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Roxette

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Everything posted by Roxette

  1. From the posted log, you appear to have installed the source archive rather than the built version of the mod with the necessary compiled DLL. You need to download the compiled version (as linked in the first post of this thread) and install that, having first deleted the existing subdirectory branch, which is currently at at C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\HullcamVDSContinued-master
  2. 18 months and 3(?) major versions later, and this is still causing problems for inexperienced users and those following instructions from old forum threads and random internet pages... is there some underlying technical reason for them still being present, or is it simply a case of 'can't be bothered to edit a few files' ?
  3. It appears from his activity on here and twitter that tg626 is now only online for a few days around the start of each month. I suggest you just put it on any generic file sharing site, post the link here, and pm tg626 with the login detail so he can pull it if/when he wishes. That way you can forget about it and everyone should be happy.
  4. Somebody needs to make a Leviathan now.
  5. There is a toggle at the bottom of the main HyperEdit menu box - "H-Button" - click on the dot to turn the toolbar button on and off. It certainly does.
  6. It seems to often happen when an update happens soon after a previous one.
  7. The only time the roll indication on the docking port alignment indicator is relevant is if you need to dock the two vessels in a specific rotational alignment, for example if you're assembling a large station out of many ships, or if there's a need to align parts so extended solar arrays (for example) don't collide with other parts. If there's no physical need to orient the vessels in a particular way once docked, the only other reason would be aesthetic Also, the direction of translate controls will always depend on the part selected as 'control from here' so it will change when you select a docking port rather than the main control module/pod. It's almost always best to control from the docking port during docking, then all the controls act in an intuitive way. Which camera angle is selected is less critical, it depends on the vessel size and complexity as to whether it's only necessary to see the area of the docking port or to be able to check there are no unwanted collisions happening to the rest of it
  8. The magic of Module Manager It really is the Swiss Army knife of KSP. It's usually much easier and safer to use this to modify existing parts or create new ones than doing it from scratch.
  9. "WS.Reputation.1 is a detection for files that have a low reputation score based on analyzing data from Symantec’s community of users " ... which is amusing, because symantec's user community has a pretty low reputation.
  10. KSP is a game. Depending on what you want to get out of the game, FAR and all the other mods available can make the experience better or worse for you. It can make building things that fly easier or more difficult depending on your level of understanding of aeronautics and your skill level at assembling rockets and planes. As with all the other mods available, you can try it, and if you enjoy the changes it makes to the game, keep on using it.
  11. Maybe an issue due to some download browser add-on at your end, or possibly a temporary problem ? I just re-checked and both the main file and the needed patch are downloading fine.
  12. This issue has now been resolved with the v0.15.1 "Fanno" release of FAR
  13. I'm pretty sure this is exactly the way most mods are used by the majority of players
  14. Are we including mods that later became part of the stock game ?
  15. Install Module Manager if you don't have it already, and then save this : @PART[*]:HAS[@MODULE[ModuleCommand]] { // Adds MechJeb to command parts MODULE { name = MechJebCore } } as (for example - only the .cfg matters) mechjeb-allpods.cfg in <path>/GameData ... or funk's config if you need compliance with the career and science modes
  16. That would be TriggerAu's Alternate Resource Panel
  17. I hate it when that happens. There's clearly something funky in the save file. It may be possible to fix it by editing the file manually, but the effort involved in tracing and attempting to rectify it is probably only worthwhile as an adventure for its own sake, or to reclaim a lot of structures that much kerbal blood, sweat and tears have gone into. If you'd care to upload it somewhere I'll have a shot at it if you'd like.
  18. Other than the docking camera, the steerable camera part, the robotic arms and the weapons systems, prior to the v1.00 release breaking it, did anyone still prefer to use the lazor systems over alternative navigation aids currently available ? I'm just curious as to which parts of the package were most popular. The parts I listed are the only ones I ever used.
  19. I know it's a PITA but if you could re-add them one at a time and test, you can find the actual culprit... Good luck, we're all counting on you
  20. There is an updated version of Docking Struts which covers some of these situations.
  21. Yo ferram4 ... FAR v0.15 is great, but I'm trying to fix the necessary changes to make Vanguard Technologies EVA parachutes work with it. Could this be done by a simple ModuleManager patch, or would editing the code in the Vanguard plugin be the only option? (I know stupid_chris is working on a new version of RealChutes that will incorporate chutes for kerbals, but I would still like to have the Vanguard one working if possible)
  22. Verified on Windows, but then hitting the 'Landing' button/indicator twice sets the altitude to the desired 20. I actually can't remember for certain if it always worked this way, but it may have done.
  23. I can see from the toolbar you have a lot of other mods on there, but can't easily identify all of them. As I use the chutes routinely I know they work fine on their own, and I'm aware that currently they are completely ineffective with the new FAR version, but I've never seen the effect demonstrated in your video. If you'd care to test by removing other plugin-based mods individually on a test savegame to identify which is causing it, that would be great, otherwise at least post a list of the other mods you're using so somebody else can help identify the cause. I already checked Hullcam VDS as that was an obvious first suspect as it adds the camera module to the kerbal, and there's no problem there...
  24. The decouple option should still work, I've used this trick many times : - tested just now with KIS as the only mod. I see from your screenshot a lot of mods present, I suspect one of them (or a conflict) is blocking it. In any case, clearly not a KIS issue. I suggest starting the investigation with any of the other mods you have loaded that have an effect on docking or docking ports. Good luck
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