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WPENG730

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Posts posted by WPENG730

  1. 24 minutes ago, LameLefty said:

     

    On a tangential note, having just discovered this (very cool and well-done mod today), is there any simply way to toggle the air race elements off and leave the rest of the enhancements? They really add a lot of needed "color" and life to the game.

    If you don't want the Air Race stuff, delete the Air Race folder from the KerbinSide folder in GameData. I don't know of a way you can toggle it in-game though...

  2. 8 hours ago, biohazard15 said:

    Probably not a bug, but I feel that spawn height for runways needs some tweak. Currently, it's kinda high, and some designs (namely the stock Mallard) tend to explode their landing gear on spawn. This is in 1.1 beta (and it maybe means that new stock small wheel is too fragile).

    I'm getting the same issue, so I just replaced the forwards landing gear of the Mallard with a tougher variant.

  3. 12 hours ago, AlphaAsh said:

    What version of KSP and KerbinSide?

    If you're still on 1.0.5, you'll need the separate Kampus release, which is currently sans host when KerbalStuff ended. I have no plans to re-host anything specifically for 1.0.5 and a version of Kampus will be available soon for KSP 1.1.

    If this is the latest KerbinSide Complete for KSP 1.1, then I've just gone plain ****** up and forgot to roll the latest Kampus into Complete.

    EDIT - Just in case you thought the strange graphical artefacts at the top of the screenie are a symptom of problems with colliders, that's scatterer and EVE having an argument. I've removed scatterer for now since I prefer EVE and that problem has gone.

    Wow, a reply!

    No, I know those weird boxes are a separate problem. I was talking about the last photo in the album I posted, where my little buggy went into the ground near the residential buildings. I'm on KSP 1.1 using the version of Kerbinside compatible with 1.1, but I was getting this problem back in 1.0.5 with the 1.0.5 version of Kerbinside as well.

  4. Hallo! I've got an issue.

    In the KerbinSide Kampus demo video, there are a bunch of signs and whatnot around the town by the KSC, but I can't see any of them in my game. Here are some screenshots of my dire predicament, along with a photo of what I assume to be broken colliders.

    I really liked the look of those signs in the video, so if anyone could tell me what happened to them, or how to make them appear, that would be awesome!

  5. After watching my airplanes blow out of the sky over and over, and seeing my battle tanks get incapacitated from a single 50mm round, I can't help but wonder if the guns in this mod are a bit too overpowered. A single bullet shouldn't be able to destroy an entire tank, right? One problem is that when oversized single parts like the Stock FAT Wing and the huge Mk3 parts get taken out, they cripple an entire airplane. Currently, I can mount a Millennium Cannon on a box and it'll decimate anything within a two-kilometer radius. Surely real guns can't destroy things this well, but of course, I don't know jack squat, so maybe they do. Maybe a feature like armor might be feasible, like plating or whatever. If I understand BDArmory correctly, it overheats parts, so maybe a reskinned structural panel that has a high heat tolerance and a low heat transmission value might work. I've tried all kinds of things, from radial radiators to structural plating to even more plating, and nothing works. Could a thing like armor be a good suggestion?

  6. 1 hour ago, cxg2827 said:

    I have gmail and i got the registration email to go through, though it was in my spam folder.

    Thanks for all the work you all put in to get SpacePort up!

    Same here, it was just in Spam. Gmail users should check that, I guess.

    To be fair, the registration email does look suspiciously like some spam emails I get (some plain text and a link).

  7. On 2/3/2016 at 0:07 AM, inigma said:

    Ok... what have I been working on? a TOP SECRET project that I can now reveal. I need testers for my first ever BDArmory career contract! Accept this baby, and be presented with a very relevant mission for very relevant times...

     

    Will require: KAX, Take Command, BDArmory, Contract Configurator, and GAP all installed from CKAN.

    Send in your best AI planes to clean up the opposition or get in there and help them yourself, BDArmory makes it possible.

    Oooooh, testers? Where can I sign up?

  8. 22 hours ago, WPENG730 said:

    FInally got this mod to work, looks absolutely stunning. One problem tho: Clouds and City Lights from EVE aren't showing up. I probably borked something, but is there any possible solution to this? I've tried reinstalling EVE and launching the game without the KSPRC modifications to EVE. Thanks!

    Actually never mind, I deleted a million things and the clouds came back. Now my game is unstable, but at least it looks nice :)

  9. On 1/3/2016 at 4:37 PM, V8jester said:

    THEN CONVERT TO X64 AND STOP USING CAPS :P

    X64 Workaround

    Apparently most mods don't work on 64-bit, and I run a heavily modded game. Besides, it's unstable (and possibly dangerous to saves, but I wouldn't really know), and I put alot of work into the things I build and do. So I'd rather keep it as stable as possible :/

  10. For whatever reason, these shaders just aren't working. I followed the instructions correctly, I hope :/  It says something about shaders in green text when I start the game, and I assume that means it's installed correctly, but it just doesn't make anything fancy happen. KSP looks more or less the same. I disabled Anistropic FIltering and Antialiasing both in-game and in the NVIDIA Control Panel, but it still does nothing. Help?

  11. I'm putting this in modded support because I AM running a modded game, though I don't know if that'll make a difference.

    KSP Version: 32-bit Windows 1.0.4

    Problem: Landing legs clip through ground on Kerbin

    Screenshot: http://imgur.com/p0JcpgD

    Steps for reproduction:

    1. Build ship with lander legs. (Due to the design of the ship, my legs were upside down in the VAB. SHould that make a difference?)

    2. Put ship into perfectly spherical orbit at 100k using Hyperedit.

    3. Land ship somewhere using parachutes at around ~3 m/s

    4. Enjoy!

    Link to Dropbox of output_log.txt:

    https://www.dropbox.com/s/c5suudqjj7pm2uf/output_log.txt?dl=0

    Installed Mods (pulled from CKAN command line):

    - ActiveTextureManagement-x86-Aggressive 5-0

    - AlcubierreStandalone 0.2.1

    - BahamutoDynamicsPartsPack v1.2.0

    - BDAnimationModules v0.6.2

    - BDArmory v0.9.4

    - CommunityResourcePack 0.4.4

    - CommunityTechTree 2.1

    - EnvironmentalVisualEnhancements 7-4

    - EnvironmentalVisualEnhancements-HR 7-4

    - FirespitterCore v7.1.4

    - FirespitterResourcesConfig v7.1.4

    - HeatControl 0.1.2

    - HeatControl-Core 0.1.2

    - HotRockets 1.0.4.1

    - HotRocketsCommunityConfigs 7.25

    - HyperEdit 1.4.1.0

    - KAS 0.5.4

    - KerbalAircraftExpansion v2.5.2

    - KerbalFlightIndicators R10pre

    - KerbalFoundries Beta_19.b

    - KIS 1.2.1

    - LandingHeight 1.4

    - MechJeb2 2.5.3

    - ModuleManager 2.6.7

    - NearFutureElectrical 0.5.2

    - NearFutureElectrical-Core 0.5.2

    - NearFutureProps 0.4.3

    - NearFuturePropulsion 0.5.3

    - NearFutureSolar 0.5.21

    - NearFutureSpacecraft 0.4.3

    - RasterPropMonitor v0.21.2

    - RasterPropMonitor-Core v0.21.2

    - Scatterer v0.0171

    - SmokeScreen 2.6.7

    - StationPartsExpansion 0.3.3

    - Toolbar 1.7.9

    - TweakScale v2.2.1

    - USI-SRV 0.3.1

    - USITools 0.4.2

    - VesselView v0.71

    - VNG-Parachute 1.2

    - VNG-Parachute-EVALoading 1.0

    - VNG-Plugin 0.7.2

    Sorry if I missed any information. Anyone know what's wrong?

  12. I've gotten past the game load issue, but none of the parts will load :'(

    The moment I press the "Fly" button in the editor with any warp drive parts attached, the game will try to load, then fail miserably. The logs show everything is normal, usually crashing right after the game attempts to focus on the vessel containing this part. I've even tried this part just by its self, sitting on the launchpad, but the game still crashes. Anyone know any solutions? I have no idea what causes this.

    I REALLY WANT TO USE THIS MOD IT LOOKS SO COOL D:

  13. WPENG730 do you have Regolith installed too and the current version? Check RoverDude's signature. Make sure you have the newest WarpDrive and install that first, then install the newest Regolith. It's very important that all the folders are in the right place too don't make them different than what RoverDude has in his zip. The cfgs explicitly give paths to certain assets (because we have to)

    I'm quite familiar with mods, so I'm certain I've installed it correctly. Everything is in the same place. I tried manually downloading Regolith instead of the pre-packaged version, but it didn't help. Besides, the error is in CheckBubbleDeployment. A quick look in the source tells me that it outputs the CheckBubbleDeployment error if there's some sort of exception (I think).

  14. For some reason, whenever I try to load the game with the mod installed, it crashes. And just this mod, no other mod does this. The logs show something related to a resource error. Could anyone help?

    EDIT: Oops, meant Error In CheckBubbleDeployment, not resources. They were next to each other :P

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