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Kaput

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Posts posted by Kaput

  1. Yeah im using the latest version and I saw something on my other mod the IXS enterprise that has a main door with in .25 had an option to open but now that option is gone also which is weird

    Sounds like firespitter is missing or wrong version. Theres a 0.90 compatible dll in the firespitter thread (and probably been linked in here)

  2. The supplied craft files don't work properly with the mechjeb on all command pods module manager file, quick searching has suggested this is due to a Squad bug as MM patches the configs then some Squad thing breaks them.

    Obviously not expecting a fix if its a Squad bug but thought it worth pointing out in case others are affected.

    Can be worked around by either creating the ship from scratch or editing the craft files in notepad to add in the correct mechjeb related modules.

  3. I could be wrong (will be doing more testing soon) but with the changes you made to the G120 a Soyuz style ship (like the included soy-juice craft) gets into space with a little too much fuel. In older versions the 2nd stage would be dumped while circularising allowing the service module engine to finish it off (leaving the second stage to re-enter and be destroyed). With the buffs it seems capable of getting a stable orbit before the 2nd stage runs out of fuel.

    No biggie but thought it was worth mentioning.

  4. Has any one had luck with the latest MechJeb2 working with Firespitter?

    Getting KSP to crash either in the SPH/VAB or shortly after loading when I have both of these installed. I'm using Snjo's preliminary 0.24 build of, https://github.com/snjo/Firespitter/blob/master/For%20release/Firespitter/Plugins/Firespitter.dll?raw=true

    Removing MechJeb allows me to load just fine.

    For me its perfectly fine in 32bit but same crashes as you in 64bit. Mechjeb works fine in 64bit on its own.

  5. In theory the following code should fix the parachutes to work with the new version of realchute, it's basically just the config used to patch the stock chutes edited with a couple of the figures for the HGR realchute config (deployed diameter mainly).

    Haven't actually tested it yet but it should work, just replace the existing code in the realchuteWIP.cfg file with this:

    @PART[InLineChute]:AFTER[RealChute]:NEEDS[RealChute]
    {

    maximum_drag = 0.32

    !MODULE[ModuleParachute]{}

    MODULE
    {
    name = RealChuteModule
    caseMass = 0.3
    timer = 0
    mustGoDown = false
    cutSpeed = 0.5
    spareChutes = 5

    PARACHUTE
    {
    material = Nylon
    preDeployedDiameter = 2
    deployedDiameter = 40
    minIsPressure = true
    minPressure = 0.01
    deploymentAlt = 700
    cutAlt = -1
    preDeploymentSpeed = 2
    deploymentSpeed = 6
    preDeploymentAnimation = semiDeployLarge
    deploymentAnimation = fullyDeployLarge
    parachuteName = canopy
    capName = cap
    }
    }

    MODULE
    {
    name = ProceduralChute
    textureLibrary = StockReplacement
    currentCanopies = Main chute
    }

    EFFECTS
    {
    rcpredeploy
    {
    AUDIO
    {
    channel = Ship
    clip = sound_parachute_open
    volume = 1
    }
    }

    rcdeploy
    {
    AUDIO
    {
    channel = Ship
    clip = sound_parachute_single
    volume = 1
    }
    }

    rccut
    {
    AUDIO
    {
    channel = Ship
    clip = RealChute/Sounds/sound_parachute_cut
    volume = 1
    }
    }

    rcrepack
    {
    AUDIO
    {
    channel = Ship
    clip = RealChute/Sounds/sound_parachute_repack
    volume = 1
    }
    }
    }
    }

    @PART[InLineChuteSmall]:AFTER[RealChute]:NEEDS[RealChute]
    {

    maximum_drag = 0.32

    !MODULE[ModuleParachute]{}

    MODULE
    {
    name = RealChuteModule
    caseMass = 0.1
    timer = 0
    mustGoDown = false
    cutSpeed = 0.5
    spareChutes = 5

    PARACHUTE
    {
    material = Nylon
    preDeployedDiameter = 1
    deployedDiameter = 25
    minIsPressure = true
    minPressure = 0.01
    deploymentAlt = 700
    cutAlt = -1
    preDeploymentSpeed = 2
    deploymentSpeed = 6
    preDeploymentAnimation = semiDeploySmall
    deploymentAnimation = fullyDeploySmall
    parachuteName = canopy
    capName = cap
    }
    }

    MODULE
    {
    name = ProceduralChute
    textureLibrary = StockReplacement
    currentCanopies = Main chute
    }

    EFFECTS
    {
    rcpredeploy
    {
    AUDIO
    {
    channel = Ship
    clip = sound_parachute_open
    volume = 1
    }
    }

    rcdeploy
    {
    AUDIO
    {
    channel = Ship
    clip = sound_parachute_single
    volume = 1
    }
    }

    rccut
    {
    AUDIO
    {
    channel = Ship
    clip = RealChute/Sounds/sound_parachute_cut
    volume = 1
    }
    }

    rcrepack
    {
    AUDIO
    {
    channel = Ship
    clip = RealChute/Sounds/sound_parachute_repack
    volume = 1
    }
    }
    }
    }

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