Kaput
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Posts posted by Kaput
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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)
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There's not really anything to update, other than the overly picky attachment nodes on decouplers the parts work fine.
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As said you need procedural fairings but the strut connector can be solved by opening the files in a text editor (notepad will do) and using the find/replace to change them all to remove the medium from the name.
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Happens when you try to load a craft that uses parts you don't have installed (the medium struts are from KW IIRC). Can edit the craft files in notepad and remove the medium part from all the strut connectors and it loads fine though.
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Any chance of craft files for the ships in the first post? Totally new to making spaceplanes and wouldn't mind seeing how some of them are put together since this seems like a rather nice parts pack
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Did notice a minor "issue" the alternate service module (with the 4 nozelles) has a much lower cost than the standard one. Not sure if intended or just an oversight.
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The firespitter.dll currently available for 0.24 seems to allow the texture swapping in KSLO to work perfectly fine on 32bit at least, haven't tried 64bit.
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http://www./download/fm4yvd055555ym2/KSO_MechJeb2.zip
It's in the second post of the thread.
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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.
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There any difference between the release in this thread and the other thread?
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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.
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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.
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Orion being able to go to the ISS is simply a backup in case of emergency really. Launching an SLS just for a mission to the ISS would be insane overkill.
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Really stumped on what the issue is, literally copied and pasted the code used by the realchute module manager files to patch the stock chutes with realchutes and it turns the HGR chute/decoupler into..well a decoupler.
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Hmm, my attempt at fixing the realchute thing doesn't actually work. Not sure what's wrong but it just ends up with no parachute on the part.
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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
}
}
}
} -
Apologies, upon retesting with only mechjeb and module manager it seems to work fine in 64bit. Earlier testing had crashing stopping after removing MJ so as has been suggested elsewhere it might be a conflict between MJ and firespitter. No big deal until firespitter gets updated and it weirdly works fine in 32bit. Oh well.
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Log for latest crash: http://pastebin.com/j2SZYTKf
Was no crashes on 32bit but on 64bit it crashed as soon as I tried to add a command pod in the editor. Using the bog standard module manager config (the non tech tree integrated one).
Mods installed:
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32bit seems fine. 64bit crashes pretty much as soon as anything mechjeb related starts up (i.e. selecting a pod in the editor). However also having crashes with other plugins on 64bit so it's not just a mechjeb thing.
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Call me stupid but how do you get Steam to actually launch the 64 bit version? Can do it manually or via the launcher but Steam itself just fires up the 32 bit one.
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The big stock SRB's are a decent fit length wise but they don't really look wide enough. Can always use procedural SRB's to get a better setup
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Ultimately it's Helldiver's mod to do with as he pleases, he wants to make a skin available for a limited time only then so be it.
[1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
in KSP1 Mod Releases
Posted
That part is by design. Use action groups or the context menu (it's to prevent accidental staging).