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Comwarrior

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  1. Hello! There is a direct message for you! :D

     

  2. Reporting a bug with version 5.12.1 with KSP 1.6.1. Bug disappears when i remove MFT. When EVA'ing kerbals they float like they are on rails when you let go of the craft. Regardless of whether they are in orbit or on the launch pad. EVA RCS has no effect but to drain the fuel. Bug discovered during my streaming anniversary live stream in which a group of us were running a DMP server with mod pack. Re-downloaded MFT fresh and applied same results. Don't ask what happened when we EVA'd a kerbal on a rover in motion... BTW, tested in SP without DMP...
  3. NOTICE: With permission from Greystork I am now updating this mod. Can a mod / Admin could update the mod index please. Behemoth Aerospace Engineering Large Parts Pack Download from SpaceDock This parts pack contains engines, tanks, and other part categories in three sizes that do not exist in stock KSP, namely 5m, 7.5m, and 10m. Parts are color-coded according to the universal electronic color code, simply because the author is an old RDAF radar technician. Hence, size4 (5m) is yellow, size5 (7.5m) is green, and size6 (10m) is blue. Engines are kept at reasonable thrust figures and are thus not overpowered compared to the thrust/size curve of stock parts. The same goes for reaction wheels. Big spaceships are going to be sluggish, as one would expect. This parts pack contains config snippets from the Community Tech Tree by Chris Adderley. NOTE: As of version v1.3.5, BAE no longer includes the Firespitter plugin, but supports both it and Interstellar Fuel Switch. Either must be installed to enable multi-fuel tanks. In addition, Cross Feed Enabler is required to enable cross feed to radially attached 'Predator' tanks. Recommended mods: Interstellar Fuel Switch or Firespitter - enables multi-fuel tanks. Cross Feed Enabler - enables cross feed to radially attached 'Predator' tanks Community Tech Tree - extends the stock technology tree with lots of new nodes for your favorite parts packs to fill. Kerbal Joint Reinforcement - ensures that your big spaceships suffer less from unplanned rapid disassembly. KSP-AVC - ensures that your installed mods are up to date. Enjoy! Change Log v1.6.1 # Updated supported KSP version in AVC version file # Changed version number to be more inline with KSP version number v1.3.5 ± Fixed engine heat animations ± Updated test subjects to new format. ± 'Predator' tanks now support ModuleCrossFeed. ± Multi fuel tanks now default to LiquidFuel/Oxidizer if neither InterstellarFuelSwitch nor Firespitter is installed. v1.3.4 ± KSP 1.0.5 compatibility upgrade v1.3.3 + Added scaled flag in /Agencies to fix problems with Texture Replacer mod. v1.3.2 ± Converted flag decal to PNG to fix problems with Texture Replacer mod. v1.3.1 ± Fixed visual bug with solar panel arrays. v1.3.0 ± Replaced Firespitter plugin with newer version. + Added parachutes. + Added bi-, tri-, and quad-couplers. + Added docking ports. + Added solar panels. ± Adjusted drag for all things red and/or checkered. v1.2.3 ± Adjusted procedural fairing parameters to better reflect KSP 1.0.4 fairing values. ± Adjusted thermals and drag for SRB nose cones to better reflect KSP 1.0.4 nose cone values. ± Adjusted drag for radial tanks and nose tanks. v1.2.2 ± Fixed KSP version number in version file. v1.2.1 - Deleted Firespitter version file. ± Adjusted engine heatProduction to better reflect KSP 1.0.3 engine values. ± Adjusted SRB thrust and Isp to better reflect KSP 1.0.3 SRB values. ± Adjusted heat shield maxTemp, etc., to better reflect KSP 1.0.3 heat shield values. ± Fixed landing leg piston retraction v1.2.0 + Added 8m landing legs. + Added modular solid rocket boosters. + Added resource ModularSolidFuel, allowing for modular SRBs. + Added large radial decoupler. + Added ablative heat shields. ± Fixed A1 & A2 engine strut normals. ± Fixed A2 engine texture. ± Fixed agency logo loading error. ± Moved nose tanks to correct tech tree locations. v1.1.0 + Added procedural fairings. + Added nose cone tanks. ± Fixed Ajax engine cost. v1.0.3 ± Fixed engine overheat problem. v1.0.2 ± Tweaked engine ISP curves to better reflect realistic payload capabilities. v1.0.1 ± Converted all textures to DDE, so they will load faster. ± Corrected location of version file, so it will actually work. v1.0.0 Release! Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA
  4. I'm still learning BDA but so far i love it and i have streamed my learning process for BDA several times. Quick question since it doesn't seem to have been mentioned though i could be wrong, 105 and it's quiet update has changed the heating system and i know BDA destroys parts by over heating them. Is there any comparability issues with 105, is there a BDA update in the works? etc etc. Also, maybe i've done something wrong, but i seem to have an 8km air to ground physics distance that does not change even if i change the physics distance in the BDA menu. this is kind of annoying when you have 20KM ground radar and long range ground to air missiles. Thanks
  5. Greetings, I encountered something weird during a live stream. I have completely re-orientated my kerbalverse with hyperedit. I believe i have encountered an invisible minmus in it's original orbit. I think it's some remnant stock code. I have highlighted the portion of the stream should anyone with to watch it however i will also describe it http://www.twitch.tv/comwarrior69/v/19768589 So, i jumped to a ship that was on an outbound trajectory from kerbins SOI. as soon as i switched to it, the ship was shaking but i thought nothing of it. I needed to execute a burn and a time warp before the burn. When i tried to execute the burn it told me that i can't warp while moving over the surface. ALT F2 confirmed that it thought i was below the surface of a planet. Save game file said the status of my ship was landed but did not tell me what planet. Thankfully i could still quick load and i found the kerbal alarm clock entry for the previous ship i was piloting. To test if this was the case, i allowed the alarm (KAC) to pass by several minutes before i switched to the same ship and it was not 'landed'. This is the first time encountering anything like this, the people watching in my chat, some of which are quite technical suggested this was a phantom minmus, something still hard coded within ksp. I couldn't see anywhere to report bugs so apologies if i'm posting this in the wrong place. If you need more info, i'll try to help as much as i can.
  6. I have a suggestion for improvement but first i'd like to say I love TCA and it has saved many kerbals from certain death due to various launch disasters. I have a suggestion for an additional mode for the engines. Recently I launched my heaviest ship live on stream... 1.2 Mega ton SSTO Space Station. Due to low frame-rate... Mechjeb was used for ascent. The ascent was fine until it came to circularisation... Mechjeb shut the throttle down and thus the manuver engines did not respond and the thing did not turn over. That being said... i've just noticed a beta version that i'm now downloading... So, I'd like to see and additional mode 'RCS mode' when the engines always operate at 100% regardless of throttle and they only respond to rotation / translation request and NOT attempt to thrust balance. Basically, for those of us that routinely launch 100Kt ships and entire space stations in one go we can then make our own RCS quads with engines. Unless i'm doing something wrong... manuver engines don't respond to translation control requests.
  7. I can confirm it works ok with DMP... nice mod oak... keep up the good work
  8. Hi oak, I've just downloaded it and i'm going to test under DMP for you aswell. But, in sandbox hireing large numbers of engineers is a royal pain, so i am very much looking forward to it. Thank you so very much
  9. oky, i've been working hard to nail down the issue for you... The issue is caused by hyper edit... Spacifically if you alter kerbins rotational speed... I had it set to 0...
  10. Hi, You asked for a click by click explaination... well i went a step further and shot a video for you.
  11. Hi Dmagic and everyone, I'm having an issue with scansat 11 RC6... I can pull up the maps and it shows resources already scanned... However when i launch a craft and try to do any of the scansat scans my game freezes up and intermitantly goes none responsive. Is anyone else having an issue? I do have some crash reports that were generated, but that was when i tried to forcably close ksps window... if they might help? Thanks Modlist as follows: KSP: 1.0.2 (Win32) - Unity: 4.6.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit USI Tools - 0.4 Ambient Light Adjustment - 1.4.2.1 Chatterer - 0.9.1.86 Community Resource Pack - 0.3.3 Editor Extensions - 2.6 Firespitter - 7.1 RasterPropMonitor - 0.19.1 Kerbal Engineer Redux - 1.0.16.6 KSP-AVC Plugin - 1.1.5 NavHud - 1.2 RemoteTech - 1.6.3 SpaceY Lifters - 0.12.2 StageRecovery - 1.5.5 TAC Fuel Balancer - 2.5.1.7 TAC Life Support - 0.11.1.20 Kerbal Alarm Clock - 3.3.1.1 Alternate Resource Panel - 2.7.1 TweakScale - 2.1 USI Exploration Pack - 0.4 Freight Transport Tech - 0.4 MKS - 0.30.1 USI Survivability Pack - 0.3 Universal Storage - 1.1.0.2
  12. Greetings, i would like to register a bug... When setting kerban to be tidally locked the log file starts getting spammed with "ground contact" messages, you can not throttle up and the game believes you are flying (not to mention the earth quake level shaking on the camera). This includes when trying to launch from the launchpad or runway. Also, the tidal lock does not seem to work as the planet still rotates, but i'm not sure if it rotates at a normal speed or not. It would be really cool to have kerban tidally locked to the sun, so if possible can this be investigated and fixed please. If you need someone to help test this, please give me a shout and i'll be glad to help. Thanks Additional: Setting the rotational speed to zero does not cause the above effect.
  13. I'm curently building and testing a mod pack for DMP with a group of other streamers. I'd like to offer my services to test new versions of RT.
  14. Greetings kerbal killers, I'd like to report what appears to be missing textures in FASA 5.31. Here is the extract from my log, i have confirmed the files are missing unless they are still contained in the models... [ERR 16:51:25.049] Texture 'FASA/Props/ASETindicators/model000' not found! [ERR 16:51:25.068] Texture 'FASA/Props/Bolt/BoltCap' not found! [ERR 16:51:25.069] Texture 'FASA/Props/Bolt/BoltCap_NRM' not found! [ERR 16:51:25.171] Texture 'FASA/Props/LM_FuelIndicatorSE/FuelIndicatorInd' not found! [ERR 16:51:25.176] Texture 'FASA/Props/LM_FuelIndSE/FuelIndicatorInd' not found! [ERR 16:51:25.253] Texture 'FASA/Props/LM_Mirror/screen' not found! [ERR 16:51:25.257] Texture 'FASA/Props/LM_Mirror/screen-emissive' not found!
  15. I'm launching 3 live steams as follows Beginners Guide to Customising KSP with CW Simple step by step instructions and explanations to modifying part configs, duplicating parts, grabbing specific parts from other mods and adding in whole mods. Also included is how to read the KSP log file to find errors. Tailored specifically for people that ether have never done it before, too scared to do it or have limited experience. Each week builds experience and knowledge starting right at ground level building up knowledge and confidence to allow you to do more. No special software required, just using your own built in or favourite text editor. Please note: this stream series has already started. Intermediates guide to customising KSP with CW Simple step by step instructions and explanations to advanced adding and modifying parts, streamlining KSP to reduces game crashes and the basics of installing mods. Also included is more advanced how to read the KSP log file to find errors. Tailored specifically for people that have done the basics and want to do more of the funky stuff. Each week builds experience and knowledge starting right at ground level building up knowledge and confidence to allow you to do more. No special software required, however i recommend using some of the more advanced text editors such as the free notepad++ Advanced guide to customising KSP with CW Step by step advanced guide to customising KSP and making it do what you want it to do. Mod the mods like they are your own. It's your KSP... Its YOUR rules! Why settle for standard mods that everyone has? Learn to tear KSP apart part by part and rebuild it's part catalogue the way you want it. Add mods to change the kerbalverse and then... mod the mods to make the kerbalverse the way YOU want it. No special software required, however I highly recommend using some of the more advanced text editors such as the free notepad++ and a good graphics program such as the free GIMP (Graphics and Image Manipulation Program). No subscription or paid service required. No special clubs to join. I do it for the love of the kerbalverse. Note: after parties may happen. Twitch: Comwarrior69
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