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Horus

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Everything posted by Horus

  1. While those are really nice, DO NOT change the wheels you've modeled!!!
  2. This mod is really promising. Like it appeared there. Hope it will complete IVA immersion
  3. Ah... yes. Forgot to mention that this is sandbox. I guess it might be not worth fixing since science is not generated in sandbox.
  4. Fellow kerbonauts. Could anybody explain me how to use ASERT science modules? I've put 2 crafts to an E class asteroid right on the opposite sides. Each craft has ASERT module. Both modules have status: Experiment Ready. However, when pressing "Scan Asteroid Interior" I receive an error to the log: [Exception]: NullReferenceException: Object reference not set to an instance of an object output_log has the following entry for this: (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at DMagic.Part_Modules.DMAsteroidScanner.registerDMScience (DMagic.DMAsteroidScience newAst, .ScienceSubject sub) [0x00000] in <filename unknown>:0 at DMagic.Part_Modules.DMAsteroidScanner.makeScience (Single dist, .ModuleAsteroid m) [0x00000] in <filename unknown>:0 at DMagic.Part_Modules.DMAsteroidScanner.runExperiment (Single distance, .ModuleAsteroid m) [0x00000] in <filename unknown>:0 at DMagic.Part_Modules.DMAsteroidScanner.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) What am I doing wrong? UPD: Similar error for Mini Goo Containment Pod when trying to observe it. NB: Both crafts are attached to the asteroid with Advanced Grabbing Unit.
  5. Ah... this time I've missed another *....-your-pants-this-is-fools-day* version )) I'll never forget the last year joke
  6. Exceptionally happy with bugs squashing news. Way to go! Still have hopes.
  7. I don't really care of any lore Imho, it's just a bit silly to make this limitation. I'm making sat relays if I need stable coverage, but I do not need this limitation for some deep space sats. If someone comes with an idea if atmosphere interference than limits the range, then why it doesn't apply to, say, Laythe?... So, is there any way to remove this range limit for KSC? I tried to change this value manually. but it doesn't seem to apply. EDIT: Changed config value does not apply to already launched vehicles.
  8. Is the KSC 75Mm range limit somehow explained? So, the on-land VAB sized dish is several times less powerful than a folding kerbal-sized dish?... weeeeeird...
  9. Just in case you want to leave Ven's Stock Revamp - it has its' own aeroshell for Mk1-2 pod. Also, you can remove Ven's patch for Mk1-2 so you could use SMS without problems.
  10. They are just placeholders at the moment. You just need Ignitor RPM & Ignitor mod itself. Here' a quote directly from Ignitor thred: " RasterPropMonitor EIMFD: NOTE: The new version is based on RasterPropMonitor directly instead of Hyomoto's MFD mod. Link: http://beta.kerbalstuff.com/mod/60/Engine_Ignitor_MFD "
  11. I suppose no one here diminishes the greatness of this mod. I personally really like the looks of the parts - they are totally awesome! However, bugs make people suspicious and cautious. I seriously doubt that there's a person who'd like his long prepared mission screwed because of some failure with a part A minor report from me: I've used a large docking port (do not remember the exact name) and when I tried IVA docking - the monitor shows the port texture. Seems that model overlaps the camera node or smth.
  12. Is it possible to add a variant for MK2 Cargo Bay with doors opening to the bottom?
  13. ATM does nothing that leads to "really weird numbers" in alcor. Please, check MeCripps post ->here<- and make sure that you have everything installed properly.
  14. Yes, you can dream. And, no, Alex is not hired by Squad, afaik. The main reason Alex is absent for quite a time is his RL problems. And, from my point of view, Squad's actions are really not that promising for modders... They are spending too much time for what's already done by modders. The game becomes a great disappointment.
  15. Spaces config has a typo in name: GameData\ASET\ERS\Spaces\ERSinternals\ERSinternal .cfg should be without "space" symbol: GameData\ASET\ERS\Spaces\ERSinternals\ERSinternal.cfg Also, throwing my 2 cents - if a person is absent there's a reason for that. NB: forum engine adds a space after dot symbol... oh well...
  16. For those who didn't find the landing engines: The modela are taken from BahamutoD's mod. However, you can add this mod functionality for your self for an engine of your taste.
  17. @bac9, Sorry if I'm too pushy, the question was asked before - What do you think about implementing solar panel surface for your wing? Is it possible at all?
  18. Seems that you just do not have TechManager installed there - no plugin DLLs. Download it & install. The mod is really interesting, though when there are no necessary mods installed for nodes - the nodes are empty, but still have their science value to open. Plus, some dependencies are quite ambiguous. Hope, this mode will improve & will be an awesome techtree mode
  19. @DMagic, is it possible to introduce control for map overlays transparency. For instance, resources overlay is too ghostly transparent to my taste. I'd appreciate to have it displayed more distinct.
  20. I can argue about that. For instance, SDHI mod has an issue with that, for it has its' own heatshield for Mk1-2 pod with attach nodes fitted perfectly within avionics ring. And in this case the updated Ven's version of Mk1-2 does not fit really good. I agree that here can be a rule - your mod your problems - applied. But, hey, stock Mk1-2 does not have a heatshield for a reason. - - - Updated - - - Now, regrading this issue. Seems to me that the problem is not FAR's "voodoo". I've noticed that this issue occurs only when there are fairings on those 2 pods (Mk1 and Mk1-2). You can check it with the following cases: Mk1 1. Pick Mk1 pod. 2. Attach a separator TR-18D Stack Separator under the pod. You'll see that autoshroud appears between the pod & separator. 3. Complete the craft & deliver it into space - suborbit or orbit. 4. Decouple the separator before re-entry. 5. Enjoy the issue described. However, if you disable Fairing in the first step - the issue is gone. So, I suppose that those auto fairings do cause some problems there. I cannot describe the exact reason - I'm not a modder at all.
  21. Well, now I'm 100% sure that I do not need Legacy IR parts when all of these are done
  22. Although the design is quite neat, I have no idea how it's gonna be maintained in real Mars (or else) conditions with all those small fractures like sand and dust. The wheels are overcomplicated for those conditions, imho.
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