and magicaly the amounts doubled (?). I did'nt know they do that sort of mystical experiments on my space station
  6. There is a problem with the latest version (CLS disabled). I can't transfer crew to the vanilla science lab from a docked vessel, but all other (tested) crew captiable parts worked fine. Debug drops a Error. I'll upload the log if I'm back on my gaming computer. Edit: - http://pastebin.com/Qt7evkDV - http://pastebin.com/219FPeXW
  7. My brain feels like it works more or less "nominal" again So I'll continue the project today.
  8. Why does the sample drill only work on planets with atmosphere?
  9. No, thanks. I'll try this. Ah, ok. Maybe add CLS enable/disable to realism mode?
  10. For me crew transfer does'nt work. The Xfer button never shows up. - Version: 23.5.3.2.1 (KSP 0.23.5), - Realism mode deactivated, - All required mods installed
  11. Sorry for let you wait, but I was realy sick (kinda aggressive virus) and still need some time to get back up. I'll continue my work on this project soon.
  12. Ah, now I get it. The problem is the stock docking part module does not support non-androgyne docking systems. you could dock two ring-ports and even two non-ring-ports. There is also no stock support for angle restricted docking. Thanks. I'll do
  13. Yeah, I just want to figure something out, before I do the new UV map. Because it could need model changes too if I get it working. I'll tell you more in a PN later. That's what the DP900 is for. 0.9m is exact the size of the stock 1.25m docking ports ring
  14. Thanks. Yeah, but because of some updates (stock and mods) the first one is already outdated. Currently I'm working on my ISS alike parts. I'll rework and extend the tutorials ~1month. Sweet shuttle. Looks great
  15. Thank you guys I'll release the first pack with: - Karya (Zarya) - Kunity (Unity) - DP1500 (1.5m Docking Port; CBM alike) - DP900 (0.9m Docking Port; APAS; compatible with stock 1.25m ports) - Pressurized Mating Adapter Currently I'm working on the functionality of the Karya module.
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