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brusura

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Everything posted by brusura

  1. is it possibile to select wich engine the mod should use? I am not sure if this coud solve this problem. I have a craft balanced witch jet engine ( twr = 1 ) that are set to independent throttle , I change their throttle with I and K ( to account for mass fuel reduction and keeping twr = 1 ) Then I have two small rocket engine and these one I want them to be used by the mod , but if I set it to zero the mod apply too much throttle to the rocket engine ( the jet engine set to indepement throttle are not touched by the mod ) somehow the mod add the thrust of jet engine to the equation even if they are set to indepenedt throttle. Maybe the mod could exclude from its calculation engine set to independent throttle
  2. When you right click the part there is no option to pick up or disable part like normal deployed science part do
  3. The game believe the part is deployed but it is not, so I edited the save changing the type from "DeployedScienceController" to "DroppedPart" , after that my engineer could take it back in inventory for my scientist to deploy Hope this help someone , definetley a bug, but right now I am too tired to bother and reproduce the steps VESSEL { pid = 7a27b6293b664bec90de4652cb36407e persistentId = 3322568235 name = PD-3 Weather Analyzer type = DeployedScienceController / type = DroppedPart sit = LANDED landed = True skipGroundPositioning = False skipGroundPositioningForDroppedPart = False
  4. Hi I have used my engineer in build mode to drop on the surface some science parts ( control station, solar power and weather station ) , now I can not pick up them in the kerbal invetory to deploy them, they are stuck on the surface Even if I get very close the "pick up" option do not show up and this is exptected since that is for deployed parts and these are not, even in the building/cargo mode I can not put them back, no problem for ie personal parachute I can drop it to surface and pick it up at will. Bug?
  5. My workaround is to enable stock craft , I hate the cluttering so I always disable that, renabling it in my current save fixed the issue for all my craft
  6. https://bugs.kerbalspaceprogram.com/issues/25666 Hope for a fix soon
  7. @linuxgurugamer can I disable CTB? I can not control the ship while the mouse is over the window to adjust descent speed ( +1 / -1 )
  8. Always look forward....I would drop support for 1.3.x
  9. @Angel-125 The gui is still broken, the snack processor process at 21600.00 Snacks/day on load, you have to go in the broken gui ( snack settings, processor section ) wich say 100%, touch it and it revert to 1% then the Snackprocessor works correctly: Snacks 1.9.0 KSP x64 1.4.1 Fresh new sandbox game, vessel is made of Capsule > MPL > Ore tank logs: https://drive.google.com/open?id=1fQRAvKdFt3Z6RRwkbp4s_Y1G6l5VLS6Y savegame: https://drive.google.com/open?id=1DFRIdn-naRvDjcVVawZzmBIHTUz1UN46 I hope it is enough context, you if you need a video on the whole issue I am happy to make it
  10. Dumb question...retrograde and progrande descent profile, refer to the navball markers in orbit or surface mode?
  11. Now that you say that, I remember long time ago some dev saying that under a specific altitude things are not accurate, ie if you point your nose at a specific direction after some orbits the vessel accumulate drifting here: and here:
  12. if you have time to take a look at those bugs I found before new release is out: 1. Activating waypoint from target window, give a wrong longitude value ( waypoint is added with scansat gui ) 2. Targeting value with lat and lon as input drift over time ( only lon observed ), need to force them from time to time, the drifting stop when entrying in atmosphere 3. Prevent clickthrough 4. Remember window position when restarting ksp I have made a video to better explain it: https://youtu.be/VyxhHvIK8Hk Kerbal version 1.3.1 output_log https://drive.google.com/open?id=0B4kd548FeSEpTnRSSWtLVHVsNzA Mod list:
  13. More deeper I go and more I find strange things...I managed to silence sound_vent_large.wav ( not a very elegant solution ) and I discovered something without that sound ( before you say that was me messing with the file, what follow is stock Kerbal with cache veryfied by steam ): Engine with old cfg configuration like LV-T45 "Swivel" , even if specified inside .cfg, only has sound effect for when the engine disengange and not engaging, from LV-T45 .cfg sound_vent_medium = engage <---- THIS ONE NOT WORKING sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout While engine with new .cfg like Rhino only has sound effect when engaging and not disengaging .... I am sure this must a be a known bug or something that I dont get
  14. Nope that is not what I am saying, check the link in my signature or go here: I think have found the .wav files but I do not know how to override them from the assets files
  15. After some research I found and extracted from the sharedassets files in the KSP data folder what I was looking for, there are two files named the same: sound_vent_large-sharedassets0.assets-1375.wav sound_vent_large-sharedassets6.assets-212.wav Those are indentic, and it is the same sound you hear when staging , I am trying to figure out if I can edit the .assets files , or just drop a different .wav file in a specific folder in the hope to override the ones from the .assets files , any hints?
  16. Thanks for the reply but it is not the engine, indeed if you have a craft without engine it will always sound like that, it's the staging...that is kind ridicouls because there is no mechanic part involved...I'll show you in a minute what I am sayin with a video:
  17. Or at least change it, that clang when hit spacebar has no reason to exist
  18. And lowering all other sound effects? What bother me is the fact that there is nothing , in game speaking, that should cause that sound effect, it's some kind of legacy stuff I bet
  19. I agree with you, but even without launch clamps that horrible sound is stil there even in space when you staging
  20. I had already answered if you read...but I have received "use this other mod to do what you need" ok, but there is no guess just fast forward, I was just asking if it was doable because maybe I had missed something in the gui, my question has been answered now anyway, still I think it's useful to have the ability to input the field manually.
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