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UnanimousCoward

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Everything posted by UnanimousCoward

  1. So it seems like nuFAR and SR don't get along very well. SR's fins don't lower the CoL anywhere near enough to be stable with FAR installed. Tilted fins also impart absolutely zero spin. Result: rocket flips out after 500 m and gracefully spins end over end into the ground... I may have to play around with increasing the lift on the fins and see if that helps...
  2. Damn, man. I suggested QuickBrake what, two days ago? Impressed. Look forward to trying it out. Rep points for you, my good man!
  3. Hey Proot, Seeing as how KittopiaTech seems to be dead these days and e.g. Outer Planets Mod has switched to using Kopernicus, are you planning to switch to Kopernicus for Jool's rings?
  4. All the sounding rockets are uncontrollable - they're fire and forget. You can't steer them. Minor control over flight direction can be achieved with careful balancing of the payload, rotating the craft in the VAB, and/or with the launch sticks. Fins provide stability by lowering your centre of lift, preventing your rocket from flipping over in flight. Given that you can't control the rockets anyway, proper navball orientation isn't important. If it really bothers you, though, you could try rotating the entire craft in the VAB by 90°/180°/270° and see if that lines things up.
  5. Cool. Feel free to hit that rep button - - - Updated - - - Not yet, I don't think. Scart91's working on one, though.
  6. Remote Tech is updated now. Personally, I'm waiting on this, FAR, and the remaining Near Future mods before I start a serious career. (KAX, B9, KW, KSPX, MkIV spaceplane, EVE, Scatterer and the new KSPRC would all be nice as well...)
  7. http://forum.kerbalspaceprogram.com/threads/60961-BROKEN-0-90-TextureReplacer-2-1-2-(20-12-2014)/page178?p=1642482#post1642482 OR http://forum.kerbalspaceprogram.com/threads/60961-BROKEN-0-90-TextureReplacer-2-1-2-(20-12-2014)/page179?p=1643285#post1643285 Both are included in the list on the first page of the thread, by the way. - - - Updated - - - That can happen if you replace a sharedassets file. Are you using KSPRC, Better Atmospheres or one of Astronomer's packs? They include replacement sharedassets9.assets files for 0.90, but they won't work in 1.0. You'd need to restore the original sharedasset9.assets file to get it working again. If you're not using one of those packs, then I'm not sure what could cause it.
  8. Hi magico Not sure if this has already been reported, but I seem to have encountered a bug. Looked through the last 5 or 6 pages of the thread (up to the last release) and didn't see it mentioned. I was playing in sandbox with KCT disabled for that save. Quit out of that, then started a new career game. The usual KCT box at the start of a career didn't pop up, so I checked the settings. "Enabled for this save" was set to "disabled". I enabled it, went to spend my 15 upgrade points, and was quite surprised to see I had 45 upgrade points. Seems KCT might be a little mixed up about what save I'm in? Playing on Linux 64-bit if that makes any difference. Logs are here if they're any use. The ones that start with "min" are from a minimal install with just KCT, Stage Recovery and Module Manager where all I did was start two new games to reproduce the bug. The others are from a moderately modded game (anything less than 100 mods is moderate to me). Same effect in both.
  9. Yes, you need to download a texture pack - or several. There's a list in the OP.
  10. You should be able to use KSP4DDS (on Windows) or img2dds (on Linux) to easily convert them to DDS format.
  11. Cheers for the update. Doesn't work with nuFAR, though, as I guess you already knew. Toolbar button appears fine, but no data. Get this error in the log: NullReferenceException: Object reference not set to an instance of an object at KerbalFlightData.DataFAR.GetFARData_Internal (KerbalFlightData.Data data, .Vessel vessel) [0x00000] in <filename unknown>:0 at KerbalFlightData.DataFAR.GetFARData (KerbalFlightData.Data data, .Vessel vessel) [0x00000] in <filename unknown>:0 at KerbalFlightData.DataSources.FillDataInstance (KerbalFlightData.Data data, .Vessel vessel) [0x00000] in <filename unknown>:0 at KerbalFlightData.DMFlightData.LateUpdate () [0x00000] in <filename unknown>:0 Full log's here, if it's any help before the official nuFAR release. (BTW, in case it was your problem, you need to have Modular Flight Integrator installed for nuFAR to work.)
  12. Might be better to ask in the Collision FX thread - there was a similar issue with stock gear, which got resolved.
  13. Try landing a probe on the far side of Minmus with just a simple Kerbin relay network. Or sending a probe to Duna to do some science.
  14. Hi Malah You still taking ideas for new QuickMods? How about a mod that automatically enables the parking brake on craft when they're launched from the runway?
  15. Last craft I built with wing strength at 0.5 destroyed itself immediately upon takeoff due to aerodynamic forces. Setting wing strength to 0.75 let me fly it to orbit - a first for me. Course, it's probably because I'm doing something wrong. That's usually the case...
  16. As far as I know, that's the WIP overhaul version. (Thread's here.) It's pretty buggy right now and isn't meant to actually be used yet.
  17. It may depend on your graphics card. Runs fine for me with an nvidia card, but I think some people with radeon cards have had problems.
  18. It'll be in one of the sharedassets files in KSP_Data. You can use Unity Assets Explorer to extract files as DDS. - - - Updated - - - Pimp My Kerbals has tons of visors IIRC. Either that or the GreenSkull mega pack.
  19. Smart Parts has a fuel vent part that can be activated through staging. (Link to post with updated version.) If you use two of the horizontal ones in symmetry, the forces are balanced. Although you did say you wanted to avoid an extra mod...
  20. Workaround is to save and reload the craft. Can be avoided by setting reflections in TR to "static.
  21. Running ATM? In my experience, just keep trying to load it, it'll get there eventually...
  22. Pretty sure they mean the dev version of FAR.
  23. Cool idea. Just wondering if it would be better to use Texture Replacer or Module Manager to replace the textures rather than overwriting them.
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