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Insanitic

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Everything posted by Insanitic

  1. I have this exact problem, but is there no way to fix it? Even manually? I don't quite understand what you mean by writing a cfg, since the parts are not actually missing or gone from the craft, but just displaced and sometimes floating in a weird way.
  2. For some reason, all my non-moving wings cannot be placed/stuck on anything when I'm trying to build my spaceplane. It stays green, indicating it can be stuck on, but when I click, it doesn't stick and it just flickers green again.
  3. Is there a way to add a custom part to be shielded manually in the config files? I want to make karbonite engines shielded.
  4. I'm kinda confused about spoilers settings: So I have binded toggling spoilers to action groups but whenever I try it, I don't see any animation or indication that they have deployed. My plane is using the stock space plane elevons/ailerons and I don't see any animation of them moving. Am I mistaken as to how they work? Because I assume spoilers are the flaps that raise on wings to help with the braking of the craft, at least, based on my knowledge of playing FSX.
  5. I found a post a few pages back by a user named SpeederAlpha that has the exact same problem as me. This is his post: I saw other people post this issue but no reproductions or resolutions. If you inflate the heat shield in the VAB, ModuleAnimateGeneric/Status becomes permanently set to "Fixed" and you end up with it inflated whenever you reload the craft or try to launch it. (Very bad when you are using procedural fairings, ) Deflating the heat shield in the VAB returns it to its original state but the status always remains as "Fixed". It also saves the animation state if you click save in the middle of the animation... Thanks for a great mod! I'm wondering if this problem is truly impossible to fix? or has there been progress on this?
  6. I can confirm that I have this issue too. I switch to a probe in orbit around a body and as KJR loads, it spins uncontrollably and half of the probe gets shot off in every direction. Also, I have a space station in orbit around Kerbin and after KJR initializes, the space station starts bending (even with docking ports that match the diameter of the station itself, 2.5m) until it snaps. Removing KJR allows me to load these ships without any problems.
  7. Haha, so do you personally use heatshields when aerobraking/landing on duna? Because if not, I could get rid of my shields to save on cost and weight.
  8. Oh actually, when approaching 15000m I'm going at about 2000m/s. So is it normal that I don't need heatshields for Duna?
  9. Just wondering about something. I tested aerobraking my 20 metric ton lander into Duna coming at a velocity of 1200 m/s at around 15 km above Duna. I tried it without a heatshield with DRE and FAR and my ship was perfectly intact. Is this normal? I'm on normal mode in DRE and am just wondering whether Duna's atmosphere really IS that wimpy.
  10. Yup you're right. I disabled clipping of parts and used KW rocketry's engines and it worked perfectly. Thanks for that mate!
  11. Can anyone instruct me as how to properly use the interstage fairing adapters? Whenever I shroud an engine over with a KW rocketry interstage fairing adapter, the game thinks the engine is not there anymore. I'm on 0.90. Putting on the interstage fairing adapter like a normal decoupler: Putting on the interstage fairing adapter like it's supposed to be put on: As you can see, putting the interstage adapter like that eliminates the stage 7 engine altogether!
  12. Hi guys, I have a bit of a problem with this mod. I'm on 0.25. It's just that whenever I articulate a hinge/rotatron, it moves out of place to where I connected it to the part (And no, I did not connect the robotic part directly to a docking port, there is always a piece between the robotic part and the port) and it seems to sort of float or clip out of place. Here's some screenshots.
  13. Hi guys, have a bit of a problem with this mod.... So basically, I decided to stay with KSP 0.25 for awhile longer, and I wanted to try out Realchutes. I downloaded 1.2.6.1 and installed it into KSP 0.25. And when I went to select the parts in the VAB, the parts had 0 cost, and when I attached them and right clicked them to set options, there were NO options to set. I'm thinking it's a compatibility issue with 0.25? I looked all over the web for earlier versions of Realchutes but can't any other version other than 1.2.6.1. I'm running a heavily modded game on OpenGL and I've never installed this mod before.
  14. Apologies if I came off stingy. Just kinda frustrated with this weird problem, since I've tried everything already and it seems like I'm the only that has it.
  15. Thanks for this. This is a really good idea. I might have to modify the side rocket boosters to fit them into fairings.
  16. YES THEY ARE DISABLED. Sorry for the caps lock, but I made 2 or so posts saying that ALL the gimbals are disabled.
  17. It's not that either, I tried a tug in space and it also swerves. Check Simes post, he can confirm this too.
  18. Yeah I made sure that the engines were clear. I posted a picture of the radial engines extended out from the main ship, and it still induces a mysterious banking force.
  19. So how did you manage to make the craft stay on course? Because whenever I tried it, in both Kerbin and Space, it REALLY goes off course without me doing anything. I've even turned off gimballing and strutted the whole ship and experimented without docking ports. But whenever an engine is in front of a module, it swerves after a few seconds. Oh and I'm curious as to what mod that huge structure in the middle is from? And the huge ASAS discs?
  20. I tried this also and it still swerves without me doing anything. I noticed that even the stock skycrane craft with the rover also banks uncontrollably also, so I think it has something to do with KSP, since I made sure my craft is a rigid body with all the struts I'm placing. Thanks for all the help guys, but I gave up on my skycrane idea and just went with a mini lander on the bottom of the module. I don't how else I'm going to land this module on the Mun without it banking uncontrollably at any throttle level.
  21. I tried your tip DeMatt, and the ship still involuntarily banks to a random direction without me doing anything after a few seconds of going straight up from the launchpad. I revised my design a bit, placing a bigger launcher with the engines more out of the way of the module and my problem still persists. I have RTG's and batteries inside the ASAS disc so I'm not running out of power. Of course when I place a launcher on the bottom of the module, everything goes well and it flies straight when I don't do anything. What I'm wondering is how did Scott Manley managed to keep his ship straight whenever he does a tug/pull vehicle, like in his Duna Express vehicle?
  22. Hey guys, I'm hoping some of you have experience with a lander config like this: When I try to fly this module, it rolls all over the place and I can't control it, even with SAS on. I made sure the CoM is centered so I'm not sure what's causing the uncontrollable roll. Any help is appreciated.
  23. I understand. Thanks for all the help everybody. Just one more thing. Is there a way to check whether I'm really running KSP x64? Because KSP works and I put in the right launch commands in Steam for x64 but it seems even slower than my Windows build (And yes, Hardware acceleration is working). I'm using the open source drivers.
  24. I reinstalled my Ubuntu and now it is a fresh install running the open source drivers. So to ensure that x64 KSP works flawlessly, what driver package should I go with? And what method in the links you gave, would you recommend me take to ensure that KSP works?
  25. Thanks for clarifying some aspects of my problems. But my ultimate goal is to make the x64 build playable since I have a ton of mods. I tried installing 13.12 drivers but at the end of the setup process, it says there were errors (I downloaded an old 13.12 .run file and made it executable). So when I rebooted my compy, Ubuntu just returns a black screen appears with a crap load of errors in white text and the desktop environment won't even login. So my question is: How do people get KSP working and playable in the newest Ubuntu 14.04/10? I'm at a loss of what to do now since I'm a newbie to Linux
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