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Posts posted by ThePixeledFox
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since the latest tweakscale update i now cannot seem to weld scaled stock sas but if i weld without scaling ? they are fine i dont know what has changed and i still cannot weld monoprop and xenon. Additional i have been having major problems welding mk2 expansion parts where i never did before.
PS: the welded sas , mono and xenon are all stock parts .
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I have found that using more than 1 sledgehammer causes any other sledgehammers to be denied air intake as 1 engine sucks the lot from the others, is this normal ?
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i wish tweakscale would scale mk2 expansion parts again , only the rontgen still scales
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On 18/05/2016 at 5:10 PM, FreeThinker said:
Yes it is. It allows fuels like LiquidHydrogen actualy be better when you want to maximise your DeltaV while in space. Notice that if you want, you can configure the mass to remain the same, no matter how light or heavy the resource is. Note you can also switch in flight while the tank is empty and you have advanced tanks fuel tanks reseached. In this case, the mass will of cource remain the same, no matter the propellant.
Simply put, you need to change the order of fusing.
please could you upload the script perhaps ? im so lost
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how can i edit the weldment to have zero drag ? i edited the weldment config files drag values to 0 but it didnt work what where do i edit to totaly remove drag values from a weldment ?
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On 14/05/2016 at 5:40 PM, FreeThinker said:
The reason that probably worked is because mk2 expansion probably didn't include Xenon in the resource switch list and IFS MM script does.. To fix it, you first have to merge it with a part that contains IFS, the IFS MM script will then not activate itself and add a generic IFS which will remove any xenon and monopropellant
im confused i dont know what you mean i dont understand scripts
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Either Interstellar fuel switch or mk2 expansion causes a bug with part welder , it makes monoprop and xenon dissapear after welding i use mk2 expansion which uses IFS never used to have a problem with it before the latest update now i can't weld monoprop and xenon anymore. I was wondering what could be causing it since older versions of mk2 and IFS welded fine before.
PS: mk2 expansion has always welded fine before (still does) but my test weld this morning used just stock parts, so i have certainly isolated the issue must be comming from interstellar fuel switch but im not sure if you know about it, thank again for a must have mod and all the hard work
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Interstellar fuel switch causes a bug with part welder , it makes monoprop and xenon dissapear after welding i use mk2 expansion which uses IFS never used to have a problem with it before the latest update now i can't weld monoprop and xenon anymore. I was wondering what could be causing it since older versions of mk2 and IFS welded fine .
PS : mk2 expansion parts still weld fine as they always have and my test weld this morning used just stock tanks so it must be therefore comming from IFS ty for any help
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Hi alewx i figured out the problem of the mono and xenon not showing after welding , i made a clean install of stock 1.1.2 then tweakscale , then partwelder, everything works ok weldments are fine and scaled+welded sas also take power , then i install mk2 expansion (which comes with interstellar fuel switch) and the mono and xenon dissapear again after welding - but the scaled+welded sas still takes power which is good. All welded parts in my test were stock and the only scaled part was the sas , everything is fine and mk2 expansion parts even weld fine too , the scaled+welded sas takes power normaly in either case which is good, so the result is it must be an issue with intertellar fuel switch plugin that is causing the error with the mono&xenon after welding .
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could i request the smallest lightest most efficiant drop ship for evil-eve ?
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one of the best mods , however after intensive testing , welded reaction wheels are now taking power (thank you) however the only two bugs left i can see at least - i cannot weld any monoprop or xenon tanks (including stock) it lists them as part of the build and when i weld and reload back to the game and load my weldment ........ xenon and monoprop dissapear , so for me personaly its just the lost ability to weld mono and xenon tanks, other than that ? totaly fantastic mod i couldnt build my massive super cruisers without it
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i dont understand? the rontgen doesnt need liquid fuel anymore ? i attached it to CB-C cockpit and it ran on just simply air and no fuel , also i still dont understand what the fission reactor is used for or how i should use it since there isnt much discriptions with anything specific about the rontgen and fission reactor that i could find on the forums i need a little help understanding the rontgen and fission reactor since the rontgen doesnt seem to need that or any fuel im confused.
amazing mod btw i cant live without it
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yeaaaaaaaaaaaaaaaaaaaaaah !!!!!!!!!!
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i cant scale the engines in mk2 expansion anymore
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i cant tweakscale the engines anymore
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what NUK-2 Reactor ? what ion engine ?
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12 hours ago, SuicidalInsanity said:
@ABZB: the inline drill is a known issue; the Rontgen and a few other things had their file names changed sightly to improve naming consistency; it sounds like you copied the new version over the old one, which would have changed file contents but left duplicates and unchanged file names in the case of capitalization.
@ThePixeledFox: I took a look at the cfg, and it seems that in the air-augmented cycle there still was the line "allowShutdown = False" that was left over from an earlier version of he engine back when i was testing it using SolidFuel instead of LF/O; delete that line, and the engine should function correctly.
Edit: I've updated the dev pre-release with the fixes and changes I've made over the past few days; things should work a bit better now., can be obtained from the same place as last time
1.7.01-Prerelease changelog:
Version 1.7.01 prerelease
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New part: mk2 inline drill, for real this time
New part: mk2 ISRU refinery, ditto
AASRBs now have increased intakeAtm storage and intakes now have mach curves buffing their intake ability at low speed
tweaked AASRB intakeAtm consumption, should be a bit easier to use
tweaked AASRB thrust down slightly to improve burn time
tweaked Sledgehammer AARE, should now properly switch engine modes
Air Augmented engines now have max thrust/ISP listed in their part descriptions
Tweaked Banshee, now uses FanIntakeAir to prevent Banshee from acting as a 2m intake for any other jets on the craft
Vector turbojet alternator now functions during afterburner operationthanks for the fixes works great now , and thanks for this great mod i cannot build without it
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sorry i was rushing , any ideas to the sledgehammer problem ?
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cannot activate or deactivate the sledgehammer engine i can activate it in air breathing mode but i cannot toggle the engine on the number keys after its been activated other than that loving the new parts and fixes my fav part mod
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I am making a docking ring with mk2 crew cabin but only the root part lights work and none of the ring will light up , yet i do not have this issue if i make a ring with the mk1 crew cabin is this a bug ?
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a stunning mod .... in pictures, there is unfortunately no way for me to run this without low or medium res
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I fixed rings :) , as for the lightening ? i think it may be a city lights bug and when you time warp it appears like lightening on the day side and im experiencing the same texture flicker glitch on the runway
[0.24.2] GlowStrips v0.4.3
in KSP1 Mod Releases
Posted
one of my most loved mods this desperately needs a 1.1.2 update pleeeeeeeeeeease