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Everything posted by Raccoon
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[1.10.0] AnimatedAttachment 2.1.5 (2020-07-15)
Raccoon replied to Katten's topic in KSP1 Mod Releases
I've got a pretty weird issue that I've got no explanation for. When I launch a vessel, the parts move or pile up and stop working, the same happens if I save and load the vessel in VAB. Some cargo bays work flawlessly, some work inconsistently or only some parts of the model while others don't work at all. I've tested with various mods cargo bays and I've no idea what's going on, even copy pasting and editing config files around hasn't proved very helpful. Here's an example, with cargo bays from top to bottom being: 0.625m cargo bay from Universal Storage 2, using USAnimateGeneric. 1.25m cargo bay from Ven Part Revamp, using ModuleAnimateGeneric. MK2 cargo bay from stock, using ModuleAnimateGeneric. In VAB: All set, no symmetry used anywhere. On launch: Right away, the middle cargo bay's items have moved, but only one side. They still move though. Everything else is fine. (Sometimes on launch, the top cargo bays items glitch out as well, so this seems to be inconsistent) On load in VAB: Top cargo bay items have merged into a pile that floats in a random position and they don't move with the bay. Middle bay still broken, while bottom is still perfect. Here's another example: I've tested a lot of parts and I've no idea what's wrong. Some Universal Storage 2 bays work fine, some Near Future work fine, others don't and all Rocket Emporium works just fine. Stock seems to work as well. Any ideas? Cause I'm lost. -
Got the same issue of Eve severely losing its density and being able to clearly see land and water on the planet. Duna has no clouds and looks odd and Jool is just busted. I know at least it's caused by the latest version of scatterer (0.0540) so going back to 0.0336 fixes everything, but with all the new updated scatterer features it'd be nice to get an update.
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
Raccoon replied to RoverDude's topic in KSP1 Mod Releases
The Magnetic Manipulator throws errors when trying to move the wrist at all and the Magno-Pad doesn't work at all, in general a lot of this seems broken, there go my dreams of an orbital construction drone.- 1,473 replies
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- parts
- construction
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Raccoon replied to IgorZ's topic in KSP1 Mod Releases
I absolutely love the mod but I miss some of the legacy parts (but refuse to use them), any plans to make new electromagnets and hooks? I've seen people ask in old posts but haven't found any answers. All I'd really want is some way to attach things so I can do skycranes again! Konstruction's magnets are broken as heck and stock grabbers are wonky as hell, so I'd love a proper alternative. -
discussion Discussion - Community Category Kit
Raccoon replied to RoverDude's topic in KSP1 Mods Discussions
Is there a way to prevent parts from being moved from Utility and Electrical to their own categories? I'd rather have duplicates in Utility and Electrical as well as their own category than the parts being removed from Utility and Electrical and put in their own category, if that makes sense. -
One of my fave mods by far when it comes to making probes. Any chance for a way to remove the checkered flag on the reentry sphere though?
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So uhh, what's with the DERP built-in parachute making the vessel spin in a circle in the air repeatedly? It seems kind of broken and useless unless I'm missing something. This is on a fresh install with no other mods so I'm not sure what's going on. Latest KSP version and mod version with a fresh install outside of Restock and dependencies for all mods. No FAR or anything that could be messing with things, the parachute just makes the vessel spin like crazy with or without SAS.
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Good christ I've spent over a month struggling with the "Build a glider" part, I'm terrible at airplanes, I've looked at tutorials and everything but having to launch with SRBs and needing it to be manned makes it so difficult for my brain. Any tips?
- 1,043 replies
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- contract configurator
- contract pack
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Gotcha, will investigate. It's just the fairings and a single modded part that is having the issue so it's not a big deal but I'll try to sort it out. I assumed as much, using LightsOut to set the VAB to night made the icons even darker. It's alright if it's something you have to attempt to fix and don't want to deal with, far from a big issue, I was just wondering if there was some easy fix I could do myself for it. Thanks for the answers.
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It's alright, I appreciate the answers! Any chance for an update to allow changing antenna frequency? Worth a try asking! I'm thinking I'll have a relay network surrounding Kerbin that connects to all other networks and KSC, yeah. Seems the simplest solution and would hopefully look really nice too on top.
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I was wondering if there's a way to do this without switching to the vessel, from the Tracking Station constellations menu, but I assume not then. Would be extremely helpful to avoid precise satellite orbits from changing and messing up on load. Oh, that's a good idea. Won't work for further away networks but it's good enough for Mun and Minmus networks!
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Being able to directly open a list of all saved craft is the absolute ideal dream which would save a lot of time and trouble, but if that's not an option then I think the first option works well. You can create rockets you use for multiple purposes and save them to the list to build whenever you need them, plus it would work well with the reduction in build time as you build more and more of them. Plus if you save a launcher to the list, you can add it to the build queue from the list, click Edit and add a payload and you're done.
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I remember seeing a OKTO service bay around somewhere, but I can't find it in my current modded game. Any idea what mod could add it? I'm severely lacking in 0.625m parts for my mini probes.
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[1.12.x] Near Future Technologies (September 6)
Raccoon replied to Nertea's topic in KSP1 Mod Releases
Fair enough! The new parts look incredible and the seams are a small price to pay for me. -
[1.12.x] Near Future Technologies (September 6)
Raccoon replied to Nertea's topic in KSP1 Mod Releases
I thought DX11 wasn't supported and caused various funky issues and missing VAB/SPH part shaders and stuff? Seems to be the case still, unless I'm missing something? -
A few questions. Running DX11 with TU fixes the blue icons in VAB/SPH, but not all of them (such as stock and MH fairings). Anything I can do about that? And secondly, the fixed parts are MUCH darker in the list than normal, making it extremely difficult to tell parts apart, is there nothing to be done about that?
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A few questions! Can you set specific antennas to specific frequencies from the tracking station? I can see there's the radio buttons to select and deselect them but there's no way to change their frequency from the menu other than master frequency which isn't helpful. Would be extremely useful since switching to my satellites to do it manually screws up their perfect orbits achieved using StationKeeping. Second question, as I'm quite a noob at this, if I set my Mun and Minmus networks to their respective frequencies and make them only talk to their members, how do I connect them back to KSC? I assume that I have to allow them to communicate with a second frequency to do that, thus the above question, but maybe I'm doing something stupid and not realising it. Setting them to allow talking to the Public constellation makes them just scream at every vessel in range and that's not what I'm looking for, so I'm assuming I need direct antennas set to 0 or whatever my Kerbin network is, then the relay antennas to whatever the Mun/Minmus network is?
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[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Raccoon replied to severedsolo's topic in KSP1 Mod Releases
Playing with Probes Before Crew which includes a new progression type Contract Pack but it's still giving out massive fund rewards and tiny reputation rewards which is a shame. Any idea how to fix or adjust it? It's mainly the inner rewards that fail to get adjusted, rewards that you get for completing steps that is. I assume that's why it doesn't work? -
Alright, good to know! Yeah it'd definitely be fun for relays and maybe stations having failures you need to deal with so you can perform repair and maintenance missions, plus it doesn't make much sense for your very first relay sat being able to survive for decades without any issues. With KIS it'd be great fun performing repair missions to relays and stations.
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And back I come with another question How does Oh Scrap work with vessels you leave alone for ages, I assume they just completely break down? Like say if you put a space station around the Mun but leave it there for years, I assume things will still break despite it not being loaded or used? Or a interplanetary mission to one of the OPM planets, by the time you arrive won't everything be broken? I can't tell if there's a way to "shut down" parts not in use so they don't break so I'm not sure how to plan for very long missions.