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Minty

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    Bottle Rocketeer
  1. I can confirm that omnis do indeed count for coverage for those contracts, Smash.
  2. Check a couple pages back, Hodo. This has already been reported, and Bahamuto's said in a previous post that it's been fixed for the next release, along with a couple other issues that've come up. Patience.
  3. I've no idea, as I don't use CKAN. I download/install all mods manually, so you'd need to check the CKAN documentation, I'm afraid.
  4. If you're on 0.90, you need to make sure you've got the 0.90 version of this mod AND the 0.90 version of the Firespitter DLL. Which as I recall wasn't bundled with this mod. The 0.90 version of this mod won't work without Firespitter.
  5. @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!
  6. 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.
  7. 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.
  8. 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.
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