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tg626

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Everything posted by tg626

  1. Oh well... twas a thought - still disturbing to see this with the mod parts as well given that the author has taken a sabbatical.
  2. Still have the semi transparency bug. With KVV installed I get this: You can see the shadow and wires inside the Materials Lab through the side of the lab. If I remove KVV, this does NOT happen. NOTE: I don't see this on the launch pad, I have to be somewhere in atmo flight or space. (Or maybe it had to do with the suns angle?)
  3. Well it seems that the vessel buster bug is NOT limited to stock cutes. This is the realchute dual chute which was originally set up as a .625 (or whatever the smallest size is) dual main chute. I switched to another orbiting craft, then back to this one only to find this. It seems to have "lost" it's settings, defaulting back to the size it first appears as in the VAB, and of course everything below the capsule is missing. Perhaps this is a clue? Multiple canopies cause trouble? I can't recall if the Mk16 is made into a multi canopy chute or if it remains a single canopy when modded by RealChute. I deleted my Module Manager config that alters the stock chutes.
  4. I made a chute recovered plane because I want to get surface samples around kerbin. I haven't unlocked wheels yet, so it takes off and lands on its tail with landing struts and has chutes to land. Don't know the cost, but didn't worry about it since it gets recovered. What I wonder is why you have 2 of every part in the sph/vab?
  5. Hgr made a 2 kerrbal pod that's 1.875m in diameter, but he also had to created adapters to mate it to standard size parts. That aside, would you be willing to guide us on altering the configs to make it behave as a 2 Kerbal pod? If it was would they go into the 2 side by side seats? I'd love to see this as as 2 Kerbal pod too!
  6. Welcome back! Certainly your (or anyone's) personal well being is more important than any game (I mean that with all sincerity). Just to be clear, and this is the last I'll speak of it. A) The stock parachutes causing vessels to not spawn correctly (IE, most of the ship missing, can't be controlled, etc.) is a bug in the DLL? The official "stopgap" workaround is to rename or remove "/RealChute/ModuleManager/Stock_RealChute_MM.cfg"?
  7. Love it so much, I did it a few months ago! I didn't meet all these criteria though, for one thing, there's a lot of KW Rocketry going on...
  8. Not so obvious to me. I have female kerbals via Texture Replacer. Not the over the top 60's eyeliner and lipstick variety, they are from another texture set (which I don't remember where I got it, of course) where the texturing of the head is more subtle. Personally I find that adequate, the absence of breasts doesn't breech it being believable - after all they are short green bipeds with the proportions of an orangutan...
  9. Seems the latest version still has issues with stock chutes. Switch away from the vessel and switch back, only the command pod appears visually, tho the center of the cam clearly indicates the center of mass of a larger vessel. Quick look at the Alt-F12 debug shows "NullReferenceException" (I think that's what it said) - previous posts seems to indicate this is a problem only with modded STOCK chutes. Guess I'll try and dig into that cfg file later to see if I can tell what's up - if it's in there I stand a chance. If it's in the code of RealChute I have no hope now.
  10. I'll post a vote of support for Stupid_Chris - who is obviously anything but... Man... we NEED this mod. Hell, this mod should be STOCK - it's 1000% better then the simple stock chutes. My .25 MOD list MechJeb (Dev ver) Engineer RealChute [x]Science (Fairly new, lets you do and in flight review what science you have and have not collected) That's it. I may add HGR's Pods and KW Rocketry's parts when they are up to date but I may not.
  11. I'm predicting this will be my first locked or deleted thread, but I've never let a rule (Things not to suggest: Female Kerbals) stop me. In the apocryphal words of Delegate Stephen Hopkins "I've never heard, seen, nor smelled ANYTHING so dangerous that it couldn't be TALKED ABOUT!" We've all read about the official, if somewhat non committal, position of Squad on Female Kerbal Astronauts. We have Jeb, Bill, and Bob, then an endless hoard of androgynous named recruits - ok. We have Gene and Wernher, who represent historical figures. That's fine. Even Walt of the new 4 admins can be given a pass since he's an homage to Breaking Bad. But why are none of the remaining 3 female? Full disclosure, I am a male both by biology and gender identity. I labeled this as [Discussion] and placed it here because I'd like to get a feel for the community's thoughts on this - and to place it before Squad's eyes. All I ask is that any misogyny be left at the door, and if someone does make such a post please just ignore it and speak your own mind without flaming them. Such people are not to be convinced by logic or bombastic condemnation so lets not waist the electrons. TIA.
  12. I got it drunkenly to orbit by reducing thrust when it tried to flip. When it got to the point that any thrust wanted to cause it to flip I set the thrust of the planes engines up to 100%. Landing was a disaster however, even with the jet engine full on it sank like_ a stone.
  13. Multiple parts was caused by using the patcher. It left old "part.cfg" files in every part folder. Seems all the parts now have "part name". Cfg. The cure was to delete all the old " part.cfg" files. Make backups!! Before attempting this fix! YMMV
  14. Mine too this time... I had a problem after "updating", in each part folder I had both partname.cfg (new) and part.cfg (old) making duplicate parts. I deleted all the old "part.cfg" files from each folder and that seemed to fix that problem. I'd bet that was causing the stability problem too.
  15. Anyone able to actually fly either? Steerwing wobbles and crashes on acceleration on the runway Learstar (like all shuttles in this game) becomes unstable and is a BEAST to try and control before it becomes impossible....
  16. I got thru finally. Just 10 short hours for my NEW PURCHASE to arrive... (OMGETF?) I had KSP via steam, but decided to re-buy via Squad since it was on sale and I'd be free of Steam... Maybe I made a mistake...?
  17. Multiples of various parts, Mk1 pod for example, one available the other "greyed out" claiming I need to make a purchase in the tech tree, multiples show in the "Start" box of the tech tree, all "purchased". Can't select/deselect categories of objects in map view (self hiding bar at the top-center of screen) preventing showing debris or flags. KSPx32 Win7 Nomods
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