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Bone White

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    Rocketeer
  1. I am also still getting this problem. SpawnHeightOffset would be great to add to the launchpad, it would allow us to customise the fix to the severity of the problem in our client (it seems to differ).
  2. You need the updated .dll which you'll fine in the first post on this thread (I missed it too and had the same problem). If you are struggling, you may want to try using mechjeb to help you land. There's an automated landing function, or you can do what I do and just use the surface information panel to give you an accurate altitude.
  3. Thanks for the effort, this mod has become one of the few mandatory mods for playing ksp imo. I can't wait for my ships to stop exploding on construction too
  4. Just to confirm, I also have the same problem with the default pad supplied in this mod, and the .cfg has debug = false inside it with no other instance of setting debug. My ships also spawn full of everything, even if there is none to supply at construction.
  5. Ah so you have to add it to the parts you want to recycle, rather than there being a recycler part. Module is such a confusing term.
  6. I've been experiencing this problem myself, as a workaround I've been using launch clamps mounted at 45,135,225 and 315 degree angles (to miss the launchpad itself and instead attach to the mun itself. I then launch my vehicle which is suspended above the launchpad itself, and use a sunbeam laser to destroy the clamps after launch. To those who are getting the launchpad to not blow up, any ideas or suggestions to get it to work as expected? As far as I can test for - it seems the ships are using the bottom of the launchpad as the surface, thus spawning the bottom part of the ship inside the launchpad creating the explosion.
  7. Ah thanks for that, I don't know how I missed that extra line in the first post. Thanks for the mod - time to have fun.
  8. I can't seem to get the build menu to appear, I've tried only installing Kethane and this mod (with the fixed auger). I have plenty of power and control, as well as some rocket parts (from the 5 ore inherent in the smelter). Any suggestions?
  9. You could also try adding more reaction wheels to apply more torque. I've found that side-mounted rockets are much more stable and reliable than a sky-crane apparatus, and require a lot less parts too.
  10. Press h and place it on the side of a normal part e.g. the command module in your screenshot. Detachable ports are not stored in Hook Bays as they are not hooks. (In-fact if you break off a port with a connector plugged into it, KAS doesn't recognise that the connector is attached to something and you cannot remove it, rendering that winch useless.)
  11. Deploy your parachutes within the atmosphere in smaller groups. Either manually deploy them with right clicking them or set them up to multiple action groups. If you still have a problem, save some parachutes to open until after they have reached full deployment height. Drag parachutes are a good option here too.
  12. Obtain/create a universal catalyst which causes any nearby molecules at any temperature to react into different compounds, and re-producing the universal catalyst. Once you have obtained/created the universal catalyst drop it out of magnetic vacuum suspension. How the Earth would end up would be anyone's guess (or the universe, given enough time) but it's an interesting concept.
  13. Really excited about using this mod in 0.2, I only just discovered it and it looks so game-changing it's unbelievable. Keep up the good work, and thankyou for your dedication!
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