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Rodger

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Everything posted by Rodger

  1. Not simply - the mesh is all in one object, so that'd be up to @CobaltWolf splitting it up. And personally, I like the idea.
  2. You’ll want to avoid autostruts, though the ‘rigid attachment’ option might help. Or if you don’t have it yet, Kerbal Joint Reinforcement: Next should be safe to use.
  3. If only such a thing were possible without coding a new module lol. It's fixable in-game if you retract the 2nd axis then F5/F9 to reload the scene, then the main unfold animation will continue. I can put a warning in the description at least though.
  4. It should, but there's a minor patch error in this case. Should be fixed soon next update.
  5. I've come across an issue where this mod is using "FOR[RemoteTech]" in it's RT compat patch, instead of "NEEDS[RemoteTech]". This is causing ModuleManager to think RT is installed even when it isn't, causing other mods to apply *their* RT patches, breaking the other mod's antennas lol Easy fix, just need to change the patches in NCAP/Compatibility/RemoteTech/Tianwen-1 to use "NEEDS[RemoteTech]" instead of "FOR[RemoteTech]"
  6. Fixing this will break craft files, so just a heads up if anyone has a lander in flight they will be deleted. Ksp doesn’t care what shape the port is, a rectangular one is identical to a round one as far as it’s concerned. Node size is the main factor here
  7. I just use the 'craft rendezvous' option in the stock 'set orbit' menu, instead of inputting all the numbers.
  8. You might want to check out the release album for BDB v1.11 https://imgur.com/a/OINRU2w In Esc menu > Settings > Difficulty Options > System Heat, you can disable it.
  9. Looks like it always ejects backwards, even on KH4. It just bounces off the KH4 instead of exploding for some reason. Should be a simple cfg fix. Edit: fix up on dev now.
  10. In its natural habitat! And yeah it’s a tight fit but it should all pack in nicely lol The air intake PAW options are basically just a byproduct of how non robotic air breathing engines are set up, I don’t think there’s any point in “closing” them. Tbh I’m not even sure there’s any point in closing them on stock air intakes? It might reduce drag slightly, (if that’s even what that option does) but if your rapier ssto is choking for air at altitude, there isn’t going to be a lot of drag difference anyway.
  11. @bigyihsuanI've reproduced and fixed. It happened when Bluedog_DB_Extras/BDB_RealNames wasn't also installed. If you install the realnames patch, the categories should show up, or update the file "GameData/Bluedog_DB/Compatability/FilterExtensions/Mod_Bluedog Design Bureau.cfg" from GitHub.
  12. Odd, the probe and SRB ones are showing, so something's working, just not very well lol. Checking the filter addon cfgs are on my to-do, but for now, maybe the BDB_CCK patch in the extras folder might work instead of the Filter Extensions patch? I also suspect something maybe to do with realfules is causing the log spam NREs, but am unsure. You probably just need to update Shabby. If you have the version that comes with Conformal Decals, it's an old one that for some reason interferes with Shaddy+TU http://taniwha.org/~bill/Shabby_v0.3.0.zip
  13. Re the log spam at least, Artemis Construction Kit is much happier with both https://spacedock.info/mod/3064/Shaddy installed, and this updated http://taniwha.org/~bill/Shabby_v0.3.0.zip. it should stop spamming the log with those. Will probably speed up your game load too. As for the crash, it *might* be to do with WBI's Kerbal Actuators, possibly with it interacting with MAS? Maybe try without KA first and see if it continues? Or double check it's updated first.
  14. This seems to be due to having DeadlyReentry, which changes ModuleAblator, so the patch incorrectly tries to apply to those parts again. If it’s just some errors about that patch not applying, it’s safe to ignore for now till I can fix, as those parts aren’t meant to get that patch anyway. Edit: Should be fixed now, changed !MODULE[ModuleAblator] to !RESOURCE[Ablator] in the patch.
  15. The textures are low res to save size/memory use for frankly a fairly minor feature, and it's actually made to be on-par with other ivas in the mod, so unlikely to get a high res version. But the "text" overlay on the control panel is removable, so if someone wants to make a new IVA with an IVA mod and readable labels etc with props, they can still use the same shell and the low res overlay won't be in the way.
  16. My secret project's been found out! Hope people enjoy the new LM IVA! I've been working on it over the last three weeks, and there are plans for slightly more customized IVAs for the other LM variants (though the taxi has a variant with a 3rd seat at least, and the lab and LM shelter have one without the engine cover already). Also probably some new props to go with them. I also need to set up clickable window camera views still too. And for people who want to customize the control panels with MAS or other IVA mods, the white overlay on the control panel is able to be disabled, to allow for fully custom layouts.
  17. That fuel change is an optional patch, you don’t need to install it, like everything else in bdb-extras. if you can post a github issue with your ksp.log with the errors you’re getting though, I can take a look. It does seem like it’d be some mod-interaction or installation issue, as I don’t have any of those issues using any of those patches.
  18. You need to update Waterfall, your version seems to be an older one that doesn't have some newer shaders, including one that the plume in question uses, causing the 'missing shader' pink squares.
  19. For the issue with the pink squares, it's worth trying a reinstall of Waterfall first. Otherwise it might be an interaction between that type of plume and an older version of scatterer that some planet packs require. Make sure you have Scatterer 0.0772 or 0.0838 depending on your planet pack, and Waterfall 0.9. Also, make sure you have 'depth buffer mode' enabled in the scatterer main settings (the blue toolbar icon in the main KSC scene, then 'Customize Settings'):
  20. The bigger fairings are new subtypes on the existing 6.25m fairing base. And @thunder175and @Nemitis, there's an update for FAR now, which along with the first patch I posted fixes the chute deployment with FAR. The patch is included in BDB's dev branch now too.
  21. Well it does confirm the issue being deployment while shielded at least, thanks for testing it. As for the other issue, it's also due to the parachutes being changed to RealChuteFAR, the parachute housing is trying to stage the chute and not being able to find it. That stuff's hard coded into the module though, so best I can do is disable that module when FAR is installed. Just means you might need to do more manual staging on aborts.
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