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Everything posted by RW-1
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Interesting ... might still be good for tweaking in orbit ... You do what you can, and it's good enough
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No worries, I figured it is my own fault, while napping (in which I do my best thinking, just kidding), I figured I must plan my modules better, now that there are more complexities to contend with, such as having each PMA with a CBM on the nodes, (I mean in real life there's a door on the node to the PMA, so ...)
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Sweet looking stuff! Another question, but luckily this one is more about station building, so is there a way for me to disconnect parts already joined? I'm thinking that I'll be relocating a PMA on my ISS later, but I hadn't used a coupler on Unity (Node I). How do you guys approach this aspect? I'm likely going to have to reinstall this to get it "right" but no biggie, thoughts? Advice? Thanks all!
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Well, let's not get testy on it, it is frustrating, but like I sad just before, I found the magnet works on the CxAero Grapple point, so if you have that parts pack, try that!
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I found if I use the CXaero grapple point, I'm good, but not with the one that comes with the arm itself.
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[DEV HALTED][1.3] CxAerospace: Stations Parts Pack v1.6.2 [2017-5-24]
RW-1 replied to cxg2827's topic in KSP1 Mod Releases
That's too true, especially when one begins modding, thanks again! -
[DEV HALTED][1.3] CxAerospace: Stations Parts Pack v1.6.2 [2017-5-24]
RW-1 replied to cxg2827's topic in KSP1 Mod Releases
I'm learning the hard way ... That worked! Thank you! -
[DEV HALTED][1.3] CxAerospace: Stations Parts Pack v1.6.2 [2017-5-24]
RW-1 replied to cxg2827's topic in KSP1 Mod Releases
Damn, this is frustrating. Using Space shuttle system, none of the CX parts wish to attach to nodes within it's cargo bay. Trying to install a Unity module, have offset a decoupler to allow centering of the module itself in the bay, but the part just rotates all over without "snapping" to it. Any thoughts? -
Hello, Nice work! A question, on the Soyuz, My engines are always showing flames/plumes, even when off. Might you know of the cause? I believe it to be those engines only, others seem ok. Latest SSTU in use, KSP 1.3.1
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I'm stupid as well, until I get the hang of this. EVE and SVE installed, my city lights seem layered, and I have a screenshot attached. Double city lights png I know it must be a duplicate of configs somewhere, and I have tried removing various files/folders to obtain better results, all have failed me. Any assistance would be welcome, I'm on 1.3.1 and can supply more info if requested.
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SI; This is wehat I ghot concerning the "Docking: camera from MOARdV, wor what it's worth: " The docking camera in RPM is a special-case camera. In a conventional RPM camera, you provide a transform, and (optionally) rotation and translation components to configure it how you need. For the docking camera, RPM searches the part for a transform named 'dockingNode'. If it finds that transform, it uses it for the camera location. If there isn't a transform with that name, RPM simply grabs the root transform (I believe) of the part. There aren't any knobs you can adjust to move the docking camera around, either, so it'd require model changes to support RPM docking cameras. You *could* add a conventional RPM camera to the part and adjust it to where you need it, but it would not work for a docking camera without also editing the MFD config. FWIW, this will not be a problem in MAS, since every camera has to be specified. I'm hoping to have a major update for MAS in the next week or two, although there's only one IVA currently available for it (and it's not an SSTU capsule)." So again, if it isn't something that I can edit and p[lay around with myself, it's no biggie to me, there are always workarounds Have a great holiday!
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MOAR, I appreciate the time you took to reply / explain. I'l pass onto Shadow Image, and also look at it, no biggie, may even try MAS once completed/updated! Have a great holiday!
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MOAR, Another question, I asked on SSTU ... Using SSTU capsules and RPM, ASET props, the docking view camera seems to be showing the back of the docking port no matter what I do. Shadow image seemed to think it is the model or config, thus: "Likely the RPM camera position/config is configured incorrectly. Could be either in the models, or in the config. Generally the SSTU parts with built-in docking ports -should- have viable docking camera transforms. But I don't use RPM, so they have never been tested. (nor do I have any way to know if they were 'fixed' if I were to adjust them).Sadly, not sure what to tell you on this one. Short of someone taking a look at the models who also knows about RPM, it is not something that I'll be working on. If someone can tell me exactly what needs to be done (e.g. move 'transform XXXX up 0.15m on X axis), I can likely get it fixed up, but I do not have the time or patience to find/download/setup RPM just to test a feature that I will never use and have no interest in." I'm willing to test if the transforms can be adjusted, which is not something I believe I can try. Thanks.
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SI, I wouldn't expect you too if it is within RPM. I could go there to ask, but it's no biggie in my mind, was just getting spoiled by the IVA docking cam. Could place an external and go that route as well. No worries.
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My apologies, I must have missed where he said it was affecting performance, I was just referring to removing all the parts (parts folder) for what he may not want to use in the VAB. Sure leaving all those textures that have to load would still kill it, kinda glad I updated my rig last year. I have another stupid question, for the docking cam in RPM on the SSTU capsules, I'm only seeing the metal back texture of the built in docking port, or if a custom port install that SSTU docking port, possible solution? I know it must be another simple thing I'm missing. But overall I'm re-loving KSP with the transition to IVA and the wonderful cockpits by ASET!
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Yes, you can remove parts from the mod, I believe in legacy, the first post talks about it in relation to just using for other mods without it's parts...
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MOAR, Oh thank god! I'll try reverting, I though I got myself into an irreversable mess, with all that I've installed lately I can live on a stable release of MJ, that's no issue ... will report back. UPDATE: You're my hero! Ahh, I'm glad I didnt have to go back to the beginning and start over to determine if some other install borked it. It'sa back on my mark 1-2 with aset 3.0 IVA, so I suspect it whould be good across the board ... Thanks, this had been bugging me for a few days now ... and great work by the way!
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Hoping I can figure out what I messed up. 1.3.1, latest mechjeb (MechJeb2-2.6.1.0-768) and RPM (RasterPropMonitor.0.29.2) integration. Hitting the auto section of my monitors I get the dreaded SmartASS/MJ Control mechjeb autopilot not found, but ... but it is there, I have the tab I can go onto to use mjeb, , and the module is installed on the spacecraft. I used to have these working, but now it's gone from every spacecraft, even my SSTU ones which include mechjeb into the module. Thanks beforehand. I can respond shortly to any more information requests, in the meantime I may create another KSP folder and begin with just mjeb and RPM to eliminate any other mod that may be causing (don't think so but you never really know ...)
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MechJeb Not working with KSP 1.3.1
RW-1 replied to techgamer16's topic in KSP1 Technical Support (PC, modded installs)
Hoping I can figure out what I messed up. 1.3.1, latest mechjeb (MechJeb2-2.6.1.0-768) and RPM (RasterPropMonitor.0.29.2) integration. Hitting the auto section of my monitors I get the dreaded SmartASS/MJ Control mechjeb autopilot not found, but ... it is there, I have the tab I can go on, and the module installed on the spacecraft. I used to have these working, but now it's gone from every spacecraft, even my SSTU ones which include mechjeb into the module. Thanks beforehand. -
[DEV HALTED][1.3] CxAerospace: Stations Parts Pack v1.6.2 [2017-5-24]
RW-1 replied to cxg2827's topic in KSP1 Mod Releases
I had the latest of each, will relook at it and report if necessary. Thanks! -
Ok, I knew it was something I had installed, not a big deal to me as I can live without TextureReplacerReplaced... Will try removing that later today and report back if I have anything else. Overall I'm new to modding ksp, was getting SSTU and cxaerospace parts together to work in space shuttle system to build out a station on orbit. Exciting stuff! I do love the flexibility of your parts to modify textures and shapes while in the VAB to experiment with design. Thanks so much! Related, I'd also like to see the truss/solar panel piece scalable if possible (very nice! Was looking for a SARJ to go on a truss... ), right now it's just a tad bigger than my shuttle cargo bay, causing an explosion when I release it while grappled for on orbit release...
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Hello, I'm really enjoying this mod so far! A simple question though, I textured my lab module silver with the x's on it, in orbit I find it is "flashing" the reflections or something I'm not aware of is changing every few seconds or so, is anyone aware of what may be my issue with that occuring? And if so how to stop? Thanks beforehand.
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[DEV HALTED][1.3] CxAerospace: Stations Parts Pack v1.6.2 [2017-5-24]
RW-1 replied to cxg2827's topic in KSP1 Mod Releases
Nice mod! I love the realistic parts visuals and APAS is the best I've seen. I truly mean it, these are the parts to have to generate a terrific looking station, no offense meant to others out there. Questions, more of a use than issues. 1.3.1 ... I'm using space shuttle system, and running into issues trying to use these parts. - But how do I go about attaching the cxaero parts to the bay? It doesn't want to align and attach. - Do I use the cxaero grapple or the one that comes with the canadarm? - Can I use the APAS from Cxaero as well? I note the default APAS attached to the docking parts included with the mod, but nothing separate I can attach to modules, or I'm blind ... That's enough to chew on for now, launching Unity this PM .... hehehe ... UPDATE: Well strike that, don't know why, but now when on the pad, when physics eases in, its a crapshoot as to if I blow up, and the error is related to SSTUreflectionprobe ... I'm not sure how to correct this. Other dumb questions - how does one get a truss started on top of a module? (would like to get started building out, hence my shuttle selection but running into issues loading modules into it, see above) - Cant release canadaarm from the grapple, magnet off and unlocked, but it just sits there, ugh. Anyone with experience care to assist a newb to the mod scene? Thanks!