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RokkyRaccoon

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  1. @JadeOfMaar So I took your advice from the OPT thread on Saturday and installed OPT reconfig. I really like the changes, especially to the Aerospike, but I wanted to suggest an edit to the original post. I think you should add to not use this with the original OPT_FAR patch as well. I didn't realize at first that I still had OPT_FAR in the OPT folder, and with OPT Reconfig installed (and thus OPT_FAR2) I experienced an issue where all OPT elevons caused crafts to be stuck by their CoM on spawn. It took me some digging to figure out what was going on as I originally thought it was WorldStabilizer causing the problem, but removing OPT_FAR seems to have fixed everything. Thanks for all the work you do, the KSP community continues to amaze and impress me.
  2. Turns out the problem persisted after removing WorldStabilizer, sorry I really should have checked that first. Back to the drawing board it seems. Nevermind I found it, after a little research it seems like this is a known issue with FAR (I think?) that happens if you clip wings together.
  3. I seem to be having an issue with this mod, I'm not entirely sure that this mod is the culprit but it seems likely. I'm using OPT parts, I actually got this mod to resolve an issue with OPT, and it worked perfectly. My problem though is that now some crafts with OPT parts are getting stuck on spawn. I haven't been able to nail down a specific part that is being held in place but whenever I spawn the vehicle onto the runway it eases it down onto the runway, but the back end stays in the air just a bit. If I bring the gear up the nose will fall onto the ground but the tail is held in place, full throttle on engines and it stays perfectly still. Any help with this issue would be greatly appreciated.
  4. Yeah not sure what I was thinking there.. However, WorldStabilizer worked perfectly for me and I just completed the first successful flight of the VTOL SSTO I was trying to build, thanks for the help! Also I noticed this was discussed just a few pages ago in this thread, my bad.
  5. I really like all of the parts in this mod, I was trying so hard to make the kinds of spaceplanes I wanted to fly in stock but it just wasn't ever right. However, I'm experiencing an issue where some of the parts, namely the large inline docking port and the deployment bay, are causing the craft to spawn 1050m in the air. I haven't tested every part to see which ones have this bug but those are the two I really wanted to use in VTOL designs. I'm running KSP 0.1.4 (I know this mod has not been patched for .4), FAR (with OPT patch), MechJeb, and KER. Not sure if this is a mod compatibility issue or if it pertains to the 0.1.4 KSP version. Any help with this issue would be greatly appreciated!
  6. I think I figured out what it was, I was flying a Mk 2 cockpit when I first started which has space for 2 crew, the vessel requirements state "exactly 1 pilot" but CoolCat Kerman is a Scientist it seems, so he was actually flying the missions with me! I moved to a newer design with the inline mk 1 so that I could mount an engine on the front (have to be able to slow down from 1300m/s and land on the runway) and it started making me get out and run to CoolCat.
  7. This is one of my favorite missions of the ones I've had the chance to play, only thing I might add is that it seems you don't actually have to get out of your vehicle to retrieve the keycard, as soon as I hit 0m/s on the island runway it shows the dialogue and changes mission objective.
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