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Megafly

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Everything posted by Megafly

  1. I am still getting the exception error when trying to install Atomic Age, on version 1.8.2. I can provide logs and screenshots if u want, but is the same scenario of one forum page back. Edit: found this on error window, might be useful: "The following inconsistencies were found:HotRockets requires a version between 7.9 and any version inclusive.. However a incompatible version, 1.0.2, is in the resolver at CKAN.RelationshipResolver.ResolveStanza(IEnumerable`1 stanza, SelectionReason reason, RelationshipResolverOptions options, Boolean soft_resolve)" Mega
  2. Thnx for the clue, man, gonna try the dev version and see if it improves the issue. Edit: no luck. I have been tinkering with the 3 compatible versions (for 1.0+) so far built by ferram4 and all behave the same way: the numbers about external forces (pressure, temperature, etc.) work fine, but those that should be calculated by FAR (elevation, drag, reynold, etc) are all 0 or NaN. As far as I can tell, the voxel model is not built, as all SPH procedures (simulate and so on) are irresponsive, I click the buttons and nothing happens.
  3. Do you guyz have FAR really working? Cause after I installed the unfixer, the FAR menus are showing up on VAB and in flight, buttons in toolbars, options on parts GUI, etc., but the mod itself isn't calculationg anything. No control surface responds to control inputs, and the numbers in the menus (speed, forces, etc.) are all zeros, and no sign of updating when the airplane/rocket is fired up. So, anyone got FAR really doing its magic on Win64? If so, did you change anything in the config or had it recompiled? Mega
  4. jsimmons, any ETA of a pre-version of 10x? I've got all my mods installed, just waiting on that one to really start playing KSP again.
  5. Yeah, after checking on CKAN, it says they are conflicting (RF and MFT). So I removed MFT and replaced it with RF via CKAN, and it does what I need (compartmentalization of tanks), plus cool engines on several fuels. Sorry for the goofiness.
  6. I tried to use RF with MFT along, and the Stockalike configs (which seems to be updated to RF 8, not 10). However, when I install RF, MFT starts showing twice entries for every tank: mass, UI buttons, etc. It would be just a nuissance, but the fact is that mass was accounted twice, and my rockets/planes were getting very, very heavy. Also, MFT was not showing the cool fuels RF needs (Kerosene, Ethanol, etc.), and had only the stock options (liquid fuel + oxidizer), so no rocket would work due to "deprivation of whatever fuel". I pulled off all mods from my Gamedata and followed the rules for installation of MFT + RF, and could thou confirm that when RF was in, MFT went nuts. So, right now I have only MFT for control of tanks' contents over stock game, but it feels wrong. Like having a muffin with no toppings. Any clues what I am doing wrong?
  7. I use this mod for the 10x Kerbol. However, since 10x is like "a mod of a mod", I should wait for a final stable fault-proof version of RSS to be out, right? Or can I start messing around with it right away? Like, I was checking on 10x Kerbol and it brings its own pre-configured RSS, and I don't know if I can do that myself with RSS at the current stage (config it by myself only for the size of celestial bodies), probably not. Has anyone tried this? Any clues how to get only 10x sizes from current RSS implementation? Thnx.
  8. I installed this mod and got it running, however I have a few issues that I don't know if they are real bugs or something expected for a wip beta release. For visuals I am using EVE with Better Atmospheres and max res textures. 1) The textures from Kerbin are showing many glitches, specially on the shores (dirt and water overlapping themselves very quickly when seen from far) and on KSC view (every build seems to have double textures "fighting for space"); 2) The clouds, when seen from below are ok, but when seen from far above they create circles that are transparent inside and opaque outside. These circles don't change with camera angle, they are really rendered on the planet, and although generated on cloud levels they intercept parts of surface with high altitude; 3) The shadows of radial parts of the ship, when cast over the ship itself, start to flicker badly depending on the angle of the camera; 4) I am bulding 12k+ m/s delta-vee rockets to get Jeb in orbit. 8-O None of these were seen on the stock version of my game with the same mods (FAR, Deadly Reentry, EVE, BAtmospheres, etc.), and if these are actually bugs (except #4, of course), I could provide pics, logs, version of mods, if necessary. Other than that, very nice mod, giving the challenge of putting kerbs in orbit with more than just some glorified pepsi+menthos rockets. Mega
  9. I vouch for both reports from Barclone. I got the same problems, MJ not showing deltaV on launchpad (but doing ok on VAB), and no control at all from SmartASS (interface window responds to clicks, but no actual steering commands seen on ship).
  10. I have installed RT in 0.24 and noticed some weird behavior on transmitting science data, like transmission of 1.5 science points (Crew Report from launch pad, 100% valeu for xmit) showing "0.1 Science data transmitted" on message log and 1.26 Science points in Lab research report for the same event. I have removed my addons one by one and pinpointed the problem to RT2. A bug? Anyone seen this before? Should I trash the antennaes and bring those reports written down in a space napkin every time?
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