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not-a-cylon

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Everything posted by not-a-cylon

  1. is it possible to have a negative lift coefficient or is something bugging out? it's the 1 meter airlock from the hollow structures and hulls. also, my ballistic coefficient is higher than I'm used to seeing. Did this change in the latest update? edit: I'm noticing my KSPI fusion thermal turbojet SSTO aircraft performing better than normal... what changed?
  2. For pretty selfish personal gameplay style reasons, I like the concept of magboots infinitely more than putting squid functionality to the floors. My 500+ part (pre-weld) ships would be rendered useless, as far as I know based on the experiences I've had welding, if every structural part had a module attached to it. Thanks for the new parts- now I can make different looking bridges! After spending so much time with this mod, I feel like I can finally show you something that doesn't suck with my latest iterations of my crafts. Keep an eye out for screenshots soon!
  3. I went and removed the SFR module from the cockpit. Works perfectly! No more error spam and lag. The only downside is that you can't see your kerbals sitting in the seat and their portraits are pitch black, but that's a small price to pay in my opinion. I googled the error log- seems like it's a unity thing and NOT Kerbal Joint Reinforcement. I also noticed that you had a pod-station-1k (titled Observer Module in game) and I was stumped as to why it wasn't showing up. The .mu file was incorrectly named "Pod-WindowStation.mu" and renaming it "pod-station-1k.mu" fixed the issue. I went and tried the part and it is EXACTLY what I was looking for as the part I had previously wanted in another post. I'm absolutely falling in love with this mod. I really do enjoy the meticulous work you've done to make sure the parts line up all the way throughout the entire craft. Pretty geometry math at work The part that doesn't seem to enjoy playing perfectly with the others is the 1x5 adapters- they 90 degree attachments line up well, but the angled holes don't allow you to return to a good spot. It seems that any time I have to use the angled holes it would be a terminal end of a hallway and won't be able to reconnect with the rest of the hallways and hulls. Thank you so much for the fun I'm having! I guess I should post pictures and show you what crazy (fully functional!) interstellar ships I've been cooking up. edit1: also: what's with the MODULE { name = SeaSicknessCure debug_menu = false nudging = true } in the Pod Station 1k part? edit2: I did some playing around with the observation module... something was terribly wrong with the part. To fix it you've got to the cfg internal of Pod-WindowStation-IVA to Pod-Station-1k-IVA.
  4. Ah I never considered the wobbling of room parts as I'm using the welding mod to lower my part count- my huge rooms just end up as one part I think the error I posted is caused by some interaction between Kerbal Joint Reinforcement and the cockpits in your mod- I think the "inertia tensor" is from the KJR. I also have another bug to post for your 45 degree parts: the 1 meter part node transform is fine but the 2m and 4m are not. To fix this, I just switched the TF2 and the TF1.
  5. I second this motion! I love your mod and strip lights would make your pack complete!
  6. Quick question: is there any benefit to using more than one warp drive?
  7. also, have you considered making your parts lighter, by say, 5-10 times? I know balancing is probably last on your plate, but I think it would be easier to use stock engine power with the mass of your parts. I have no problem right now using them as I'm using KSP Interstellar, but I can see others having problems.
  8. the workstation 1k and the zelus cockpit lag the game tremendously. I'm getting [Error]: Actor::updateMassFromShapes: Compute mesh inertia tensor failed for one of the actor's mesh shapes! Please change mesh geometry or supply a tensor manually! spammed in debug. Few ideas: I was thinking a way of making custom IVA bridges- would it be possible to have the workstation attach wall be on the bottom of the part? This would solve your root part issue and also allow us design our own bridge rather than relying upon a cockpit. Structural panels for hull plating and extended interior hull sections unbroken by the vertical columns in the cubes. I'm attempting to use B9 hull panels to plate the outside of my ship and the create a large hangar to dock another ship inside my ship (yo dawg). Integrating the b9 panels with your mod is proving to be very very clunky. The biggest want I have is to be able to build rooms out of structural panels and have it still be able to link up to the rest of the mod parts. Symmetry is a bit of a problem but not impossible. Unless I'm thinking of this incorrectly, the only way to attach things symmetrically is through surface attachment- your mod is entirely built for node attachment. The (blunt) way of getting around this is by making sure I have symmetrically surface-attached pieces along the root center line all the way out to the farthest part of hull and then attaching it to those pieces to create symmetry. Thanks for your had work! This mod adds new life into this game in terms of ship and base design!
  9. I've been using b9 airbrakes to slow my supercruise-shaped crafts during landing to prevent stalling. It's quite effective- however, they feel a bit cheat-y to me. What's the consensus of using b9 airbrakes with FAR?
  10. I'm finding the computer AI core to be extremely difficult when it comes to designing aircraft. I'm thinking of tweaking the 1.25 and the 2.5 meter probe parts to be AI cores as well. I'd would like to keep the parts from being OP. What's the rational to having the AI core be 3.75 meters? If were to downsize the core, what would the drawbacks be? Higher MW consumption? Lack of retrofitting to be able to do science? Any other considerations?
  11. I too had this problem with the mod. I stopped using the mod due to the bug. The explosions on whenever a Kerbal entered a vehicle with a probe stopped when I uninstalled the mod
  12. I too am having this problem. The science transfer is the biggest selling point of this mod- I'd really like this mod to replace crew manifest on my save I go through with the normal transfer procedures (just like transferring crew) with the science experiments. I can click the buttons to select the command pods and/or science experiments (mystery goo container, etc etc). When I press transfer, nothing happens. In essence science container-> command pod or command pod->command pod science transfers don't really do anything. I was going to suggest you look at the FScience mod to see how that works, but I see you've already checked out that mod's thread.
  13. derp... I figured it out anyways haha. Turns out you have to press T a few times after you get to the last texture. I just thought it didn't cycle back to the first one
  14. man. this mod makes it very easy to declutter my part count along with Modular Fuels. wow. really makes it so easy to delete/hide the non stretchy fuel tanks. Question: Is there any way to go back when pressing the texture button? I can't seem to figure it out... and my forum search isn't returning anything useful.
  15. a little module manager tweak for those using ModularFuels. it adds the resources used as propulsion from the KSPI to most default tanks. I think it works and isn't OP, but let me know if there's anything wrong with it... //adds the option to have Argon, Aluminium, Liquid Methane, Liquid Water, to fuel tanks with Modular fuels// @TANK_DEFINITION[Default] { TANK { name = Argon mass = 0.005 amount = 0.0 maxAmount = 0.0 } TANK { name = Aluminium mass = 0.0135 amount = 0.0 maxAmount = 0.0 } TANK { name = LqdMethane mass = 0.00186456 amount = 0.0 maxAmount = 0.0 } TANK { name = LqdWater mass = 0.001 amount = 0.0 maxAmount = 0.0 } }
  16. actually I figured out the problem. it existed between the keyboard and the computer chair I had a probe core (for unmanned control for positioning the orbiter for rendezvous) clipped under the docking port. KJR did its thing with reinforcing joints so much that it created quite a spectacular implosion centered around on the probe core reinstalling v2!!! again, thanks for the superior quality of your mods!
  17. is there a way to move the IVA button? or even better (at least for my preferences), have it use toolbar?
  18. I get a "RasterPropMonitor:INITIALIZATION ERROR, CHECK CONFIGURATION" error when I use the raster prop version of the mod. any clue how to fix it?
  19. possible bug with your new release. I have a lander/orbiter docked together (sent up in one piece into orbit) and they are strutted together with b9's non invisible struts. I still haven't undocked them for the first time yet. When I EVA while in orbit and return to the same pod I came from, the ship gets torn apart by phantom forces. In the meantime, I think I'll stick with 1.7 again- it worked well anyways. Thanks for the awesome mod!
  20. Motion seconded! The power charge icon still is there even though I hide the UI.
  21. very simple but super convenient mod!you do have a problem with your mechjeb config though. at least with the mods I have loaded, it spams "exception array out of range" or something like that and it does slow down the game a bit. it is an easy fix though! to get rid of it remove: MODULE { name = MechJebPod } from your config.
  22. Whoa, I didn't have a problem with the current way of doing impactor experiments as I made sure I had remotetech satellites in orbit around the body to roleplay automatic collection, but this is great too! Thanks for listening the concerns of some in the community! Anyways, I had a question about the stock electric charge from solar panels. Are they able to be used as Megajoules or able to be converted to Megajoules? I'd like to put a massive solar array very close to the sun to beam power around and have it more than just be stock electric charge.
  23. I was just messing around with this mod. I love the heat function! Helps me plan my banked turns better for Deadly Reentry. Is there a way to include support for pWings here as well? They weren't showing up on my screen.
  24. sweet!!! I've been really following your mod's page day by day, awaiting announcements on KSPI 0.10. Thanks for your all your hard work! I can't imagine playing KSP without this mod anymore. I can safely say that I am a rabid KSPI fan now as a side note to those of you frustrated/clueless KSPI beginnners out there- I started playing KSPI about a month ago and was very very frustrated with trying to learn all the different nuances of the mod. Go and read the wiki front to back. It will really help you get enough of a grasp and give you enough confidence to experiment with the multitude of parts in this mod.
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