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    Rocket Scientist
  1. I also think that some parts may need some slight balancing (Although this was fun, so I'm not quite sure). With B9 Procedural wings and Kerbal Joint Reinforcement, I put wings on a small ship I built and replaced the 3 normal engines on it (2 for forwards and 1 reverse, all thrust limited) with a single center-mounted submarine water jet on the rear. I was able to get that ship to orbit and safely back down to Kerbin without any damage.
  2. Some things to note: 1. The default sever info in the modpack is not correct. 2. It seems that several mods are missing from the modpack. I was able to get the correct info for the server from the facebook page (I would recommend putting that info here so people can find it easily), but It seems that Spanner's Broomsticks, Rovers and Roadsters (I think that was it) and some mod that adds a Halo Falcon (?) (really have no idea what mod that would be or why it is even on here).
  3. The thing about the sub disintegrating is that I was still a good few kilometers away from the coast. I did EVA the Kerbal through that waterline door, but the kerbal couldn't climb aboard. EDIT: The new patch seem to have fixed the issues mentioned in previous posts, and probably fixed the disintegration one.
  4. I created a clean new save for the mod, so that sub was the only active vessel there was, although the revert issue was when I had a kerbal EVA out of the Crew Cabin and fall into the water unable to get back on board, and tried to revert while focused on the kerbal. I also forgot to mention that the underwater camera, autokeel and autobuoy, and animations for the diesel generator do not work but the no thrust above water does. There is also no air intake in the conning tower, and in an earlier attempt while manually keeping the sub submerged it randomly disintegrated, the log saying it splashed down hard and was destroyed.
  5. I've noticed that this doesn't work properly for me. My list of mods is E.V.E. (With Avg's cloud pack), the Firespitter plugin included with this pack, KJR, KerbinSide, the Sub Pack itself, Ship Effects, and Stock Bugfix modules. When I Hyperedit the sub I built to the water, I get a message on the screen saying "Time Warp Claw Bug, Quicksave and Restart Now!" (presumably from stock bufix modules), despite not having any non-submarine pack mods on the craft and not using time warp. Next, the ingame log is spammed with a message saying the file MPlog.dat (or something like that) in the PluginData folder cannot be found, and if I try to revert the game the game locks up, the revert menu is broken, and when I opened my ingame log (that still worked, but I couldn't scroll through it) there were a bunch of Null Reference errors. I tried to put the log in a spoiler here, but due to the sheer amount of spam, it was 850k-900k+ characters, and my web browser freaked out and when it finally loaded I couldn't post because the character limit on the forums is 100k characters.
  6. I believe that the Pre-Porkjet Mk2 parts were also very similar to the Mk2 parts in B9 as well, though I may be wrong since this is all from memory.
  7. I think that it is possible to do a RB squad with a friend as long as the countries are on the same side (Allies/Axis). I don't know if this si right though, as it has been a very long while since I played WT Aircraft and a few days since playing at all, and that was a CB.
  8. Regarding the helmet issue: why not use the transparent pod module that RPM includes? I know it is possible to have it where the kerbals don't wear helmets.
  9. One thing to note is that I remember that in the movie, the normal rover only has 4 wheels and the 6 wheel one was actually just a trailer put on the end for the other batteries. I may be wrong, but I think that is correct.
  10. It may just be me, but the new size for the 38 cm SK C/34 seems a bit too big. Putting it next to the Yamato turret in the SPH, the turrets are around the same size (no idea if this is accurate) but the guns on it definitely seem to be bigger visually then the ones on the Yamato turret, which definitely is not right.
  11. If you're looking for some good landing gear I'd recommend BahamutoD's Adjustable Landing Gear. Has three different sizes, with only the largest size (four wheel setup) not having steering. They are also customizable, so the same part can fit a variety of roles.
  12. The problem I'm having isn't that parts are not appearing but that the clipper deck adapter likes to overheat and explode, especially when there are a lot of them together.
  13. I think my problem may be related to the fact that I am running the last pre-release version of the new parts, not the actual release version even though I remember it being said redownloading was not required.
  14. I'd like to report a bug that I've been having issues with but have not seen reported here before. It seems that the clipper deck adapter likes to randomly overheat like I've heard cubic octagonal struts like to do in stock (I use stock bugfix modules). This issue only happened on my paddle-replica of the USS Langley, probably because it used a ton of them for the runway. This issue actually led to it's demise when I turned on physics warp while testing Lack's nuclear ramjet within physics range of the KSC. The crew survived, but the entire runway was separated from the ship.
  15. I think two of the big reasons are A. Kinda hard to do quality control to keep people from just upvoting random things B. Making sure that it's impossible for a mod to be exclusive to a community like steam and C. The fact that last I checked .dll files were not supported by workshop, and most plugin mods use them.
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