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Noname115

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Everything posted by Noname115

  1. Yeah, I looked into a old version of the mod and it seems that he forgot to enter the "scatterer" folder before the contents. While that solves that issue, I have more. I'm not sure why but the scatterer effects don't show up in the map view or on the main menu like it used to, is this a problem with 1.0.5 or scatterer?
  2. Im having trouble installing this mod, I'm trying to intall version 0.021. But when the download finishes it shows me a config file, a bunch of SHADER files, and the .dll. I tried several approaches to installing but all have lead to nothing looking different, if anyone can help me out that would be great.
  3. Yes, more of this. I like. Please continue working on this, this is one of the greatest mod packs I have downloaded, keep it up!
  4. Oh my. If you're telling me you're making a Rosetta/Philae part mod I am going to scream. Please, please make this happen.
  5. I have noticed this, the way the shuttle wants to push its nose down after SRB separation is very apparent. It requires constant attention to prevent a "launch anomaly". This issue could easily.be fixed by reducing the amount of fuel in the ET. On a side note, love the new SRB parts! Though the way the SRB spams me with a party of Nullref exceptions is a nuisance. I'm sure fixes are on they're way, all in due time! Hype for 1.0.5 is increasing with each day!
  6. It seems that this thread is, although, there IS another mod pack that includes parts that include SLS parts! The name is Chaka Monkey Exploration Systems, here's a link: http://forum.kerbalspaceprogram.com/threads/124388-1-0-2-Chaka-Monkey-Exploration-Systems?p=1997211#post1997211 Have fun with you're SLS
  7. I appreciate the humor, but I really would like to have an answer for my problem. Is anyone else getting the same nullref issue with the SLA?
  8. I'm having issues with the fairing you put atop the Apollo I.U. When I click on it, it drops to the bottom of the VAB and creates nullref exceptions. Is there a mod I need in order to make it work? Or is it purely due to the state of the mod? Also, is anyone administering this mod and/or creating updates? I would personally like to see this mod prosper. - - - Updated - - - I would also like to add that as soon as I try to launch anything with the SLA equipped, the universe breaks and it seems like I'm floating in space.
  9. The engine for the X-15 seems to be bugged, upon releasing it after selecting it I can't click on it to pick it back up, nor can I right click it to tweak it. I am not running RSS/RO. - - - Updated - - - I would also like to add (this is more of a suggestion), both the B52 and X-15 use the Mk2 cockpit interior. I understand that these mods are in their infancy, I would just like to see them receive their own interior.
  10. This could possibly be a project once all the main shuttle stuff is said and done, but it would be cool to get a Bell X-1 plane to fly in KSP https://en.wikipedia.org/wiki/Bell_X-1 Could make for some good videos
  11. Sounds like a neat idea. Could be fun to have an inter-planetary shuttle, deploying satellites in Laythe orbit. On a side note, do you think KSP 1.1 will break SSP? Do you think Unity 5 will cause mods to be incompatible? I am unaware if Squad has said anything about this, I am just worried 60% of all mods breaking on release day.
  12. This is my personal opinion but I think the XB70 is a little overpowered. I'm pushing 800+ m/s at 5,000 meters. Easiest way to fix this would to possibly lower the thrust on the engines, considering that there are more than 5 on it. Unless it is SUPPOSED to be this way than so be it, this is just my opinion. I am also running pretty much stock aero, only other mods I have installed are the shuttle pack, ISS pack, KJR, and Kerbal engineer.
  13. I would like to ask a question, how do I attach the space shuttle to the crawler so that it can be used for launch? I cant seem to figure out how to set it up. If anyone could let me know this I was appreciate it.
  14. Now that I think about it, I could potentially provide help maybe a week from now or so, I'm pretty focused on studying for a test this week. After all, I decided to run the game bare stock, so I could be a good baseline for the mod. I don't trust my skill in config editing, I have done some before in stock and some mod parts, but it was really only simple stuff like cost and max temperature. Other than that I can test some parts that you need help with soon enough. Ill contact you when I feel like I'm in a position to help.
  15. I do have Infernal Robotics installed. Though my worries just got higher, I tried starting the game, and once the save loaded, kerbin was completely invisible, all I could see was the clouds from Environmental visual enhancements. I looked at the debug menu and apparently I got an "Out of Memory" nullref. I assume this is not a good thing.
  16. This happened once before, before I downloaded the crawler, so I'm not sure what the problem is.
  17. Can anyone help me? I downloaded the crawler and the tower is completely black, not only that but the icons for parts in the editor sometimes completely disappear, and parts are not visible. This happened to be at least twice withing the last couple of days, and I'm starting to get worried about my save file. If anyone has any similar problem and/or knows how to fix it, please let me know. Thanks
  18. Bug fix for the click-through issue works perfectly! Just in time too, I am currently working on making my own ISS, with the help of Mike-NZ's ISS remake. I currently have the Zarya module in orbit, and I needed a canadarm to help me with the construction. I think I found it.
  19. I can't seem to get Collision FX to work with Kerbal Foundries.
  20. Collision FX doesn't work with this mod, I have both mods updated to their current build. I still don't get any dirt being kicked up or anything.
  21. That makes sense too. You're not gonna have all of you're staff when you first start a career. You need to buy them. Thanks for looking into this for me, it is a priority to try and help the community as much as possible.
  22. The way I thought of it was to make it more realistic. After all, building rockets takes time. But if it didn't work before, I can accept it not working here. Thanks anyway for letting me know that.
  23. Hi. I though of this a while ago and really wanted to help this game out. My idea would coincide with currency when it is implemented. As you know, you can hire new kerbonauts to replace the ones that you kille- I MEAN sacrificed to the improvement of "SCIENCE!!". I thought it would be really cool if you could have another "tab" of sorts to switch between kerbonauts and engineers to build you're fantastic rockets. To make this easier to understand. You have just started a new career mode. You go into the VAB and see that it is empty (no cars transporting items, etc.). You go into the Astronaut Complex to see what's up. In it, you see you're normal kerbal astronaut selection. But next to it is a tab that has a wrench icon. You select it and multiple kerbals show up holding various building tools. One is holding a wrench, another holding a blowtorch, etc. You buy one and head back to the VAB. Once inside, he is now walking around lonely in the VAB. At that point you can proceed to build you're first rocket. Sounds neat, but it seems a bit bland to just be able to buy new engineers. That is why I came up with some interesting features about buying new engineers. Each individual engineer has various amounts of "kerbal dollars" you need to purchase them. Each one has thier own purpose. As in each engineer works on their own select area of the rocket to work on. I know SQUAD is the only one who decides what goes into KSP and what doesn't but I just wanted to pay tribute to this beautiful game they have created. If you actually liked my ideas. try spreading them to convince SQUAD to test this feature out! Come up with some features of you're own! -Fly safe, Noname115
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