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AntiMatter001

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Everything posted by AntiMatter001

  1. OK i have a major problem with the wheel/landing leg combo... the height from ground to floor of the base parts is way too small... also since the wheels don't have tweak-able suspension it's twice as frustrating. the problem I’m having is that I’m trying to make a mining base in the north pole (near an old abandoned aircraft hanger i used to use) but the hight from the bottom of my base part to the ground is so little that it scrapes along the terrain and blows up... is there a way to make the wheels not have suspension or make the suspension better? my fully loaded ore carrier makes the wheels useless because of the weight so i have to use other means (like tiny rovers not meant to carry ore...) EDIT: fyi the hanger i'm building by is on a hill... on a flat surface the wheels are ok but soon as you hit a hill it just buckles then blows up due to scraping
  2. i'm running ubuntu and running the game on steam. alt F-11 does nothing and alt F-10 just brings up my steam list of recently played steam games... Nvidia.
  3. ok i've read around and i'm having a bit of trouble. i have lines in my sky i know i have to turn off the filtering thingy but i don't see a "button" or where i can find my "drivers" on a linux 64 build... i think this is more towards tech rather than mod based but if you guys could help that would be great
  4. Uhm two points I need to make. 1) I reverse back in. 2) those tracks don't use stock wheel mechanics. Hell that rover was small enough to climb the various stairs in and around the KSC.
  5. cool. i figured that out while tackling the "hangers/garage" problem i saw in the OP thought i might as well show off what i'm planning to put on my mun base. @nils277: you might want to go along the same lines as what i've done here (maybe make the service bay larger? with adapters? or make an expandable hanger like the "hangers" mod.) i'm already using this idea in 4 main bases on 2 planets (mainly for crew transfer between loading dock and mining base) the rover body and light is scaled down but everything else isn't, it gets to 10m/s so i'm happy. speeding around the mun and going to and from my portable mining bases and launch sites.
  6. ok i saw in the OP that there was a rocket with a fairing in the MIDDLE of the rocket... i haven't even tried to do that yet but was wondering how i would do it... do i need two fairing bases?
  7. although i hate to move your attention away from hooligan labs i would recommend "fengists maritime pack" they have blisters and stuff to make boats and also compressors and de compressors for ballasts so making a sub isn't that hard but still requires some skill. other than that.... idk be warned though. it's still in very early pre-release so it's bound to be buggy and very finicky.
  8. uhm... this being in the editor... i guess not...? i do have wings on the tail but that shouldn't make the lift move back an inch... EDIT1:and since the winglets don't actually move during deployment or retraction of said cargoramp i can't see it making a difference unless it was the actual part itself... EDIT2: huh... i just picked up the pieces and put them back on and now it doesn't happen... strange... oh well at least it's fixed... i guess...
  9. yes and no. i found the problem. the cargoramp when deployed moves CoL backwards (making my plane flip) is this normal or is my install borked again? because for the B9 cargo ramp it doesn't move the CoL backwards... and RPM does work now i had a previous version.
  10. has anyone tested the cargobay? i just built a craft, had my 2nd brigade tank group loaded in for airdrop and after i took off it flipped nose up and wouldn't point down... (thus dismantling my tank brigade) and when i opened the cargobay it went back to normal... (also RPM doesn't seem to work with this mod.) i will reinstall and test again so i know it's not my install
  11. wait... completely off topic here but i was curious.... can you make a tweakable that makes it able to connect to B9 MK2 fuselages and (when tweaked) change node position to fit stock? or is this one of those "easier said than done" things...
  12. i'm guessing from the various "is this updated/is his fixed for 1.0.x" this isn't updated? damn.. oh well... guess it's back to heavy armoured air transports to get my nuclear warheads from point A to point BOOM. i hope very much that this mod gets updated i really think ID is pushing the bonds of what you can mess around with by doing something that wasn't really supposed to be a thing in KSP good luck and happy bug squishing
  13. ok just wanted to say the carriers as they are, are too small... my custom K-14s can't land on the carriers and they're VTOLs. the carriers are just too small :/ tweakscale is a good starting point. other than that i can't say anything bad about this.
  14. judging by the answers it seems to be just a little qwerk on my side. thanks. i'll get one of the admins to lock or trash this thread.
  15. Greetings! I have an issue with the Stores website and am a bit concerned about it due to the fact it's popping up a untrusted flag on Firefox. FireFox says that it couldn't get a security certificate from the Stores website. if i'm the only one getting this then it might just be me if not then i hope the community can flag this for Squad to look at because i don't want some hacker taking my info. thanks again!
  16. maybe... i'll try get it up somewhere... ok... i don't. because i forgot i deleted the output.log after i fixed it cuz i found out it was the FAR_config.cfg doh sorry oh might want to add i had to go through 5 clean install. until you find out what's going on you might just wanna type in the OP that there is something werid going on.
  17. inside the AoA folder you should see a FAR.cfg. REMOVE IT. after that the CoL should return to normal AND wings should work with AoA. idk why may be a old FAR cfg file. btw i got it working this way. i had same problem. could be the same mod... check if you have this mod installed:[1.0.4]MK2 Cockpit Expansion Ver. 1.1 if you do then there's a .cfg file inside "FAR.cfg" if you remove it it should work.
  18. just wanted to say even for a 0.0.14 version i love it. i donated aswell and got a personal email back (which creeped me out a bit) hope you make many mods (or just continue to update this mod) as best you can
  19. uhm just to let you know this screws up installs if you have B9 and/or OPT installed... more specificlly if you have the FAR.cfg that's in the file. when installed with B9/OPT CoL is on floor and none of the wings with control-surfaces inbuilt work at all. neither do the right click menus open up. if you remove the FAR.cfg file though it fixes it. dunno how helpful this is on people with FAR but people having trouble with this mod and OPT/B9 might like this tid-bit of info. took me 4 days and 17 hours to find this bugger... very happy my install works now
  20. uhm does this work with 1.0.4? i'm getting a werid bug with CoL when i add this mod to my game... and it persists even if i remove it... guess i'm going to have to add mods one by one T.T
  21. i wish i had that for history today anyway false alarm with the bug... it appears i've screwed up my install somewhere...
  22. Bug(?) my control surfaces don't work... now reading back a few pages it seems it should work off the bat so i'm gonna try a reinstall. my debug says "error can't find module lifting suface" might be that help?
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