Minty
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Bottle Rocketeer
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Minty replied to nightingale's topic in KSP1 Mod Releases
I can confirm that omnis do indeed count for coverage for those contracts, Smash.- 557 replies
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- remotetech
- contract configurator
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@Bahamuto: I've had this mod for a while now, and I love it: Great functionality over the stock gear, and it's pretty too. Unfortunately, it seems to break aerodynamics under the just-released .15 FAR. My suspicion is it's something to do with how FAR voxelizes parts that animate? Maybe? I've not tried it with the other sizes, only the small gear: Even with the gear retracted in the spaceplane hangar, it seems to throw the CoL WAY off. Of course, it's the first release of FAR for 1.0.2, so it may be FAR being glitchy. Just thought you could use a heads-up. Keep up the excellent work!
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[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
Minty replied to stupid_chris's topic in KSP1 Mod Releases
It's not a texture bug, it's an issue with the config. Here's the fix I figured out and implemented in my own install: In large_chute_stack.cfg, the RC_main_large_stack had two single canopies set in the models and the module, yet the anims in the modules were for two triple-chutes. I swapped both caps to use chute and chute2 anims respectively, and it seems to be working as intended now. Posted the above in the RealChute Dev thread, so Chris gets a heads-up. -
[WIP] RealChute parachute systems - development thread v0.3.3
Minty replied to stupid_chris's topic in KSP1 Mod Development
Thanks for the update, Chris. It seems to have solved the rapid unintentional disassembly syndrome my craft were subject to. So that's good. Less good was the fact that the same part, the 1.25m mainchute stack was arming fine, but when it fired, nothing came out. I did a little digging in the configs, and fixed the issue in my own build: In large_chute_stack.cfg, the RC_main_large_stack had two single canopies set in the models and the module, yet the anims in the modules were for two triple-chutes. I swapped both caps to use chute and chute2 anims respectively, and it seems to be working as intended now. Hope this helps, and thanks for creating what's rapidly becoming a must-install mod. -
[WIP] RealChute parachute systems - development thread v0.3.3
Minty replied to stupid_chris's topic in KSP1 Mod Development
Just reached the "Mainchute 1.25m stack" in the tech-tree, which is grand. Except that it seems to disassemble my ships when travelling at high speed through the atmosphere. I'm using Ferram and Joint Reinforcement as the two mods that may possibly be interfering. I also can't add the Mainchute 1.25m Stack to actiongroups in the VAB. Which is REALLY wierd, as I can assign all the other chutes (stacks, radial, or caps) to actiongroups no problem. No idea if these are known bugs, but advice on troubleshooting would be appreciated.