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Nyia

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    Bottle Rocketeer
  1. NHawks, I hit you up on github. Added compatibility configs with Space Launch System, stock version. It's my first pull request; I hope I did it right. Here's what they look like. Only real 'bug' is that the RL-10B2/C2 bells are expandable (animated), and the plumes' positions are static. So I positioned them where they should be after the bell has expanded, but if they're in their compact state then the plumes' distance from the bell is off. I noticed that RSB has similar expandable upper stages, and the plumes move with the moving bell. Couldn't figure it out though.
  2. That was the problem, then. Will RSB work with 64k?
  3. I'd like to also give my congratulations to Sobol. Really love this mod, so I've been trying to do tweaks, specifically building configs for compatibility with RealPlume. Do you mind if I publish my configs to the RealPlume thread, so hopefully the modder will include it in further releases? I also want to confirm similar issues with above posters. 1. LES model intersects with the docking port, causing the dport to explode every time the LES and shroud fire and separate. I tried using the stock LES and problem was resolved. 2. Capsule's drag model (or something) isn't right. On re-entry, the speed isn't bled off in nearly enough time before the overheating catches up with it. Capsule blows up every time. 3. Capsule's exterior model is rotated 90 deg with respect to the navball and IVA. This didn't work for me. Also the MainCore end skirt's sep motors aren't firing while the interstage is decoupling from the first stage. Anyone else having this issue? But overall I want to use your mod in all of my installs. Thanks for the great work.
  4. Is this happening to anyone else, where upon loading the pre-built crafts, it's 'assembled' in explosive form? Happened on my live install so I made a clean KSP install with only following mods: Filter Ext, Hangar Ext, KJR, MM, RealPlume, RSB, RealChute, SmokeScreen, and Bizzy's toolbar. Issue persisted across installs.
  5. Yep, I didn't configure the main hab to allow surface attached passability. Doh! Thanks
  6. I'm having an issue with the BZ-52 Radial Attachment Point. The entirety of my craft is passable in-line, but when I surface attach the BZ-52, which says is also passable, the cupola I attach to it branches off a separate living space, inaccessible from the main body of the craft. I checked the config code and everything looks right. I even added a surface attach parts passable line just in case, but that didn't work either. Is there a way to surface attach an extension to the living space? Thanks in advance!
  7. Nathan, I see in 8.6 you did a fix for clipping issues, but I'm still getting them. It starts at 1k Km almost exactly, and progressively gets worse as I get closer. Here's an album of it happening around the moon since I already showed it around earth. Notice how the circle moves as I move the camera. The issue seems to be fixed if I change the depth to -1, but only at a distance: -1 really screws with things as I get close. I also reproduced this issue on a fresh install with 8.6 and 8.6.1, but it still persists.
  8. The near clip planes all have the same settings, before and after. EDIT: After trying altering the numbers, I was able to fix the issue by changing Camera ScaledSpace Depth to -1, but in so doing it makes the planet-side draw distance very short: When I change Depth back to -3 (default): it goes back to normal on the ground, but up in space it is still messed up. Can't seem to find the happy medium or figure out why default Depth works up until I 'load' the space scene.
  9. I usually do quit the game by alt+F4, and I did do it in this instance. I think you're onto something with the camera clipping idea. Sometimes when I hit map mode, the camera is embedded inside the planet (or on the blank surface of where Kerbin's surface would be), looking outwards through the atmosphere into space. I just don't understand why it only happens when I leave the pod and come back. Even if I quit the game while everything is fine and come back in, the issue still rears its head. Also, it only happens perpendicular to the pod's location at a set radius. The affected areas go back to normal after I get past this radius. Someone else posted this on r/realsolarsystem, and it looks like it's the same issue, but his screenshots show the circular nature more clearly than mine: http://imgur.com/a/hd7SZ#3
  10. Starwaster, Here's the output log. Thanks in advance.
  11. Love RSS, thank you so much for it. I'm having a persistent issue though that seems to be inherent to RSS (fresh, bare-bone install did not resolve). I'm not savvy enough to know exactly what is happening, so here are screenshots. http://imgur.com/a/95qlC I saw a very similar glitch was posted by Pingopete last year, but I couldn't find a resolution. Is there a fix for this?
  12. Good to know, guess ill have to get the fustek pack then because I like the IACBM too much to not use it. Thanks!
  13. I really enjoy this mod, but I am having a problem with the docking between the IACBM & COT Para. I toggled passive/active, controlled from both docking ports to try to dock with the other, and they simply won't dock to one another. They just collide and bounce off each other. I'm hoping this is operator error since it seems like no one else has mentioned this problem and I just can't figure it out. Any help would be much appreciated. Pictures here Ship setup: ALCOR's docking port is the IACBM, which was connected to a stack decoupler housing the cmd module MK1-2's LV-909. I set it up to have the IACBM docking port decouple from the TR-2V stack decoupler (which will decouple from the CM's 909 later). I hit "decouple node," the docking port and stack decoupler separate, and I RCS'd the CM away from the lander with no problem. Then I turn around, get practically perfect alignment, and bounce off on contact. I'm also noticing that when I tell the IACBM to turn its lights off, they won't turn off. Possibly related. Running KSP 0.90 Relevant Mods in scenario: animated decouplers aset crossfeedenabler JSI's RPM navyfish's dock align real chute SDHI (duh) shipmanifest
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