

Telanor
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I'm trying to make a shiny sputnik like in the 2nd post of this thread but it ends up really dark. I'm using the SXT part which has this specified in its config: texture = model000 , Squad/Parts/Command/probeStackSphere/model000 That model000 texture is pure black, so I tried overriding it in my config, but that had no effect. Im on KSP 1.3.1 using TU 1.0.0.8 What am I doing wrong?
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Ah, same symptoms, different issue I guess. I haven't played with RT in a while but I don't think "signal processor" is what's needed for a connection. Its the "technology perk" with the omni antenna that does that. Try sticking the DP-10 on the probe and see if that fixes it.
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Read the posts directly above yours. I think I've figured out what the issue is with this. I took a look at the RT config that comes with RO and noticed a bunch of base stations listed. I opened up the map and saw they were everywhere BUT where the KSC is. Looks like the RO configs assume RSS is installed, so if you play without RSS like I do, you end up with no base stations near the stock KSC. This reddit thread links to a newer version of RO that seems to fix this issue. It doesn't seem to be an officially released version though.
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For me, if I install only RO and select RemoteTech as the only optional mod, it still doesn't work. I created a rocket with only a sounding rocket telemetry unit and tinytim booster. The flight computer always says it has no connection.
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I'm having the exact same issue. I installed RO v10.4.1 and RP-0 v0.39 (no RSS) as well (via ckan).
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Telanor replied to TriggerAu's topic in KSP1 Mod Releases
http://wiki.kerbalspaceprogram.com/wiki/Setting_up_MonoDevelop. Looks like step 3 is the one to pay attention to there -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Telanor replied to TriggerAu's topic in KSP1 Mod Releases
Yes, and it will probably require more UT adjustment the more eccentric your orbit, but it still saves a lot of time. Visual studio is free, you can install it and compile the mod yourself. The KSP wiki has a guide on compiling mods. Step 6 is the important one. In the code, you only need to change TWPWindow.cs: if (GUI.Button(new Rect(132 + 15, WindowRect.height - 30, 120, 20), new GUIContent(" Copy Details", Resources.btnCopy))) { CopyAllDetailsToClipboard(); } to if(GUI.Button(new Rect(132 + 15, WindowRect.height - 30, 120, 20), new GUIContent(" Create Node", Resources.btnCopy))) { var transfer = mbTWP.windowMain.TransferSelected; var node = FlightGlobals.ActiveVessel.patchedConicSolver.AddManeuverNode(transfer.DepartureTime); node.OnGizmoUpdated(new Vector3d(0, transfer.EjectionDVNormal, transfer.EjectionDVPrograde), transfer.DepartureTime); } -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Telanor replied to TriggerAu's topic in KSP1 Mod Releases
So I replaced the 'copy to clipboard' button code with this: var transfer = mbTWP.windowMain.TransferSelected; var node = FlightGlobals.ActiveVessel.patchedConicSolver.AddManeuverNode(transfer.DepartureTime); node.OnGizmoUpdated(new Vector3d(0, transfer.EjectionDVNormal, transfer.EjectionDVPrograde), transfer.DepartureTime); And now I have one-click node creation that just requires some simple UT +/- adjustment via precisenode. It would be nice if you could add this to the mod officially, it simplifies the entire process greatly. -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
Telanor replied to DMagic's topic in KSP1 Mod Releases
They're not working for me either. The US versions of stock experiments don't even work. Output log shows this error when you try to run an experiment: MissingFieldException: Field '.CelestialBody.BiomeMap' not found. at DMagic.Part_Modules.DMModuleScienceAnimate.makeScience (Single boost) [0x00000] in <filename unknown>:0 at DMagic.Part_Modules.DMModuleScienceAnimate.runExperiment () [0x00000] in <filename unknown>:0 at DMagic.Part_Modules.DMModuleScienceAnimate.DeployExperiment () [0x00000] in <filename unknown>:0 at BaseEvent.Invoke () [0x00000] in <filename unknown>:0 at UIPartActionButton.OnClick () [0x00000] in <filename unknown>:0 (Filename: Line: -1) -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Telanor replied to cybutek's topic in KSP1 Mod Releases
I didn't even have maneuver nodes capability unlocked when I made that log. Actually I just tested again now that I upgraded the radar station and it's working, so maybe it has something to do with that? -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Telanor replied to cybutek's topic in KSP1 Mod Releases
Also having this problem with only this mod installed. Here's my log file: https://dl.dropboxusercontent.com/u/41104/Temp/output_log.rar. I also noticed some weirdness with the delta-v display in the VAB. Sometimes it would flicker between 2 numbers when I wasn't doing anything. -
NullReferenceException spam
Telanor replied to Telanor's topic in KSP1 Technical Support (PC, modded installs)
Well I found the cause. I ripped apart the base until I only had 3 lander modules left and then started pulling off docking ports. One specific "Kerbtrail Dock Port" part was doing it. As soon as I pulled it off, the error stopped. I wasn't even using them, they're just sitting on the sides of the MKS Integrated Module Base of each of my modules. -
[WIN] KSP to DDS texture converter
Telanor replied to Lilleman's topic in KSP1 Tools and Applications
For some strange reason, my C# version crashes when converting some textures, like a 64x64 pure white png file from FTT, saying something about index out of bounds when it calls TextureLoader.FromStream. And yet somehow the VB version converts it just fine... I left in all the dispose calls, I only converted a few of the close/dispose sets into 'using' blocks which should do the same thing. It's really weird... -
[WIN] KSP to DDS texture converter
Telanor replied to Lilleman's topic in KSP1 Tools and Applications
Yea the program only works in 32bit mode. Somehow while coding the build mode got flipped back to AnyCPU and I must have uploaded that build. I've updated the release on github so it should work now. -
NullReferenceException spam
Telanor replied to Telanor's topic in KSP1 Technical Support (PC, modded installs)
Yea it does seem like the error is in squad code. Is there anything I can do about this? I only have about 110 parts on my base but its killing the performance, I only get 9 fps.