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Bit Fiddler

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    Spacecraft Engineer

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  1. I do not have that MM file in my game data folder. I do have a message on load about an error preventing the cache from being saved. I will just send the MM log instead, if this will help. There are a few issues with this install I am trying to track down, so I know there are problems in here somewhere. This is a new install I am trying to setup for a new playthrough, and all these aircraft were built with a previous install and just moved over to this one for testing, if this is any help. https://www.dropbox.com/scl/fi/1ambgj2npcda05rqv82lc/KSP.log?rlkey=qr5qbzzf4tlwoc1o7h15ef6ee&st=v4h016bx&dl=0 https://www.dropbox.com/scl/fi/vyp8bg0bs0w8l7vt8kgk2/ModuleManager.log?rlkey=cp7my876pup5qv45afksxq8n7&st=og644sja&dl=0
  2. I found another issue with SXT. I built a small ultra-light airplane and used the folding wings for it. However, when the wings are attached to the plane the lift indicator is twisted. This causes the airplane to always be fighting to fly straight and level. Is this normal for these wings, or an indication of a mod conflict somewhere?
  3. after installing the consumpter I have many ship designs that cannot sustain the EC draw. I have looked in the PAW and there is no way to enable and disable the antenna. I assume this is because the ship is using an internal antenna, and it is from a mod that you have not made a patch for? Or should this mod already find any antenna defined as internal and reduce the EC usage, or provide a switch? For example, I made a small airplane with two of the mk1 open inline cockpit, and the craft draws 12 EC/second. The only thing that uses EC on this airplane is the cockpits. So, my question is do I have some mod conflict that is making them consume too much power, or do these cockpits need to be added to a compatibility patch? Or is the consumption rate just so high that even a small internal antenna in a cockpit will draw this much power? If it is by design that these antennae draw this much power, how can I adjust the "difficulty" setting on this mod to make it draw less EC? I like the Idea of this mod, but if all my small probes and aircraft will suddenly need reactors or huge solar arrays then it is just too much for me. If it was such that an antenna in an idle state is drawing 1EC or less and only ramps up when sending science, is extended (where possible), or if it is a relay antenna that is actually being used to relay a signal to some remote craft, then I would be much happier with it. But as it is now, none of the alternators on the airplane engines seem to be able to keep up with the EC usage on Direct/Internal antennae in an idle state. And even adding in RTGs or fuel cells is not going to fix it, as they all make around 1 EC/s, and on this example craft it is drawing 12 EC/s. So basically, all my aircraft would need a full-on reactor on them.
  4. Could this be combined with Textures Unlimited in a way that we could apply a base decal with CD, then use TU to recolor and add shaders etc.? Basically, giving us a way to paint the ship in any color and pattern we want just by moving and arranging a series of these decals?
  5. oh, nice! The Kn-2, Bonny and Clyde, some other cockpits I always wanted IVAs for
  6. Any chance to get these wonderful IVAs made for AirplanesPlus mod?
  7. I am getting these 2 errors in MM. [LOG 18:34:33.340] Applying update FreeIva/Mk2Expansion/M2X_linearTricoupler/@PART[M2X_linearTricoupler]:HAS[!MODULE[ModuleFreeIva]]:FOR[FreeIva] to Mk2Expansion/Parts/FuelTank/LinearTricoupler/part.cfg/PART[M2X_linearTricoupler] [WRN 18:34:33.341] Cannot find key node_stack_bottom_01 in PART [ERR 18:34:33.341] Error - Cannot parse variable search when inserting new key node_stack_bottom01 = #$node_stack_bottom_01$ [WRN 18:34:33.342] Cannot find key node_stack_bottom_02 in PART [ERR 18:34:33.342] Error - Cannot parse variable search when inserting new key node_stack_bottom02 = #$node_stack_bottom_02$ Is this something I can fix easily on my end?
  8. on the mfd there is something that says KSPIRC jonnyothan fork not installed. what is this and where can i get it?
  9. I do have firespitter installed, but I can try removing it and reinstalling. Reinstalling Fire spitter did indeed fix the sound issues, and the buoyancy of the floats, so thanks for that. however, the animation of the propeller is still not working. this is what i see in game.
  10. Has something changed that would affect the sound and animation on the propeller engines? I have an aircraft with the "Hornet" engine on it, and I no longer get sound or animation of the propeller. I do have a plethora of mods loaded however, so if this is not a known issue, I will have to start looking for the culprit. EDIT: Oh, and I just noticed this same aircraft uses the floats to make it a sea plane, and the floats do not seem to provide any buoyancy now.
  11. Sorry for the delay... been absent for a while. Anyway, yes, I do use the part and Kerbal pressure limits. Thus, the wrecks spawn in the deep water and are destroyed before I am able to recover them. So i am glad to see you have found a way around this.
  12. The aircraft I fly have no issues landing at KSC, or island Airfield. I thoroughly test them on these 2 airstrips before I ever attempt to use them for a mission. However, all the extra bases I try to land at I seem to land short. I have not done extensive tests on this yet, but I have tried to land at 3 or 4 of the Kerbin Side bases and every time I land short. My thinking is the Kramax way points do not match the physical runway objects. I guess to get a resolution, I need to know do you make the Kramax WP lists, and do you make the physical bases in KK? If not, I guess I need to get with someone else to try and figure out why they do not match.
  13. I assume these contracts come from this mod. They say things like go to a crashed airplane and rescue the crew, and if possible, salvage the wreck. The problem I am having is as soon as I get near the wreck it just sinks to the bottom. And since the crush depth of most (if not all) parts is 400m they just get destroyed, killing any Kerbals still onboard, and removing the ability to recover the salvage. Am I missing something here? These wrecks either need to be made so they stay afloat, or ensure they are always in water that is less than 400m deep. Or if I am missing something, please explain how this is supposed to work. Also, I have seen in the posts for these mods today things that say to load "Kerbin Side Core" is this referring to the one on CKAN that reports max game version of 1.5.9?
  14. Hi, just wanted to suggest a new module for MJ. we need a Ship/Submarine auto pilot. the aircraft one would be fine if there was a click option to enable or disable rudder steering, to switch between turning with roll or yaw. And secondly for subs we need an altitude hold that will allow negative values. On top of this it would be nice for both surface ships/subs, and aircraft, if it could auto steer to the current nav target. So we can select a WP in WP manager, or some other method of setting the nav target, then tell the autopilot to heading hold on that WP.
  15. I am having an issue with Kerbin Side Airfields and Kramax. My plane always touches down short of the runway, it is like the final WP is a few hundred meters short of the runway.
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