Initar

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  1. I know man, that's exactly what I used it for. Maybe there's another node definition we can use? I only dabble in modding...
  2. Testing this on 1.9, I experience some bugs with the fairings (I've been using these for years). More often than not, the payload will not detach from the ship after decoupling. Not only it's stuck in the fairing base, but it is not disconnected from the rest of the ship. I can even decouple again if it's in a action group, it plays the sound and effect but still no separation. This happens on most fairing bases, regardless of payload size or clearance. Anyway I hope you'll be able to fix this when you have time (I'll try and find a solution too), thanks for the huge amount of work you put in maintaining these legacy mods. EDIT: I got it ! After further testing, I noticed this bug only happened after reverting to the VAB and relaunching, and only on some faring bases. So I looked in the part configs, and noticed the buggy parts had two top nodes, whereas the good ones had the lowest top node removed or commented: node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 2 //node_stack_top = 0.0, 0.217, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.588, 0.0, 0.0, 1.0, 0.0, 2 So I removed the lowest top node on every part and voilà, they all work perfectly. Since we have the offset tool now, the lower node was a bit useless anyway. I also updated the decouple module, since the anchor argument is deprecated I think, like so: //OLD// MODULE { name = ModuleDecouple anchorName = anchor ejectionForce = 100 explosiveNodeID = top } //NEW// MODULE { name = ModuleDecouple ejectionForce = 100 isOmniDecoupler = false explosiveNodeID = top } This last bit is for tidiness, It didn't have any negative impact on part functionality. Hope this helps!
  3. Am I dreaming? Is it Christmas already? Because that's everything I ever wanted for this game! Can't wait to see what you guys have in store.
  4. The launch vehicle is a space shuttle derived rocket (basically a SLS, the concept is as old as the shuttle itself), so we kinda already have the parts. EDIT: getting a conflict with B9PartSwitch for the first stage. Urgent error says "two module can't handle the same ressources".
  5. Thank you so much for this!!! All hail the Guru!
  6. Me too, it's also a bit of kerbal history, as it was originally made by ClairaLyrae, who later joined (and left) the Squad team! So sad to see stupid_chris moving away from KSP...
  7. Yup, 1.1.2 didn't fix it for me either, mods or not, 32 or 64. And the squad team is on holiday now... Maybe they should have had some rest before releasing 1.1 , I fear it's gonna ruin their vacation... I suppose it's illegal for anyone to redistribute version1.0.5? 'Cause I'd kill for one right now (and I'd kill myself for not making a backup >.<)
  8. Je t'ai envoyé un message privé en français, ça iras mieux que Google trad Sorry for breaking rule 2.4 c , I only mean to help him via PM ^^"
  9. +1, random crashes keep happening on my installs too (modded and unmodded, 64 and 32), often in VAB, same as 1.1.0. Really hoped they'd squashed this one. EDIT: in fact it got worse, can't stay in the vab for more than 10 min... Sometimes it crashes when I drop a part in the part list, or leave it unattached, or for no reason at all. And no log, the game just... stops. Guess I'll come back in a few weeks... *sigh*
  10. Aww... The stock one is more of a first stage engine, while yours was rather third / orbital (and the only one to fit your 3.75 to 5m adapter). Its a struggle to find heavy 3m orbital engine these days. But hey you da boss ^^ Thanks for the answers!
  11. As the readme says, try deleting the PartDatabase.cfg in your KSP main folder, should fix it. It's generally a good idea to do it anytime there's a heavy update on a mod.
  12. My heart stopped for a minute here. Glad the gods of backup were on your side ^^ Question: do you plan on fixing / redoing the 3.75m engine for the Saturn V? I loooove this engine. On previous version I just removed the part disabler for it, but now It is utterly broken (the nozzle is missing).
  13. The stock 1x6 ones 1x6 fits the actual Orion configuration pretty well, but if you prefer the older but classier circular design, there's one in the Near Future Solar pack: I beleive there's also a 1x3 that is even closer to reality.
  14. A small thing to report: the small 5m decoupler and the 5m K2 engine set (Saturn 2nd stage) seem quite wobbly compared to the rest, even when struted to death. Node problem? Anyway, thanks Lack and the others for your work!
  15. If you want Croosfeed enabler support, you just have to make a MM patch containing these lines for every tank you want to add this module to: @PART[RLA_tiny_mptank_rad]:NEEDS[CrossFeedEnabler] { %MODULE[ModuleCrossFeed] {} } Hope it helps! @Hoojiwana: aw ok I get the reasonning behind this choice. I'll miss the little guy though ^^ Thanks for the precisions!