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BTAxis

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Everything posted by BTAxis

  1. I don't have the balloons category. I use Community Category Kit and Community Parts Titles Extra: Categories. Perhaps there's some kind of conflict there? Here's a log.
  2. It seems that with my current set of mods, the default-flight profile makes some of my parts transparent: I think it's probably a combination of mods that's causing the effect. I use Astronomer's Visual Pack as well, for example. Anyway, if I use default-empty, it all looks fine.
  3. I just noticed that in my Kerbalism game the nuclear engines don't lose ignitions or burn time. All other engines I've tried do properly lose reliability and fail, including modded engines. It's apparently only the nuclear ones that are exempt. Is anyone else seeing this?
  4. Edit: I was having a problem with changing antenna values introduced by PBC. I worked it out. PBC does in fact interact with antenna values and Kerbalism apparently calculates its values from the antenna rating. I can rejigger the values in the patches to fit in the ReStock+ antenna better.
  5. I noticed that, if you disable TweakScale on a part, then turn it back on, the scaling no longer works. To get it to scale again you need to delete the part and put on a fresh one.
  6. Just chiming in to say that I also have the flag flickering. On top of that, I noticed black flickering on the inside of hot Restock engine bells. As for others, turning off TAA resolved this for me.
  7. Turns out releasing the Klaw gives the ship some significant impulse, so it tumbles away if you don't do anything about it. That said it does help - I can use the GUI to transfer fuel while the hose is still attached. It detaches once the ships drift too far apart though. Fair point. I guess I can go with that.
  8. Yes, the ship is grappling the tanker with the Klaw also. I suspect that might be the reason why it doesn't work, but I'm not sure. Also, you can't transfer fuel via the Klaw, because it has no fuel crossfeed. That's why I'm trying to use KAS to transfer the fuel in the first place.
  9. I'm having difficulty refueling my ship via the fuel connector. I have it connected up directly from one fuel tank to another, but I can't transfer any fuel, be it via the PAWs or the KAS UI. I don't really understand what I'm doing wrong. I watched the demonstration video linked in the OP and I believe I'm doing the same things, but it just doesn't work. It doesn't matter whether the socket is set to docked or undocked mode - the GUI always says it is unavailable in docked mode.
  10. Ah, that explains my confusion. I found it now. Thank you!
  11. I updated to 0.9.2 but am not seeing any improvement: I can still use the KAS parts by not using the disable-duplicates extra, of course so all is not lost. Could another mod be causing problems? Here's my mod list.
  12. I installed this mod via CKAN, as well as both of the extras. However, I now find that I can't access some parts anymore. The extras place some parts into CCK categories, but these categories don't seem to be showing up. Case in point, I'm using KAS and although my existing designs that incorporate KAS parts work fine, I can't add those parts to new designs because I don't see a KAS category. Here's what my categories look like: I'm unsure what's wrong here. I have CCK installed and everything. Any ideas?
  13. Well, the last few times I switched it didn't eat my rover, so I don't know why it kept disintegrating so much. Oh well. Also, it drove to the pickup craft quite accurately!
  14. I assumed the offset only applies when loading a craft, though. If it adds to the altitude when unloaded, that can create situations that are hard to recover from, since setting the offset to something lower than the actual craft altitude doesn't seem to do anything. I had to edit my save to stop that rover from splashing. Will be playing around with this more.
  15. It's also possible that I'm completely off the mark. The fact is that on my latest attempt, my rover had the wrong altitude set in the save (2030 where the surface was at 300ish), but I also noticed I had the height offset still set at 1700, because that had saved me once before. Those numbers add up also. That said, I didn't have these issues with other rovers that I moved by directly clicking on the map. Maybe that rover is just cursed.
  16. I've had a devil of a time using Bon Voyage on my mun rover. Either my rover spawns too low, causing its wheels to explode and launching it up, or it spawns really high up. I think I now know why. I've been using SCANSAT to make waypoints to use as destinations for Bon Voyage, to ensure I end up at a location with little slope (it wouldn't be the first time I came out right over the edge of a cliff). But the waypoints get created at a couple of kilometers altitude, and my rover drives up to that altitude when I use the waypoint method of selecting a destination. That means it can end up inside the terrain if it's high up, or far above it if it's low. I consider this a bug in BV. When using waypoints, it should adjust the destination altitude to match the local terrain altitude, not use the waypoint altitude verbatim.
  17. I play with Kerbalism and after updating to the latest MM I noticed things were getting added to my craft that shouldn't be there (such as unmanned experiments to manned pods). Reverting back to 4.1.4 solved the problem. Is this a problem with MM, or is this a case of Kerbalism needing to update to a new convention or some such?
  18. This is a long-standing bug that has been around since I've been playing KSP (1.6 at least). In career mode, custom action groups are supposed to be unlocked at level 3 of the VAB/SPH, where level 2 only unlocks the standard actions. However, at level 2, as soon as you select any part with the action group editor open, the custom action groups are added to the list and you can use them anyway.
  19. Is there any version of this mod that works on KSP 1.10.1? The only version marked as compatible is 1.16, but it doesn't actually work.
  20. Well yes, that's what I did, but the CKAN metadata has Restock 1.3 as compatible with KSP 1.10.1, and so I get the update every time I update my installed mods. If it's not compatible with 1.10.1, then the metadata should probably be changed.
  21. I'm noticing an issue with various plane related parts on KSP 1.10.1 with ReStock 1.3: These are the only parts I've seen with this issue so far, there might be others.
  22. There's a small but niggling issue in Astrogator where, if you repeatedly open and close the interface, it will move farther and farther away from the center of the screen (in a horizontal direction only) until it's partially off the screen. It will only stay in place if it's placed perfectly in the center (which is where it starts when loading up KSP). I'm not sure if it's relevant, but I play on 2560x1440 in windowed mode, using Borderless Gaming to make the game borderless fullscreen.
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