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Solospirit

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Everything posted by Solospirit

  1. Just saw this mod had been added to CKAN for 1.1....Thought I would give it another try wth my X55...IT WORKS!! YAY!...Thank you very much for sorting this out, very much appreciated
  2. Replicated tyhe ship I was testing last night...It is now working (still with no warp) in normal drive...Pretty sure either I or Squad fixed something from last night...Joys of testing Shot with all right click menus of main components open Forgive the self indulgence...I had to take one "beauty" shot Final Image for now...This one same as the stats one above...but with drive running I noticed no power drain at all when using either drive.
  3. Update. Either something was broken in my instal...or Squad fixed some stuff in their update yesterday. SAS and RCS look to be working properly now..Also the engines look to be working much better...tho may need some tweaking. I'm thinking something was missing in my instal...because I clean installed and added hyperedit, mechjeb, KER alongside KIS/KAS and the warpship. ( I wanted better info on stats and a way to easily move a ship to orbit.) So...basic functionality is there...we can build a ship and fly it in space...and control it as we are doing so. Next test is in my full modded instal...just updated to the latest build this morning...See if it was another mod breaking th8ings
  4. I don't see a major problem with going to RoverDude's warpdrive system...It would actually probably make both the mods more desirable having them work together. I tried to get a Warpship flying (just normal flight, not warp) last night, and both the engines I tried from the mod were unusable. Very low thrusts, and seemed to thrust off access, causing the ship to tumble even using SAS and RCS. Also the power drain of the QV drive very quickly drains even the large reactor in the parts.. I think the instability under thrust might be that the reaction wheels and SAS are not working in the mod parts...(I have seen something like this with the USI Honeybadger parts) I shall try a build today with stock parts that test out as working. I think the power usage and thrust outputs are just a matter of tweaking the configs of both. Let me know if there is anything else I can be testing out for you...I have not tried RoverDudes warp prts yet either...so will have a go and see how they work...I think his Alcubierre drive rings are a lot smaller. Nod...there was a real mix of working/present but not working/ missing functionality in the parts...pretty much as expected considering I did wonder about the command pod interior...that was a really nice feature of the original mod.
  5. Ok...In a stock instal...only other mods are KIS and KAS. I did a quick build and opened all the main right click menus he
  6. First look...Everything seems to be there and in the right folders...Parts look good with no obvious glitches. No doors or interior for the command pod, but I can understand why (and it may have been taken out of the mod a while back...I don't know ) Functionality is mixed, as expected. The main Alcubierre ring has no right click options in VAB or launched....It does have the warp bubble field indicator...but no toggle for it...so it is on permanently. I need to put it in a stock 1.1 release instal...since I do have quite a few mods that may be conflicting with this...Including RoverDudes standalone warpdrives. Great start tho:)
  7. Yep..Looks like that is the culprit for sure...Phoenix Industries Rover and AV have the same issues and i linked to that thread on -ctn-'s.
  8. Browsing the forums..and keeping an eye out for any other reports of this issue. I found this in the pre release modding thread...if you have not seen it , it may help your troubleshooting when you get 1.1
  9. Thank you...Just downloaded, and will give it a test in 1.1 later today.
  10. Yeah...Changed or broken for sure I think I recall Roverdude saying he had to move his airlock on the Karibou rover too...But i need to check if that was for 1.0.5 or 1.1...He def had to move it for some reason tho. Glad to help...Its way better little glitches get identified now than after 1.1 gets its full release Edit...I checked RoverDudes thread on the karibou...and, if he did make a change to the airlock, it was before his 1.1 release.
  11. Posted to the Buffalo thread...but this might help you also.... I had just exited and Bill is hung in mid air from the ladder...not moved at all...with no options at that spot
  12. This might help... Had just hit the EVA button...and exited
  13. I just checked the mod too...With similar results...also I had found a very similar issue with the ARES Rover and Ascnt Vehicle from Phoenix Industries. I explained it as best as i could there.
  14. The Buffalo from Angel-125 also seems to have the same issue...I just noticed it posted on his thread, and downloaded and tried it myself...very similar issue.
  15. Not that I have ran into so far...I did test most of the other rover mods..all seem to work fine. Anything I can help with to give you a better idea of what is going on?
  16. Look for, and temporarily remove the folder RcsSounds from your gamedata folder....I was having the same problem...and it seems like this add on effect is trigerring it. I took the folder out , and RCS is back to useable for me now.
  17. Having never used the mod before...I am testing it in 1.1, whilst checking the manual as I go...Everything seems to be working fine so far...I am having some issues, but pretty sure I just need to configure things properly, rather than them being problems with the mod So far I am impressed...thanks for this, and for all the hard work getting it sorted for 1.1...much appreciated
  18. Hi...I figured I would do a quick check in 1.1 of this as well as the rover i reported on earlier Looks good, supplied ship model works with no issue that I could find in flight. Problems again with EVA tho. Crew exiting from either hatch position are ejected , rather than stepping onto the ladder. There is no way to board at either hatch, eg. you can climb the ladder in the descent stage, and get to the airlock door there, but no action appears. (checked against the same actions in 1.0.5) Crew transfers are working fine, as is the IVA view. So...looks great for 1.1 except for crew access from EVA
  19. Working fine so far using the provided sample rover...I did need, and probably still need, to fine tune the wheels a bit...But since these are stock and not part of your mod its fine.....also...one heck of a fun rover in 1.1...its very stable...and pretty fast, but it is twitchy and spins very easily...not a problem..a feature!! Tried to crash it, and its holding up fine...So thumbs up in 1.1 so far...Thank you ...This was in KSC in the 1174 release of 1.1...not tried it on another planet (yet) will up date if I find any issues. Edit I may just be bad at navigating my kerbal...but Poor Jeb got stuck in the front wheel when exiting for an EVA (had to move him around quite a bit to exit,...at one point he and the rover parted company...and both ended on their backs :)) Getting out was difficult...I have yet to be able to climb back in...I may be able to do it with a low g world or a gravity hack...but , with the wheels in place...you cant get to the ladder, and thus to the crew hatch...Im going to try it with landing legs instead of front wheels...try to see where the issue is. Okay...tried pretty much everyway I could think of...I cant get back inside (F to climb comes back up...but no where I can find gives me the B to board option) Jeb and I had fun trying tho https://goo.gl/photos/RUxKrx5apP4suXAB8 Last Edit...Just to make sure it was not me ...I loaded the rover up in a 1.0.5 instal...and had no issues with getting into or out of the rover at all...so very likely something did change in 1.1
  20. Windows 10 and KSP 1.1...I also had the glitchy textures issue on the larger tanks. I ran through the troubleshooting guide that you linked too ( learning my way around my KSP instal and mods much better whilst testing 1.1...:) ) The fix I found was Interstellar Fuel Switch ...I needed to update that to 1.19 from (I think) 1.17. The troubleshooting guide was a great help So just a quick thank you note for the mod and the support getting this up and running on 1.1, and a heads up if anyone else has the same or similar issue.
  21. I had the same issue...parts not showing up after a CKAN instal....i can confirm that copying the TacLib.dll file across fixed this issue...Thanks!
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