Newbinator
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I am not sure if this is the correct place to ask but I am trying to compile .cfg file for mm. What I am trying to achieve (as an experiment) is to apply a surface shine to all part except wheels for rovers and such. My attempt at the script is as follows @PART[*]:HAS[!MODULE[TRR_Reflection]]:NOT[!ModuleWheelBase]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 4 %meshes = } } This part ":NOT[!ModuleWheelBase]" is my attempt exclude wheels. I tried to understand the reference material provided in the ModuleManger Syntax page with in the MM Wiki and have tested various versions but to no avail. Could I ask anyone can suggest how this can be achieved, please? If I am asking in the wrong forum, any suggestions where to ask would be appreciated
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
Newbinator replied to nightingale's topic in KSP1 Mod Releases
I will give it a go, thanks mate- 469 replies
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- contract configurator
- contract pack
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
Newbinator replied to nightingale's topic in KSP1 Mod Releases
Question for all: I have a Field research contract to conduct Plant Growth study whilst landed at; KSC, Mission Control, Astronaut Complex and R&D building. I built a rover in the SPH and have used the Mk 2 Research/Science Lab and Plant Growth container. From there I drove it out to the required locations and tried to start the research..it didnt work. The Plant Growth Container while selecting "start research" just replied with = Not In Space...Too Boring. I have been trying to complete this contract for days, does anyone have any suggestions on a solution. What type of craft to build, specifically what science parts I need. I would rather complete the contract rather than ditch it. All help will be greatly appreciated.- 469 replies
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This is the entire folder, also running 64bit (KSP_x64), KSP Version 1.3.1 and I appreciate your time RoverDude
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Hey guys, I have read a re-read this thread/topic about a gazzlilion times; and cant find the answer to fix the issue I am having. The parts dont appear in the R&D tree and also dont show in the rover category for career, however they do appear in the sandbox. I have unistalled KSP, uninstalled all the mods and redownloaded them a few times, I have followed the information posted in here and made sure all my USI versions are up to date even CCK 2.2.0. Not sure what else to do, not really wanting to write this off as unfixable. Your help would be greatly appreciated
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I seem to only have an issue with the landing guidance function. Firstly it creates the calculations and then adjusts flight path for landing, no problems there. It then sort of goes haywire by the landing marker bouncing around all over, the mechjeb doing heaps of adjustments, it goes weird. Then when it finally sorts itself out, it then changes the orbit rotation and height, sort of punches right out into Kerbol system. All other functions seem to work right So in summary, I think the landing guidance is broken but others seem to think its working. Also I am using the latest 25/05/15 build.
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Newbinator replied to Paul Kingtiger's topic in KSP1 Mod Releases
Hey guys, I have encountered an unusual issue, where some wedege parts cannot connect to any of the cores (hex, octo, quad). These parts (Sabatier Reactor and Carbon Dioxide wedges) will snap to the node but will not connect, leaving the part loose. I have reinstalled universal storage and used the updated version with no good results. Also another issue is that I have double ups on some of the wedges. Two parts I can find at the moment that are double ups and wont connect are the Sabatier Reactor and Carbon Dioxide wedges. All othe wedges are connecting fine to all cores. I have tried to narrow the problem down but I am stumped. Anyone come accross this issue before? In appreciation EDIT I think I worked it out. It was the Ironcross LS mod...will report back later -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Newbinator replied to Ven's topic in KSP1 Mod Development
Can anyone help with this issue? http://imgur.com/zNFkbSs The shroud is on by default and no decoupler is attached. I have looked and tried to research the issue and cannot find a solution Happens to the LV-T45 and the LV-T30, happens in the VAB and on the launch pad. Even if the engine is used as primary or in stage , the shroud doesnt disappear http://imgur.com/8guv3TO EDIT: its with all engines from here Any help will be appreciated -
HotRockets! Particle FX Replacement + Tutorial
Newbinator replied to Nazari1382's topic in KSP1 Mod Development
Nice, thank you -
HotRockets! Particle FX Replacement + Tutorial
Newbinator replied to Nazari1382's topic in KSP1 Mod Development
Where are they? They do look very good BTW. When do you think you can release them? -
Guys, The following tanks seem to need re-researching all the time: Uranium Nitrade tank Thorium Tetra (ThF4) tank Uranium Tetra (UF4) Lithium tank. Does anyone know how to fix it? I have tried to look in the part.cfg and I cant seem to find the issue. Edit It seems to become unavailable in the VAB when you go from research to that building. Appreciate Newb
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Awesome Help guys, I remember my craft was facing rearwards (away from target). I will reload and try it again. I will post results.. Thanks again Edit I think I have narrowed it down to the Alternis Kerbol mod. I used another copy of KSP without that mod (the rest were kept as a benchmark) and it seem to do the right thing. Landed exactly where it was supposed to and NO millions of course corrections. Pity I really wanted to play that mod.
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Since updating MJ and I have also rolled it back a couple of versions, I have noticed the auto-pilot landing is completely broken (it may be me) but when you select a place to land and select land here, the craft does a 306 degree turn and then goes off on a different tangent. I dunno if this caused by other mods but I am wondering if anyone has had similar problems and if so, how did you fix it. Appreciation Newb
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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Newbinator replied to Normak's topic in KSP1 Mod Releases
I thank you guys for the hard work, very good mod. I am finding an issue (it may not be if it is only me have it) with the RD-58ss engine. Is it me or does the wobble of the engine meant to do what it does? It throws my craft around all over the place and looks like it will fly off.. Am I suppose to use struts on it? I am not sure if this is correct (for a better word) -
HotRockets! Particle FX Replacement + Tutorial
Newbinator replied to Nazari1382's topic in KSP1 Mod Development
Just tried it...I have found a bug?? where it shows liquid fuel twice in the bottom left hand corner.. I just installed the update into the gamedata folder but didnt restore the engines cfg changes from the original version of this mod...was I suppose to revert the engine cfg's to the original Squad ones? Edit I found the issue...You must remove the original files and revert back to the original Squad cfg's. -
HotRockets! Particle FX Replacement + Tutorial
Newbinator replied to Nazari1382's topic in KSP1 Mod Development
I would love to have this running for the KW rocketry engines....but alas I have tried and fail with the editing of the .cfg files.. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Newbinator replied to Cilph's topic in KSP1 Mod Releases
It sort of fixed the menu selection in the hanger but when I try and recover/destroy debris in the tracking station, it still bugs out...mmm not sure. Still trying to work a solution. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Newbinator replied to Cilph's topic in KSP1 Mod Releases
Yes I have the elcss mod installed. Thanks for the file I will test it now...well appreciated -
Now-defunct-thread-that-should-not-appear-in-google-search.
Newbinator replied to Cilph's topic in KSP1 Mod Releases
Hey guys, Has anyone having any issues where Remote maybe crashing the game GUI? I have tried to locate the problem but I am unsuccessful. The problem occurs when you do any configuration of the antennas (within game, pointing to specific other remote antennas) and when you exit out of "map mode" and go back to hanger, the game icons dont work (open, save, new etc). The only way to get them working is to restart the game. Also when you go to tracking station and attempt to remove orbital debris, it doesnt work either. I am not sure if this is a conflict with other mods and I have spent days trying to work it out..no luck ther. Has anyone had a similar problems? Can anyone shed some light on this? I have done complete reinstalls of the game and Remote mod and systematically installed others to find the problem, just in case anyone asks. In appreciation for your great work Newb -
I fixed it. Somehow a mod was affecting it. So the easiest (although I had done this multiple times) was to uninstall everything install Alternis and then one by one install the mods I wanted. Run KSP and tested. Rinse and repeat. Painful All the files were in their original position initially, so I am Bamboozled why this occurred in the first place. I wish upon the stars that a 64bit KSP will be released, whenever... Thanks everyone for their help...BTW it looks awesome...good work