Jump to content

JonBar

Members
  • Posts

    88
  • Joined

  • Last visited

Everything posted by JonBar

  1. Not sure about the ambience sticking around part, I too have set those to none and they do not play for me(I am currently using x64, but when I used x86 they stopped when [* = none]). Make sure there is a space between the '=' and the 'none'. There still is the 'outside' and 'space' ambience though, that I have not seen an option for changing, thought I did with chatterer, but never messed with it. The 'UnusedTracks' area is for you to cut/paste the tracks you don't want to play, but that goes for the files you still have in the music folder and the stock tracks. You can delete your custom music from the music folder and erase those lines with those tracks and should be done with it, the stock ones aren't in the music folder so you have to manually cut/paste them to the unused list.
  2. I was wondering if you could do an inline drill similar to the small one in Karbonite. I tried to get it to work with EPL for ore and it loses its animation, which I cannot stand going without. Just thought I would throw that out there, the only drill style that is missing. It would go well with the landing legs from karbonite, so you can just put it on the bottom. I don't care for karbonite and how it works but I do like the models, just wish the animations could be switched over easily.
  3. I wouldn't have responded if I was using x32. It may be possible that the periods are not recognized, also I had some mp3 tracks before and they didn't want to play for some reason. Try editing the names without the period and/or the numbers, just an idea. You could download VLC media player and convert them to .ogg and see if anything changes. If all else fails, try reinstalling if you haven't already. This is one mod I haven't had any problems with in x32, pre 0.24 or in post 0.24 x64. If you have another mod that messes with sounds there could be issues. Ah, I just remembered that I moved the 'libmpg123-0.dll' file from the original KSP_Data/Mono → KSP_x64_Data/Mono. Maybe that is the issue! I never ran the game with it in the original location after I updated to x64 so I am not sure if it will cause any issues.
  4. I added 16 of my own tracks and removed all the stock ones, works just fine for me.
  5. Do you still have plans to continue this pizzaoverhead?
  6. How do you change the decal image? I haven't seen an explanation on that. Back on page 16 you stated: I see where the original png is, so I just threw some of my own in there and none can be toggled in-game, just changes the shape/size of that darn rat.
  7. That would explain why every other Final Frontier update I get crashes all the time and end up sticking to the previous version, still on 0.5.3, and so far so good. Just hope my save is not corrupted at some point.
  8. This guy's apparently got random mode working
  9. Thank you both for the quick reply, much appreciated. I wondered if it was something to do with the MM config not taking hold for some reason, and that stack trace stuff is beyond me. If I could help I would, but you guys are doing a great job either way.
  10. Getting a crash with use in Alcor pod with raster prop monitor. I try to read the logs to understand but I don't know exactly, could be interference with another mod. I am using the 7.0rc4 in KSPx64 0.24.2(sandbox), with 0.18 raster prop. KSP.log, Output_Log Should I report this to the raster prop monitor page instead?
  11. Was the personal kerbal lazor system removed with the latest build? ie the decouple, destroy, and 1st person stuff? I know it only worked with kerbals that were in a vessel equipped with the lazor system, but I am noticing I do not have that anymore.
  12. Think it is a false positive, see here, one page back he gave out a newer dll for those who are annoyed by the warnings.
  13. Heck yea, been waiting for that for a long time! Also, those builds are very awesome Kadaf
  14. Sweet, glad that you are still around.
  15. I haven't tested yet, (planning to now) but as far as I know Procedural Fairings have never really decoupled as they are suggested to do in the staging manner(at least in the stack decoupler sense, which is a bit nonsensical as there is an actual stage that leads you to believe they would, they should eject fairings though.)
  16. Far as I can tell it has been working fine for me, however I could be wrong and experiencing the same as you guys. As much as this mod means to me, the music is secondary to what I do when I build, therefore not much attention has been paid to the actual tracks. However, hopefully the mod author can respond at one point or another. That being said, as much attention as I spend in building, the music helps me in more ways than one... Sort of sets the mood(which is much appreciated, beats Pandora by far IMO).
  17. KSP 0.24.1 should hopefully have fixed the decoupler issue now. Will have to give it a go to confirm.
  18. Using the editor, when I try to save it gives me "Error saving configuration!". Any way to fix this? Edit: Nevermind! I must have put a character that wasn't allowed, as it all saved except a category I had made.(I may have added an "&" that didn't take) Love this mod, a must have for heavy mod users. Edit 2: Ok, it seems that FASA parts pack is not being picked up by this mod, along with; D12 B9 Expansion(well the weapons are but not the other goodies), Fustek Station Parts, Baha's Extraplanetary Launchpads parts (3d printer, augers, etc.), and the B9 Extension parts (as far as I can tell). A bit of a bummer, but I'll live.
  19. Does this work fine in 0.24 x64 (I assume it does). I will try it when I get home, just thought I'd ask though.
  20. Nice, still have my copy, just haven't gotten around to testing it yet. I do love it, hopefully some pride can be overlooked and these awesome mods can be continued.
×
×
  • Create New...