whale_2

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About whale_2

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  1. [1.3] Mk2 Expansion v1.8 [update 9/7/2017]

    I took a quick glance at your log, it has a lot of lines like this: PartCompiler: Cannot clone model 'Mk2Expansion/Parts/Utility/RCS/SCModule' as model does not exist ... PartCompiler: Cannot clone model 'Mk2Expansion/Parts/Structural/StructuralTube/Model' as model does not exist I guess that mod was not installed correctly. For instance, do you have the file GameData/Mk2Expansion/Parts/Structural/StructuralTube/Model.mu ?
  2. [1.3] Mk2 Expansion v1.8 [update 9/7/2017]

    Thanks, @SuicidalInsanity, looks nicely now!
  3. [1.3] Mk2 Expansion v1.8 [update 9/7/2017]

    I've posted an issue at github https://github.com/SuicidalInsanity/Mk2Expansion/issues/23 Estock and Mattock engines have plumes when it seems they should not - i.e. when they are off. Tried on KSP 1.3, clean install with only Mk2 Expansion added.
  4. Is there a way to check if any kind of anomaly (monolith, Armstrong memorial, Arch, etc) is present in loaded flight scene? I've checked @nightingale's AnomalySurveyor code, but frankly, I get no insight from it.
  5. Yeah, a lot of. However, it seems to happen only to Procedural Wings control surfaces or stock control surfaces attached to procedural wings and also seems like setting mass/strength modifier to 2 solves the issue. +/- 200 kg on 120 ton craft does not seem like big deal, and I'm not ready to dig into it further. Let's consider this solved .
  6. I've recently transitioned my game from 1.2 to 1.3 and suddenly ailerons on my craft that worked perfectly in 1.2, started to explode due to aerodynamic stress during very gentle maneuvers at airspeeds 0.6-0.8 Mach. Does it happen only to me? I have KJR in both installs. There's no difference in configs apart from ModuleManager patches for heat shields in 1.3 which does not seem relevant to this issue.
  7. Sort of bug report - recently I tried to make 1.2 -> 1.3 transition (due to FAR having been actually released) and found out that most of my planes do not voxelize properly in FAR. I managed to track it down to B9 SNM/SM struts. The reason is B9 struts use Squad modules to make themselves work as, well, struts, but in 1.3 we've got new neat feature of moving both ends of the stock strut in editor and strut in 1.3 now has more complex object structure. Attaching Blender screenshots to illustrate this. Not sure if there is any point in fixing B9 model, but as long as you experience issues with FAR voxelization and SNM/SM struts, trivial ModuleManager patch should help @PART[B9*Structure*SN*Strut]:FINAL { -MODULE[GeometryPartModule] { } -MODULE[FARAeroPartModule] { } -MODULE[FARPartModule] { } } Old strut New strut
  8. Meanwhile, build for 1.3 is ready and one more contract added. Get it here --> Pre-release 0.2
  9. I think I saw it before but actually forgot. Nice thing, definitely, thanks for pointing out. As of now, tourists can only smile or put some other grimace on their faces, but doing extra stuff would be great. I'll look into that after I finish some more contracts.
  10. Published first pre-release. It features a working contract! At the moment it is compiled for 1.2. Going to have 1.3 build tomorrow.
  11. Actually this should be possible soon with Kerbal Konstructs runways.
  12. Done for 1.3 as well. Link to .dll compiled for 1.3
  13. I allowed myself to recompile ActiveStruts for 1.2 and it seems to work. Going to do so for 1.3. It may or may not work - it's in no way an official release, it just works for me. Use at your own risk. Hope I didn't do something that will be frowned upon. Pull request sent to maintainers. DLL and source on GitHub
  14. Sure. Fuel costs funds. And apparently price is higher than in SPH/VAB. Not sure why it is so. Nevertheless, fuel is very cheap.