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vmatt1203

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Everything posted by vmatt1203

  1. Nope, I'm just an idiot. I don't know why i didn't try that sooner. A fresh copy of smokescreen did the trick. Thank you!!
  2. I just downloaded the current smoke screen (even though I assume the one you included was the newest) I'm re loading KSP as I type this. Let see if that was it. How do I generate a log file for it? I have never had to...
  3. Just wanted to let you know that the plume on some of the engines is not working. At full thrust the nozzle heats up red but there is no fire lol. I assumed the assets changed for them with the DLC and the new plumes for the basic engines. Thanks for keeping up the good work! I look forward to full release!!
  4. Thank you so much for updating! I finally have most my mods back so i can start playing again. For sure throwing a few bucks your way. Thank you for continuing so many great mods!!
  5. Logged in just to ask that you give quantum strut an update if it is an quick/easy one. I know you must be busy tho. I have been searching all my life for that very mod, no more ship/station wobble with those bad boys. Honestly waiting for QS, SSTU, and all the Near Future stuff before I start playing again. I cant play without those mods lol.
  6. Thank you, I will try that out. Weirder still is that all the crew members that were on the station were just returned to the available crew list, instead of being marked as KIA/Lost. Very strange bug. That was the first I have run into it thankfully
  7. yep your right. after an hour of testing I reproduced it with KJR uninstalled. Was just a coincidence. Sucks too, no way I cant see how to save the station and Jeb is on it and my last save was 3 days ago. I still have no idea what is causing it. Great mod btw. Always hated ruining my rockets with struts
  8. Hello, Having a weird bug and I am 99.9% sure it is being caused by KJR. While in orbit around Kerbin (with no apparent cause and happening all at once) every single part on the station will simultaneously reach max temperature and will explode. I have only been able to replicate it four times and it doesn't happen with the mod uninstalled. It can take anywhere from 10-20 min or it can happen as soon as it has reached orbit. With out knowing the exact cause I cant replicate it in a timely manner, the only way is to either let the game sit running or put into time warp (luckily It is on my science farming station so it has to do that anyway). Like I said it can sit in warp for 10-20 min before exploding. The crash log after the ship explodes doesn't help either. It just list every single part (all 64) with the explanation "part overheated". I even tried installing radiators but doesn't help, it will still spontaneously explode. Edit: also coincidentally this only started happening after I installed this mod, it is also the latest mod I installed. Any help would be great. (need to get my lab back up and this is a must have mod!) I don't think there is a conflict seeing as all my mods are just parts packs... but here is the list.
  9. lol idk how I missed that. Weird part is when I was on my 1.0.2 with the .90 Tweak Scale it never happened. I was rescaling lander command modules for little drop ships back then.
  10. Hey, Having a weird/annoying bug. Fresh install of 1.0.4 and only mods are KW Rocketry Taser Space Tech Tweak scale Asteroid Day Offical Mod When ever I re-load or go from my flight, back to space center, then back to flight, my starting object on the craft (i.e. any command module or any part selected as the first/base part for the craft) reverts back to its original size. Any Ideas? This has broken 2 of my long distant satellites as I could not access any of my science objects because the part engulfed the entire craft. P.s. I just tried with base game only and I am still having the issue.
  11. hey guys, was wondering if you have run into the problem I am having before. When using rendezvous autopilot, after it is done setting up closest approach it will start to plan a node for the intercept. While nearing the intercept it makes a node for a burn to correct for 1.0m/s and will try the burn and as soon as it is complete it will keep making a new node to correct over and over instantaneously; It will keep making a new node so quickly that it is like a buggy strobe effect on the navball all while my craft is spinning about out of control trying to keep up until finally I have to cancel autopilot and intercept and match velocity manually. Any ideas on how to fix it? (happens on all my crafts and while rv'ing with different targets, not just his one)
  12. I do... Even checked and re-downloaded it twice (both times from curse forge). Both the parent folder and the download source say it is v2.6d2 and it was a fresh install of kerbal with no previous versions of the mod installed. In both, the instant power replacer for the engine configs all say scale is 0.8, except the 5m engines, they were at the correct 1 scale. I had to manually enter in the correct scales on all the other engines. Unless they uploaded a correct version between when I originally posted yesterday to now...
  13. For all those having problems with the connection nodes not lining up with the base of the fuel tanks I found the cause. (At least for me) On all the engine parts for some reason when installing the "InstantPowerResponseConfigs" on every engine the scale of the engine was reduced by 20%. i.e. supposed to read Scale= 1, 1, 1 now its 0.8, 0.8, 0.8. If you change them back to 1 it fixes the nodes.
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