Jump to content

Sentmassen

Members
  • Posts

    100
  • Joined

  • Last visited

Everything posted by Sentmassen

  1. I have a weird problem. I made a cfg for the ven's stock cryo tanks. Of the 5 parts, 3 work, 2 dont, and I cant figure out why. The problem parts are the CryoX L Fuel tank (CryoXsmall) and the CryoX Fuel Tank Butt (CryoXendButt) The names that should be cited are the part name and title, correct?
  2. I want to try to add a emissive layer to the capsule so it has lights. I need all the parts like the model, collision mesh, etc to do this, but I'm not seeing these on the source page on github. Do you have these somewhere where I can get them?
  3. What version of the part welder are you using? Last time I tried, it didnt seem to work with 1.04.
  4. Fantastic mod, been wanting this since day one, but I was hoping something could be tweaked. When I set the setting to go by alphabetical order, it organizes the main folders but not the actual craft inside those folders. So I have a "Probes" folder that is just a mess inside. If the sorting could be extended to within the folder that would be fantastic.
  5. I love these parts! This should have been the final version of KSP! Alas, I have a problem. This doesn't not seem to work with Kerbpaint, which is a bit of a deal breaker with me. Has anyone gotten them to behave with each other?
  6. Remote tech doesn't seem to recognize the tantarus stuff. Is there a cfg file somewhere that I can download?
  7. I'm having two issues. First, I'm not seeing the jet pack anywhere in the VAB. I see the files for it there, but I'm just not seeing it as something I can access. Second, Contracts don't seem to recognize the US science parts. I've had this happen with the goo containers, haven't tested the others nor the Dmagic orbital science parts yet. Next step will be for me to install the mods in a clean version of KSP and see if it still occurs. But I was hoping this was a hurdle already jumped by someone.
  8. I just got something like this too, except it allowed me to transmit only for no data to be sent, so I have a probe that has all its science gear used up to no gain.
  9. I'm.... not seeing the crew manifest button(yes its installed in the right place). I did a test game where only crew manifest was installed and it still didn't work. My only guess is it has something to do with Module Manager 2.6.3 but I would be lying if I said I knew what I was talking about.
  10. I just transitioned from FAR to NEAR. Is there a reason that spoilers take forever to deploy or is that a bug? In FAR they come right up but in NEAR they take a day and a half.
  11. I turned them all down to 10, then 5, which seemed to work but also neutered my maneuverability. Isnt the dampener also there to beat that occiliation?
  12. So I'm having a small issue and I think its that I'm just unfamiliar with FAR's proclivities (had it two days). I'm able to make planes that fly just fine, but I'm noticing a tendency for them to oscillate. Now they are not flexing structurally, its more that I feel like it constantly overcorrects when cruising, making the thing wobble. I feel like it stops when I'm in a solid climb so I think it has something to do when I'm trying to remain stable and floating around my minimum AoA. I'm not noticing any difference if I have the flight assist stuff on or not.
  13. So im looking at the persistance file and see the hall of fame entries. FinalFrontierHallOfFameEntry { time = 173625.143666307 name = Kasper Kerman code = L+ data = } But where are the awarded ribbons actually kept track of? Ive had one game loose all of its ribbons and it really killed the mood. I figured I would just keep a backup somewhere but I'm not sure what I should copy over
  14. I want to send an expedition to the arctic using plains/jets but I have no idea how much range (DeltaV) I need to get there and back. So assume I use the basic jet engine and try to keep it around peak efficiency, how much DV would i need to get to the poles and back? Also, is it better to fly low with hi ISP but slower, or fly high with crappy isp but high speed?
  15. I'm getting problems with being locked out of the UI and general game bugging out. Seems to happen, but not limited to, when two vessels close in on each other. I know its this mod or some interaction of it with another because as soon as I got rid of the JSI folder the problem stopped. Has anyone heard of similar problems?
  16. I'm having problems with the UI being locked out and satellites duplicating into phantom copies. Wasn't this an old issue?
  17. Sorry guys, will be awhile before I can update this. My computer went kaput so I have to rebuilt it and install everything again.
  18. Newest toolbar seems to bork loading saved games and creating new ones. Clicking saved games in the main menu does nothing, creating a new game just makes all the buttons grey out and I have to force quit.
  19. Taranis, Could you throw a link to the parts mod I made along with the other mods? http://forum.kerbalspaceprogram.com/threads/85147-TAC-containers-by-R-R-Dynamics-Inc
  20. ***UPDATE*** Version 1.3A and 1.3B are out -More Scale options -Better kerbpaint Templates - Optional white can texture.(replaces stock)
  21. Yea, the 1.56 looks better on the larger parts. Personally I like the 1.25 part being a little small (I only use stock fuel tanks), but this is all mute because I've done some reading up on what ObsessedWithKsp mentioned and I can just set the thing to free scale, everyone will be happy. SO MUCH HAPPY I'll do that, and make a optional download of my alt textures because I haven't figured out how to do texture swapping yet (I've asked around but no replied yet). Download should be up lateish tomorrow.
  22. I purposefully made them a little small. But you can resize them to taste if you go into the container .CFG and set the re-scale to 1.48-1.49. Now it depends on what you mean by cylinder diameter, because all stock containers kind of have two. There is the main body diameter, and the grey end cap diameter. The medium tanks are pretty close to the main body scale, but if your using say, KW parts, which I think just are one smooth tube that matches the end cap diameter, they would likely look odd and i would scale up to 1.51ish?. But here is the problem I'm having using Tweak scale. Its not scaling things how I imagined they would. I can match the diameter of the medium container to the medium gas tanks but I find that the Large version seems too small. If I scale up the container so the large one looks good, the medium and small one look big. I could go into the tweakscale DLL and change the scaling it does (which I don't actually know how to do) but then it will mess with people that have the tweakscale mod, which would be bad. The only alternative I can think of at this point is dupping the container CFG, renaming it to large, and adjusting its scale. This adds back parts to the VAB, were the whole point of adding tweakscale was to make individual parts redundant. Part of me just wants to go back to individual CFGs, yes it adds a lot of clutter, but I can easily customize for each size. This part mod is quickly ballooning to require the support of 2-3 other mods, kind of not the direction I wanted to go in. If there is a way to make caveat so I can adjust tweak scale without messing with the core mod, I'd like to hear it. I'm trying to get something like this working.
×
×
  • Create New...