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Murmur

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Everything posted by Murmur

  1. I don't think that's a good idea personally. The mod should try to stay as close as possible to what would happen if the debris didn't auto delete at 2.5k. There's no way you could land something even modestly large with only three chutes if you did it yourself, and I think that's what the mod is trying to simulate.
  2. Just tried the latest version and it seems to be working for me now. Thanks, I really wanted to be able to use this mod.
  3. Completely fresh install, with this being the only mod used, and it still has that same problem. My will is broken! I surrender!
  4. Guess I'll try a clean re-install aswell. Can't hurt.
  5. If the 64-bit log file you are referring to is mine... I am not using the 64-bit version. I assume you were referring to mine since I am not and never have used KSPAchievements. The only other mod I am using is MechJeb. Not sure if there could be some sort of conflict there... EDIT: How odd. I just removed Mechjeb and tried it, still the same problem. So basically there should be no reason for this to work differently from anybody else... yet the problem remains. Now I am totally confused, lol.
  6. I am also having problems with recovering craft and not being able to do anything at KSC, here is my output_log: http://pastebin.com/JzmYr1Ak
  7. It looks like that when using this mod I am unable to recover crafts manually. When I press the recover button after landing, the screen goes black and I can't do anything. Have to alt-f4 to quit. This problem only happens when using the mod, I just disabled the mod and I am able to recover crafts again. Am I the only one having this issue?
  8. Hmm, this seems to disconnect all struts and fuel lines when I change the root part to something else. Am I the only one?
  9. Sometimes I fly the missions, and sometimes I just feel like giving the orders. That's when Mechjeb comes in. I probably use it about half of the time.
  10. My problem is that the SAS is attempting to hold the heading, but it's not using enough force to do it. As in, if I watch my pitch, roll, and yaw indicators they only move a little tiny bit. Once the craft is pointing far enough away from the initial position, more force is applied, but still not enough. EDIT: Is this by design? I mean, it IS still affecting the craft. If I turn the SAS off, the craft will lose control. So is the new SAS not designed to hold a heading like before?
  11. No, the F key works just like it did before, only toggling the ASAS while the key is held, as opposed to the T key which toggles it when it is pressed. The problems is that the ASAS is barely using any force. If you watch your pitch, yaw and roll indicators with ASAS on, you'll see they hardly ever move. They do move ever so slightly. If you have a rocket that can fly steady while only using a very small percent of your available force, be it RCS, Gimbals, torque etc. etc, then you wont have any issues. However, if your rocket/plane needs more than a few percent of your available force then you will drift and be unable to hold a heading. This isn't a case of needing more control surfaces, reaction wheels, rcs thrusters or anything like that. It's that the ASAS will not use those things to their fullest capacity.
  12. If anyone wants to do a trade I have an extra Gene Kerman, I'd like to trade for a Bob or Jeb.
  13. Haha, it will do the same with parachutes, I had a few planes ripped apart by a suddenly deployed parachute just after the wheels left the ground.
  14. Yeah I assume that's a bug, if it's off then it shouldn't really be affecting anything at all.
  15. Are you using mechjeb? This always happens to me with Mechjeb if Auto stage is checked on ascent guidance even if ascent guidance is not active.
  16. So... both servers I had on my favorites are down and the server list page is down also... Is it coming back anytime soon? Anyone have the address for a server that has people on it?
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