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captinjoehenry

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  1. Hi I love this mod. But after I launch a space hotel I don't get any contract to bring tourists to it. I've even tried redoing it a couple of times with no changes @nightingale
  2. This mod doesn't seem to work in 1.10.x I've installed it from the github but the button doesn't show up
  3. No problem man! I was able to fix from just getting the previous version of the model file you had posted. That one had no issues with nodes overlapping.
  4. Yep I have those settings set. But still when I'm out of physics range it just renders as a white dot. I think I recall at one point this was caused by mod added parts...?
  5. How does the white list work? As I'm trying to whitelist Squad/Parts/Aero/cones/TinyCone but putting that or Squad/Parts/Aero/cones/ into a white list file doesn't do anything. So how do I actually white list stuff?
  6. @TiktaalikDreaming There are two nodes in the wrong spot. Seems like there are two instances of nodes with the same transform. One on the shell layer And one on the Secondary Engines
  7. I love this mod and it works great. Except for the distant object rendering. That consistently does not work. The only thing that shows up is a small white dot instead of the station. I do make use of a lot of mod parts if that effects anything.
  8. Oh god. The weirdness grows. When I leave and reenter the SPH / launch a craft the K hulls still glitch out. With no cutout. A restock fueltank though behaves normally.
  9. Do you know any mod or method I could use to just replace a part without removing it?
  10. No. I mean OPT K fussalages. The cutaway works perfectly on newly placed ones. But when I load my craft from before installing restock the OPT K parts don't get any cutaways on them Left is newly placed hull. Right is the one that was placed before installing the mod I can though move the previously placed engines onto a newly placed hull piece and the engines work fine. It's just an issue with the old placed hull pieces. As a side note this whole install is only a few days old and all on the current version of KSP
  11. Good news and bad news. It works and looks beautifully! BUT it requires new hull parts to be placed. Which means I sort of need to entirely rebuild my space plane
  12. I've installed the depth mask module and b9 animation module from: But the engines still aren't doing the cutaway effect. And the top flaps of the engines don't animate. The bottom ones do move though. Just can't see it due to the lack of cutaway. Not sure what's wrong as I've installed the manually the usual way https://github.com/blowfishpro/B9AnimationModules/releases
  13. No I'm talking about the OPT-E WarpJet FVT-J. The one that you place on the fuselage and ends up merging with it. And they are a bit too thin to show up properly on K class fuselage. Those two flaps on the top never seem to close even when I close the intakes And on the bottom the exhaust shields are merged into the hull so far that you can't see if it's open or closed without highlighting it
  14. Love this mod! But there are some oddities about the warp saddle vto jets. They have open and closed mode but the closed mode still use intake air. And their thrust is rather low espicially at sea level making it real hard for them to actually allow vtol operations. Cosmetically the intake flaps on the top of the engines do not move when opening or closing them.
  15. Works great so far in 1.10. I am encountering a weird issue with over speed when a motor has high torque. Seeing RPMs well over 10 times the max motor speed from just driving around slowly.
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