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Everything posted by TreyR9
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So yeah, I installed and half the props are flipped, including the navball display (but only certain aspects). I have no duplicate files. Is there a workaround?
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If you need an English proofreader for the part names/descriptions, I’ll be happy to provide my free-of-charge service. Also, is the MK1 reaction wheel unit supposed to be ridiculously heavy?
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
TreyR9 replied to IgorZ's topic in KSP1 Mod Releases
Laythe IIRC -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
TreyR9 replied to Galileo's topic in KSP1 Mod Releases
Quick question: I am noticing that the atmosphere effects tend to stay in one place on the camera screen instead of shifting dynamically. Is there a work-around for this? (I can't figure out how to post a photo) -
Actually, the Solar Impulse 2 has completed a circumnavigation of the globe on only electric power. Solar Impulse 2
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@blackheart612 Well, it definitely seems to be this mod in particular. I tried it in another save and it worked fine. Maybe it’s an issue with the save file rather than the mod? I can get by with just using a MK1 Cargo Bay and an advanced nose cone 1. What troubles me is that I’ve reinstalled the mod multiple times. Maybe there is a config missing in my end?
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@blackheart612 Try using the Pioneer Drone prefab, it caused the issue for me. Even when using launch clamps, it still teleported it up after physics loaded. (Probably stupid question) but are you playing with the latest version of KSP with the latest release of APP, and are you playing in 64-bit or 32-bit version? (I was on 64-bit)
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One last thing, if it’s not too much trouble. The Mk I nose trunk seems to have collision errors. It causes whatever craft it’s on to teleport 1000 meters into the air (debug reads [name of craft] was in the ground—moving 1000 meters up). Not a critical error, because it can be recovered from, but it then puts the craft in a perpetual state of “moving along the surface,” making it impossible to leave the flight or quicksave.
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Has anyone else noticed the weight discrepancy for the MK1 inline reaction wheels compared to the drone core? The drone core weighs .1 tons, and the wheels weigh .95 tons. This is good for shifting the weight of crafts, but not all that realistic.
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I reinstalled the mod, and I figured out that if I reverse the thrust, it works, so that's that problem resolved. Also, I was using an older version, so again, it (kinda) works now. Also, it's not a problem with any other mods (except maybe FireSpitter?) but it seems to be a one-person thing.
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The KT6C "Kitty" engine is not working for me. Whenever I place it in the editor, it throws the center of thrust out of whack, even when I manually place them (as opposed to symmetry). The ones on the right side seem to not want to point forwards unless I use symmetry, which then causes the Center of Thrust to go point in some random direction. I tried to launch it anyways and both engines vaporized shortly after starting. Is this a common issue?
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