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DeadJohn

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  1. Maybe "strapping this into" is a typo, too. Strapping several X-15's *onto* the side of Titan or Saturn could be recoverable flyback boosters Someone will create worse horrors with into and onto in the same launch.
  2. The Atlas 1/2 stage skirt (I forget the exact part name) allows radial attachment. I've put small SRBs on it to increase liftoff TWR. You can "abuse" that by putting decouplers and huge SRBs on the skirt, followed by offsetting to move the decouplers higher on the rocket. Hold shift key while offsetting to increase the maximum allowed distance. It will look like the decouplers are connected to the tank but they are really on the skirt.
  3. @Tecorian SimpleRepaint doesn't do metallic colors or other custom textures. Its strength is in supporting almost every parts mod. Note that if you don't like its default palette (some colors are too intense for my tastes) you can edit the cfg or put additional MM patches into your own file. The thread I linked mentions how to do that.
  4. Note that Prakasa parts are generally compatible with SimpleRepaint. You can use that to recolor a vessel made from a mix of sort-of-white parts into a brand new color.
  5. I see a "gamedata" inside the gamedata folder you shared. That's a frequent cause of KSP glitches. I don't think it's ever good to have gamedata/gamedata. If mod folders are inside that nested folder manually move them out or reinstall the mods. Delete the 2nd gamedata after dealing with whatever is inside. Your screen is definitely weird. I've never seen zero velocity and zero altitude while in orbit. Maybe it's never happened to me, or maybe it was followed by a complete crash before I noticed it. Your modlist is quite different from mine. If the nested gamedata's don't resolve the problem I would look at DarkMultiPlayer; I have zero experience with that but it's arguably your most impactful mod in the way it changes gameplay.
  6. Fiber bricks made from coconut or peat. Primary use for gardening.
  7. It's only a few days. Users can get busy outside the forums. KSP mods are not officially supported and just about everyone here is a volunteer. I'm not an expert in diagnosing log files but I'll share my experience with EVA Construction bugs. I haven't had any disasters for a while, but in one old playthrough pre-1.12 I used to get them often. I never isolated the cause but I do have some workarounds that might help you. Or, unfortunately, might just end up taking time testing things that don't help. P.S. After writing all this, I'm not sure whether your are talking about KIS construction mode or stock EVA Construction. Most of what I wrote is about stock construction. Try using the other one and see if it works better. First, make a full backup of your entire KSP folder so you can undo mod changes later. Always do a quicksave before attempting EVA Construction. My problems were partly or wholly due to phantom acceleration forces. One part would push against another part and make the vessel spin. Acceleration would continue until vessel failure. However, sometimes vessels would blow up immediately on attachment which was maybe a different issue, or maybe the acceleration was just so fast that parts instantly smashed into each other. Rather than attaching the part directly from storage, drop it on the ground or let it float in space first. Then attach it. IIRC pulling parts out of containers frequently caused problems. If surface attaching is causing a problem try to attach to a node. If node attachment is causing a problem try surface attachment. If the alternate attachment works then try a second attachment to your desired location. Vessels with offset and clipped parts seemed to trigger the problem more frequently. Try re-offsetting clipped parts. If the explosion happens while your engineer is on a ladder, try doing the construction while floating in space. If it happens while floating, try from a ladder. Cheat the vessel back to Kerbin or another surface before using EVA Construction (I use HyperEdit). Gravity, ground contact, etc. can stop phantom acceleration. Perform your part attachments then cheat back into space. I see you are using Kerbal Inventory System and Kerbal Attachment System. I still use KAS but abandoned KIS. Test installing Kerbal Joint Reinforcement - Next. I use that fork in all my builds. Parts that are a little too close to a Kerbal might clip and trigger acceleration. Check for science experiments and other parts near hatches.
  8. Your first post, welcome to the forums. You can probably just ignore those errors if KSP is working ok. It's a common error with some mods. I get similar error messages and my game runs well. Here's more info about the error (in the context of one specific mod) with a suggested workaround by an esteemed modder. I have never tried this workaround. https://github.com/jrbudda/KerbalEngineer/issues/52
  9. @Judicator81 Thank you for making this. I think it's the only universal recolor mod that doesn't need custom configs, and it's therefore compatible with "forgotten" mods like B9 Aerospace.
  10. Parts inside stock and modded cargo bays sometimes generate full drag as if they weren't inside the bay. FAR is the only mod that I know can improve this behavior. Does anyone know of other mods that work with stock aerodynamics? I can imagine a partial cheat mod that adds a new decoupler where all parts beyond the decoupler become dragless until decoupled. Payload would be free from drag at launch, and would start getting drag again as soon as it's released. I have no idea if that's even possible.
  11. What solutions or workarounds have people found for drag glitches with Mk4 parts? I'm running into the problem where the Mk4 large 240 cargo bay isn't shielding parts inside from drag. Old posts report similar problems. It might be a combination of KSP bugs and the presence of other possibly bugged Mk4 parts (tail ramp) on my plane. The only workaround that helped me is putting a stock fairing between the Mk4 bay and my payload. Prior attempts to offset parts, confirm that no parts poke through bay walls, etc. did not help.
  12. I just started using this mod a few weeks ago and I think that contract worked for me without cheating it complete. I installed it via CKAN. Reading through the contract cfg, here are some things to check. If any of these things don't happen you likely have an installation error: Accepting the contract should have added Mortimer Kerman to your crew. Do you see him in the Astronaut Complex? Launch from SPH with only a pilot. You should get a message asking whether you want Mortimer to board. Does that happen? Wait 5 seconds. Do you get message saying you have clearance for takeoff?
  13. I think there's 1 .25m angled nosecone that's part of the stock game (or maybe it's from one of the official expansions). The Tweakscale mod can resize that as needed for different size SRB bodies. For the best looking Delta and Atlas V rockets, check out the Bluedog Design Bureau (BDB) mod. It's a huge mod that's like a USA space program history class.
  14. Thanks, that's a great solution. I already had the mod but only used it in flight. I forgot it could change professions so easily.
  15. @Caerfinon This contract pack is fun and gave me a refreshing revisit of 1x scale (after playing 2.7x JNSQ and KSRSS for years). Thanks for making it. I have some questions about the interaction between this pack and stock rescue and recovery contracts. Normally, contracts like "Rescue Billybob Kerman from orbit" are a great way to gain astronauts because they don't require paying the usual Astronaut Complex hiring fee which gets very expensive as the roster grows. With this contract pack, though, stock rescue contracts seem to be giving non-functioning citizens instead of useful pilots/scientists/engineers. Is the behavior I described simply the way this pack works, or do I have an install problem? Other than filling seats, can a "citizen" do anything special as they gain experience? If I want to restore the usefulness of stock rescue contracts, do you think it's safe to uninstall your contract pack mid-game?
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