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SaintWacko

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Everything posted by SaintWacko

  1. Somewhat late reply, but I'm just getting back into KSP after... a while, and the first thing I did was look for ETT. It's the best tech tree out there, and it's going to be very weird playing without it!
  2. Is there any way to have recovered vessels automatically refueled? Getting real tired of recovering, editing, and relaunching a vessel only to have it not take off because there's no fuel.
  3. I'm running into something a little odd here. I'm sure I'm missing something obvious, but CKAN is not showing KCT as available for installation on KSP 1.10.1.2939. I suspect the reason is that MagiCore is marked as only being compatible with KSP <1.8.1. I tried manually downloading both KCT (1.4.8) and MagiCore (1.3.2.3) from the provided links, but KCT is not showing up in game. Is there something else I've missed? Edit: Oh for crying out loud. Ignore this, I'm an idiot. I haven't played KSP in quite a while, and haven't installed mods manually in even longer. I was trying to just drop the zip files in the Gamedata folder, which obviously didn't work. Edit2: Still curious why it's not showing up in CKAN, though.
  4. It's definitely not a ram issue, I've checked that. I'll reinstall it and grab the log next time it crashes.
  5. Is there any possibility of getting the cruise control's autopilot to have Waypoint Manager support? It would be really nice to have the ability to set a destination from the Waypoint Manager menu, or for survey missions, have the aircraft automatically head to the next waypoint once you've completed the current one.
  6. Anyone else been getting a CTD after about 15-20 minutes in flight scene? Through quite a bit of testing, I figured out that the crash goes away when I remove Part Commander, but it doesn't leave anything in the log. It also goes away for a while if I uninstall Part Commander and reinstall it.
  7. Would it be possible to add something to the config where it can be toggled based on launchpad? I love this for my rockets, but I'd rather not have it on my aircraft.
  8. @DMagic Exactly like that! Well, hopefully you have better luck with it in the future! Something like that would be perfect.
  9. Is there any chance of getting the delta-v display in-flight? I'd love to drop KER entirely for these simpler mods, but it's nice to be able to see dv and twr per stage while flying. I also really like the idea of having stage information pinned to the staging area during flight.
  10. Hm, I'll have to tweak the CoM a bit to see if I can fix that. Decreasing the pitch authority by changing one of the control surfaces from pitch/roll to roll only (mostly) fixed the problem, but I had them all as pitch in the first place in an attempt to increase maneuverability at high altitudes.
  11. I've been using this for a while and it just makes planes so much more enjoyable. I've recently managed to make a plane that completely breaks the Cruise Flight Controller, though, and I'm trying to figure out whether it's an issue with the mod, or if I need to tweak something. When the plane has just taken off and I tell it to climb to 20km, it pitches up way too far and flips over. I also tried first pointing it 30 degrees up and then telling it to go to 20km, at which point it rolled over, climbed to 20km upside down, looking like it tried to roll upright a few times, then when it reached 20km it rolled over and promptly spun out and stalled. The third try I climbed to approximately 20km with the fly-by-wire mode, leveled out, then engaged the Cruise Flight Controller, and it immediately pitched up and flipped over.
  12. I do have AirPark Continued, v0.1.5.5. I don't actually see AirPark in my list. It's probably being filtered out because it isn't updated.
  13. I'm having the same issue, more or less. I'm on KSP 1.2.2, and I installed it through CKAN, so it should be on the latest version. If I park an aircraft in the air, go back to the space center, quit the game, restart it, and continue the flight, it teleports down to just above the ocean floor, and the button in the airpark window is to park it, rather than unpark it. It does not, however, get destroyed.
  14. What you'll need to do is download TCA from this thread, and manually copy the AT Utils folder into the Gamedata folder.
  15. Okay, but it was the correct files. I figured that was the case, just wanted to make sure.
  16. The .version file still lists this as 2.0.4 and for KSP version 1.1.2. Am I getting the right download?
  17. I ran across another bug, and this one is a bit harder for me to track down. If you're in the editor, and attempt to simulate, but are stopped by the message that there is no pilot or probe core, then the next time you launch an actual flight, the game still acts like it's a simulation, to the point of having the cost counter in the corner, disabling "Recover Vessel", and making the pause menu the simulation menu. However, if you click "Terminate Simulation" the cost counter goes away and the normal pause menu returns, although the dropdown at the top of the screen still won't appear.
  18. Ah, okay. I wasn't sure which way the problem was going, but I was excited to find something I could use to learn github
  19. I'd just like to start out by saying that this mod is amazing. A combination of the waypoint mode and mouse control makes it so easy to execute a series of waypoint missions and land again. It also is remarkably competent at controlling a wide variety of aircraft without requiring adjustment, which I'm very impressed with. A couple suggestions I'd love to see in it: First, the method for opening the control panel could probably be streamlined. Second, is there any way you could add an option for the altitude hold to be altitude above land/water rather than above sea level?
  20. I'm having an issue with the KRASH configuration. It doesn't seem to be loading any of the configs into the list, instead just setting all the options to 0. I tried manually inputting the default options and saving it, which worked until I restarted KSP, and then it failed to load it back in. It appears to be trying to look in the wrong place for the cfg files. The debug console is spamming this error: [Warning]: File 'C:/Apps/Steam/steamapps/common/Kerbal Space Program/KSP_x64_Data/../GameData/KRASH/PluginData/KRASHCustom.cfg' does not exist Edit: Ah, I think I found the problem. In Configuration.cs you have: private static String KRASH_CFG_FILE = KRASH_BASE_FOLDER + "PluginData/KRASH.cfg"; private static String KRASH_CUSTOM_CFG_FILE = KRASH_BASE_FOLDER + "PluginData/KRASHCustom.cfg"; When in the mod download the PluginData folder doesn't exist, and those two files are just loose in the KRASH folder. After adding a PluginData folder and moving those two configs into it, KRASH was able to find and load the configs. I've submitted a pull request with the references to "PluginData" removed (I think so, at least. I have very little experience with github.).
  21. Oh thank goodness. So many of my fancy plane parts are unlocking out of place right now!
  22. Just curious, is there any way to share funds and science between players, essentially having all players work for the same space agency?
  23. This is by far my favorite tech tree mod I've used, but the sheer number of mods I use means that there are always some parts out of place (MK2 hybrid engines alongside the first, tiny jet engine). Is there anything we can do to help get mods added to the tech tree? If you could give a quick rundown of how to add parts from a mod to ETT, I'd be more than happy to work on that with some of mine.
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