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    Bottle Rocketeer
  1. I love the progress that is made. GJ modding this brilliant plugin! Only question that remains at the moment; does it still tend to duplicate ships? I want to run a long series of missions, but rather not see it break down half-way due to ships duplication themselves to oblivion.. I read it had been 'Significantly reduced', but I'm not sure that is as in ''Significant' tax decrease' or as in Significant tax increase'.
  2. An 'R' for Rocketry or an 'S' for Spaceship would be more appropriate instead if an 'H' Actually you could use the mod that brings hinges and stuff.. I thought it was Automated Robotics or so. It has these hinges and an extendable arm. Only it is focused on the mechanical side, I would like it more if there was some kind of harmonica part that would make it look believable (and could transfer crew). Demands, demands... I should pick up Blender again one of these days
  3. I was talking about Aeon-Phoenix's model for the smelter Btw, I'm getting tons of Null-Reference errors in the build-screen, and the 'Build Resources' panel cannot be moved nor does it show any info, when building or not. Any idea if that is normal?
  4. But what happened to the smelter-model that were so brilliant? they were posted in this thread... Second, I can model a bit in Blender / 3dsMax, but I don't have the time to really go into this matter I'm afraid... I can maybe make some fancy 'recycle bin texture' though.
  5. Watch **** on the second screen? No serious; this mod didn't cause me much frame-rate drop, unless you build ships of hundreds of parts.. I have ships with equipment from this mod, and I have several mods running besides this one. Not a special drop of frame-rate unless part-count goes above 100 (combined of all ships in range), with or without this mod.. When you experience this drop of FPS, use Alt-F12 to call the debug-screen. Under the second button 'Debug' you can see the things KSP and the MODs did report (wrong or not). Sometimes a drop in FPS is an error being thrown multitude of times per second, causing the delay. If there is anything making that debug information scroll fast or show's rather uncomfortable (girl doesn't like drinks, bra doesn't open ) information; make a printscreen and paste it here.
  6. Why use the Auger? I used the drills from the Kethane-mod with a refurnished part.cfg for Ore. Looks so much better Especially the bigger ones look impressive.. And I 'solved' the problem with that awkward tall rocket-part factory as below. Thought it might as well serve as a watchtower of the base
  7. It seems as if the spawn height of spawned craft is centered on it's master-module (first part built) and not on its lowest part..
  8. Well to be honest, I thought the fact it is created below the launchpad is especially interesting.. Since it does that also with non-wheeled units. It's not just a rover bug, but with any ship I launch; it's created below the planet's surface..
  9. I'm having the same problems here. Any object I create goes haywire, whether I built them in Kerbin or Mun. my rover, as soon as it spawns, it's tires are blown right away, and about a second after it's spawning it either goes spinning into space, or explodes (somehow suddenly moves into the launchpad. The only way to circumvent it is to built in awkward ways with supporting struts as to evade the platform as much as possible. Also, when I return to the space-hangar, my last spawned vehicle is there, but its in the floor (it's main part (that is selected first during creating) is at ground level). I made sure the platform was horizontal. I'm using version 3.5 on KSP 0.22. An example of the error-log is attached. Any idea?
  10. For automation you need a Flight Computer.. And I wouldn't call having to set up a satellite-network before being reasonably able to get a bot to enter the mun's orbit 'automation', but hell, I'm probably missing the point!
  11. Bloody awesome!! This mod adds so much more to KSP, please include the the delay as soon as possible, it really creates the need for remote manned stations to land probes
  12. RemoteTech does (did, for the moment) exactly this. It's a brilliant mod adding so much regarding the remote-control/radio aspect, I'm just waiting till it includes the science part in the release that is about to be published.. It's one of the very few (if not the only) mods that actually bring use to the launching of manned stations.
  13. 1st: Awesome mod, seriously! Gives that extra dimension to kerbals, especially combined with RemoteTech I was debugging some errors though, and I saw the following: The debug-form shows the following error when running TAC on 0.22 [Log]: TAC Life Support (AddLifeSupport) [FFFDC142][80.13192]: Adding Life Support to mk2LanderCabin/Part/Mk2 Lander-can [Log]: TAC missing! [Error]: TAC Life Support (AddLifeSupport) [FFFDC142][80.13192]: Failed to add the part module: Object reference not set to an instance of an object at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at Tac.AddLifeSupport.AddPartModule (.Part part) [0x00000] in <filename unknown>:0 Seems to be working fine though.. (didn't fully test it yet)
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