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MastaSchmitty

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Everything posted by MastaSchmitty

  1. Hi LGG, I've run into an issue where the KCT panel no longer displays -- it looks like this: It should be noted that at the time I had saved the game, researching a technology was in progress. Warping to the end of this technology made the issue resolve -- after reloading the save from the main menu (without quitting the game) the panel was back up. However, I now run into an issue where all my build times are 0. KSP.log: https://drive.google.com/file/d/1KF2WElHQiK3wuko0yMd6JVzFSu9qIGG9/view?usp=sharing ModuleManager.configcache: https://drive.google.com/file/d/19Nd-B1qy_cizrKmT2i7wAL4G6LG70esO/view?usp=sharing
  2. We had our first dusting last Monday. Nothing since, which is unusual. -Rochester, NY Lately it's actually been warmer here than it has been where I grew up (Charlottesville, VA)
  3. It's stainless, retro-futuristic, and you can get a "new" one for $45K. One of these days....
  4. So if I've read this properly, mods that are not currently "supported" per se (like SXT) won't break the tech tree, they just don't have spots assigned to them by you, so they may show up at relatively random spots, correct?
  5. Somnambulist - I wil try that; I'll have access to my KSP computer this afternoon and will post my log then. MeCripp - I don't use any rescaling mods, and the only texture mod I use is Active Texture Management, which has never affected KW textures before (not visibly, anyway - you know what I mean).
  6. The part's info loads, as does its spot in the catalog. However, the tile itself has no thumbnail. And when I click the part to add it to a ship, it's...invisible, I guess is the best way to put it. The attachment nodes show up and seem to work fine, but there's nothing visible there. If it helps, I do not play on the highest graphics setting.
  7. Been having problems getting most KW engines to load in the VAB/SPH. It's like they're there, but the models and thumbnails don't load. Is this something that can be fixed by reinstalling KW, or do we know of a different cause/solution?
  8. That's all that matters. Luckily, I'm pretty sure Squad have stated that more realistic aerodynamics are a planned future feature (plane parts being a ways down the tech tree seemingly reinforcing that, if such aerodynamics aren't for beginners), so I'm normally willing to give them the benefit of the doubt. For now, though, sounds like NEAR is a good starting option.
  9. Any huge differences between the two, if aerodynamic vehicle-shredding is disabled? I seem to recall something with high-Mach-value drag. Most likely going to go with NEAR as a starter either way, at least for now. (Also probably a bit lighter on the processor, I'd imagine.)
  10. I was aware, I suppose a more to-the-point question would be if the thinner atmosphere made building spaceplanes with B9's "weaker-than-an-old-man's-farts" turbojets possible again. lol Though I suppose I hadn't thought about another facet: parachutes. Wrong thread to ask that question, though, I think.
  11. Presuming I install NEAR (something I'll most likely be doing in the coming days), will that make building spaceplanes possible again, instead of watching them huff and puff their way to 5km before holding altitude?
  12. When attempting to fly one of my pre-B9-install spaceplanes (the one in question uses SP+, for reference), I now find that I am unable to run both my aerospikes and my turbojets (which is generally how I cross over the "running out of intake air but still able to draw some in" threshold). Is this the consequence of the "CrossFeedEnabler" plugin, or is it something inherent in the way B9 operates?
  13. KAC plays fine with Mac systems, correct? Probably one of the most useful mods imaginable, hopefully I'm able to use it
  14. If you don't want the reactor, can you skip installing Karbonite?
  15. Just downloaded KWR today. Finally decided to give the mod world a chance, and Spaceplane Plus and KWR were the ones I wanted most. I do have two questions, if you guys wouldn't mind helping me out. 1: I presume it is recommended I download either NEAR or FAR? I mean, let's face it, what's the point of having fairings if they actually slow your vehicle down? 2: Like many people, when I first downloaded KWR, I looked at all my shiny new toys that would make Jim Lovell jealous and thought "well, must be time to replicate Apollo 11". However, I'm running in to a slight problem. When using the 3.75-2.5m petal adapter, I run in to a tight spot. The fairing doesn't have enough for a minimal size lander and an engine nozzle. If I attach the petal fairing's top to the point where the engine and fuel tank connect, a clipping issue arises as soon as I go to decouple, with the clipping between my engine nozzle and lander causing my command module to go shooting off from the rest of the craft. However, if I attach the node at the very bottom/end of the nozzle to the node at the very top of the petal adapter, this, of course, auto-generates a fairing around the engine, same as any decoupler would. Will this second fairing's existence cause errors with the petal fairing's operation? Thanks, all!
  16. Thanks all, you've been a real help so far! I do have two other questions that have arisen -- how do I use the cargo bay? Things can only go up with the ship if they're attached to a node, but if they're attached -- even to a node that's invisible (i.e. the node connecting two cargo bays) -- they can't be moved. Would a docking port be a good way around this? The other question: cargo bays won't let me put Klaws inside, even on other parts (basically, a small RCS tug that goes and pick up debris). Is there a workaround? Thanks in advance!
  17. A few flags I've made so far: Flag of a unified Kerbin Kerbal Space Program flag ​Kerbal Space Program patch
  18. Personally, I've always been intrigued by this little beauty:
  19. A couple quick questions (forgive me, I am new to both the forums and mods) - SP+ is updated for 0.24.2, correct? - Does this still require Firespitter? - Does it require anything else? - Does it work for Mac?
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