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15Redstones

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Everything posted by 15Redstones

  1. I'm getting weird flickering with lighting on the scatters: System: Linux Mint, Nvidia 1060 card with latest Nvidia driver (reinstalling drivers fixed a previous issue). Mod list: 000_ClickThroughBlocker ModuleManager.Physics 000_Harmony ModuleManager.TechTree 001_ToolbarControl NavBallDockingAlignmentIndicatorCE BetterBurnTime Parallax BoulderCo Parallax_StockTextures Chatterer PersistentRotation DistantObject RealPlume EngineLightRelit RealPlume-Stock EnvironmentalVisualEnhancements RSMP-main FMRS Scatterer Kopernicus ScattererAtmosphereCache ModularFlightIntegrator ScienceAlert ModuleManager.4.1.0.dll SmokeScreen ModuleManager.4.1.4.dll Squad ModuleManager.4.2.3.dll SquadExpansion ModuleManager.ConfigCache StockWaterfallEffects ModuleManager.ConfigSHA Trajectories ModuleManagerLicense.md Waterfall The flickering only seems to happen on Kerbin "Sapling" trees.
  2. The Missing History "Palici" isn't shiny for me even though it's in the misc file, any suggestions on how to fix?
  3. I'm getting weird black flickering around the munar south pole Happens around 23:15 in http://www.mediafire.com/file/u7ms6fxwdv2o3ad/KSP.log
  4. Granted, but it's near impossible to land on due to 20g surface gravity and no atmosphere. I wish for a Tesla Roadster.
  5. Granted, but every other Kerbal passes out at 1.1 G.
  6. Found the problem, CLS left a file in ReCouplers plugin folder. You should add a warning that deinstalling without removing the files in the ReCoupler folder crashes the game on startup, or make the DLL in the ReCoupler folder delete itself when it doesn't find CLS installed.
  7. Granted, but when your interstellar ship docks with your refueling station in LKO the Kraken hits you and sends your precious station to 666 666 Ym.
  8. Granted, but Windows updates and gets stuck. I wish to land on Jool and return.
  9. I've used CLS in 1.3.1 but now I have a different mod that does the same, so I want to remove CLS. For some reason I can't get the game to launch without CLS, every time it just crashes. Error log: http://www.mediafire.com/file/cp6pyv7103p26vm/2017-11-29_210554.zip
  10. Hey, I'm getting some weird behavior with this mod. When I launch a new vessel all the male Kerbals have the helmets on in the capsule but the females don't. When I reach space all of them have helmets, and when I land they all take them off. But when I go on EVA right after launching the vessel only the males wear it. It's not causing trouble but it's definitely funky behavior that should get fixed.
  11. I like the ocean, but for some reason instead of replacing the stock ocean it now just displays both which gets weird... https://i.imgur.com/UE9O34m.jpg https://i.imgur.com/ZmApKVV.jpg
  12. So, I did some more testing and stuff got weird: My install where I removed everything except ModPods and ModuleManager: Ore floats. Removed ModuleManager: Ore floats. Removed ModPods: Ore still floats. Added ModuleManager: Ore sinks again. Added ModPods again: Ore floats. I tried a completely untouched copy of 1.3, freshly downloaded: Ore sinks (intended behavior) Added ModPods: Ore still sinks. Added ModuleManager: Ore floats. My guess is that ModPods uses ModuleManager to change the physics. If I remove the ModuleManager those changed physics stay until I run the game with ModuleManager but without ModPods, then it reverts back to normal. If I use ModPods without ModuleManager it can't change the physics so everything stays normal. PS: Your test thing has a large battery which is quite floaty so that's probably why it didn't sink. Try a stack separator to get an ore tank without anything else in the water.
  13. I tested it with a near-stock install (only hyperedit to move the ore tank to the ocean and Kerbal Engineer Redux to check the mass) and my heavily modded install. Note that in both cases it doesn't change the mass of ore (according to kerbal engineer, the full ore tank is always 3.5 tons) but instead it gives all parts crazy buoyancy in water (~2x normal). The ore tank isn't the only part affected, I just used it as an easy test. I downloaded the mod a few days ago and use KSP 1.3. I tested the ore tank with every single mod I got, like ven's stock revamp or boat parts and was pretty surprised that this mod caused the problem. Has there ever been a problem with a part from this mod sinking in water after splashing down? That's my only logical explanation, some quick fix that accidentally messed up the physics of all parts in water. It's not messing around with the ore tank parts but with the general buoyancy physics.
  14. I really like this Mod, but I often have the issue that KER doesn't properly calculate TWR and Delta-v because it assumes the mass of empty command seats, and the kerbals increase that. Especially annoying on tiny airplanes because the center of mass in stock also uses the empty seat mass. (I lost a duna lander with Jeb and Bob because of this.) Would it be possible to have a "manned" option for the seat in the VAB which changes the mass to that of a seat with kerbal (just in the VAB, not in actual flight) so that KER and the center of mass use the correct mass?
  15. I made a flying submarine that works on Laythe! This thing can land on the water, dive, and take off from the ocean with no problem. Landing on land is a different thing... at least with a full ore ballast tank. It's stock, but I used TakeCommand and Hyperedit to get it to Laythe (I want to do an actual mission later) and I might add some lights and science stuff. The only part that isn't visible in the images is a small battery to power the small reaction wheel.
  16. Hey, I found a really weird bug where ModPods seems to be messing around with buoyancy of ore tanks. Without the mod a single 1.25m ore tank filled with ore sinks, but with it it floats, making submarines pretty much impossible. My best guess is that one pod part had a problem where it sank and fixing it caused changes in the buoyancy of all parts. Screenshots
  17. Hey, I don't know if this is the correct place to post this, but I found a bug with the PPD-2 Crew can: The IVA model is rotated by 90°. Replicate by using the PPD-2 on a vessel and click the round button next to the crew portraits. Normal command pods show the kerbal inside correctly, but the inside model of the PPD-2 is rotated.
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