Jade_Falcon

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About Jade_Falcon

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  1. Found the issue, the "un-released" version of Kerbalism 2.2 was causing it, rolling back to 2.1 or upgrading to 3.0 (in-testing) solves it.
  2. Ah, got it, thanks! I think I will do some testing on 3.0.
  3. Does Kerbalism affect buoyancy at all? Im on a new (modded) 1.7 install, and noticed that my Kerbals don't seem to float anymore. Previously with the same set of mods I use now, but with USI Life Support and Kerbal Health (and on v 1.5.1), they would always float back up. IIRC, both sets of mods add lead shielding to the pods, which I think is why the pods sink, but Im not used to the Kerbals sinking too. Mod List, just in case: "name": "CrewQueueTwo" "name": "EarnYourStripes" "name": "EVAHandrailsPackContinued" "name": "EVAParachutes" "name": "FinalFrontier" "name": "FlightPlan" "name": "FlightTracker" "name": "GravityTurnContinued" "name": "KerbalConstructionTime" "name": "KerbalGPSRevived" "name": "KerbalKrashSystem" "name": "KerbalNRAP" "name": "MagiCore" "name": "MemGraph" "name": "ModuleManager" "name": "MonthlyBudgets" "name": "OhScrap" "name": "RCSBuildAidCont" "name": "ScrapYard" "name": "StageRecovery" "name": "ContractConfigurator" "name": "KerbalAlarmClock" "name": "ClickThroughBlocker" "name": "KerbalChangelog" "name": "UICore" "name": "ToolbarController" "name": "AmpYearPowerManager" "name": "BAMCont" "name": "DistantObject" "name": "DistantObject-default" "name": "KerbalEngineerRedux" "name": "Kerbalism" "name": "KIS" "name": "KSPRescuePodFix" "name": "MechJeb2" "name": "NearFutureConstruction" "name": "B9PartSwitch" "name": "NearFutureSpacecraft" "name": "NearFuturePropulsion" "name": "NearFutureLaunchVehicles" "name": "NearFutureProps" "name": "NearFutureElectrical-DecayingRTGs" "name": "NearFutureSolar" "name": "NearFutureSolar-Core" "name": "NearFutureElectrical-Core" "name": "SCANsat" "name": "WorldStabilizer" "name": "Toolbar" "name": "CommunityCategoryKit" "name": "CommunityTechTree" "name": "KSP-AVC" "name": "KAS" "name": "CryoEngines" "name": "KerbalAtomics" "name": "REPOSoftTech-Agencies" "name": "NearFutureElectrical" "name": "CommunityResourcePack" "name": "DynamicBatteryStorage" "name": "CryoTanks" "name": "DeployableEngines" "name": "CryoTanks-Core" "name": "VesselView" "name": "UniversalStorage2" "name": "TreeToppler" "name": "CommNetConstellation" "name": "RemoteTechRedevAntennas" "name": "HeatControl" "name": "KerbalAtomics-NFECompatibility" "name": "RealChute" "name": "StationPartsExpansionRedux" "name": "BasicOrbit" "name": "DMagicOrbitalScience" "name": "ManeuverNodeEvolved" "name": "Mk2Expansion" "name": "Mk3Expansion" "name": "RaginCaucasian" "name": "SensiblePumpsCont" "name": "SmartParts" "name": "ScienceAlert" "name": "EasyVesselSwitch" "name": "HullcamVDSContinued" "name": "KerbalHacksDroptankWrapper" "name": "VesselView-UI-Toolbar" "name": "DeepFreeze" "name": "JSIPartUtilities" "name": "RasterPropMonitor" "name": "RasterPropMonitor-Core" "name": "FirespitterCore" "name": "AblativeAirbrake" "name": "Chatterer" "name": "InterstellarFuelSwitch" "name": "KWRocketryRebalanced" "name": "PEBKACIndustriesLaunchEscapeSystem" "name": "ShuttleLiftingBodyCormorantAeronology" "name": "WaypointManager" "name": "PatchManager" "name": "BobsPanicBox" "name": "InterstellarFuelSwitch-Core" "name": "TriggerAu-Flags" "name": "TextureReplacer" "name": "FelineUtilityRovers" "name": "ContractConfigurator-FieldResearch" "name": "ContractConfigurator-CleverSats" "name": "ContractConfigurator-KerbinSpaceStation" "name": "Goodspeed" "name": "MunarIndustriesFTX" "name": "PWBFuelBalancerRestored" "name": "StationKeeping" "name": "TrackingStationEvolved" "name": "WetterWings" "name": "AlternateResourcePanel"
  4. They seem to swim in all directions with WASD, just not up. RCS doesnt seem to work underwater, they do put the pack on though.
  5. Is there a way to get Kerbals to swim to the surface? Ive noticed in my KSP 1.7 install (modded), that my if my kerbals end up in the water (usually after bailing out of a sinking command pod), they float for a second, then they sink too. Is there a way to swim back to the surface?
  6. As others have mentioned, it does seem to work fine in 1.5. Im using KCT 1.4.0.69.
  7. Has anyone noticed (on Version 1.5.1.8 and KSP 1.5.1) that the PEM Fuel Cell tends to shake craft apart when attached to the 4 core module? I had issues with craft shaking themselves to pieces after I deployed fairings. (They were fine while fairings were in place, but would start oscillating after the fairings were deployed) Initially I thought it was the 4 core module itself, until it happened on the pad. The craft stopped shaking after the connection between the PEM and the core failed and the PEM was thrown free. Edit: Fixed the issue, looks like it was the version of Kerbal Joint Reinforcement Continued (3.3.5) I was using, switched to Kerbal Joint Reinforcement 3.4.0.4, and it stops the shaking on the pad and in most instances in orbit. I say most instances, because occasionally there are some oscillations when craft are under automated control (i.e. Gravity Turn, if it uses warp). Edit: Maybe not, fixed on pad, the shock of decoupling can still cause craft to go out of control.
  8. I wasn't able to fix it on the experimental build, but on a new save, with version 1.4.0.69 of KCT installed, it seems to work just fine on 1.5.1.
  9. What you may have to do is start a new save with version 1.4.0.69 of the mod. I did that, and the errors so far have gone away, with all of the same mods loaded.
  10. I get the same errors, but I think it may be due to an interaction between KCT and another mod, but I havent figured out which one yet.
  11. Re: the blue artifact, I found that you can remove the EZ_Particlez dll in KKS-Mod to make it disappear. This worked in 1.4, and should still work for 1.5 (have not started a 1.5 install yet, but will soon!).
  12. We definitely need someone with a bit more experience to take a look, havent made a whole lot of headway getting things (i.e. the particles) to work with the new versions of KSP.
  13. Ive taken a look at the code and done some testing, the issues that would need to be fixed are the particle system code (the particle system changed during the Unity version change of KSP), and possibly the code that makes leaks er, leak, but IIRC thats fixable via the cfg files. This mod is actually pretty well documented, and the code does have comments explaining functions throughout, but Ill admit I dont currently have the coding knowledge to fix the largest issues. @EnzoMeertens has been away for awhile, real life has a way of taking precedence, so Id imagine someone with a bit more mod experience would have to pick up the torch. Ive been looking at the code off and on in Visual Studio, but I wouldn't hold your breath on the strengths of my efforts!
  14. I noticed that ScrapYard recovers RealChute modules, but never automatically applies them in the editor. The problem is that you end up with a stockpile of used modules, and then right clicking on the modules in flight or in the editor noticably slows down KSP. (Not to mention all of the modules in inventory) Could auto apply be set to also install the used modules?