marchingknight11
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Everything posted by marchingknight11
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Oh I see now. Yea that does appear to be the case. I think I'll hack it together. I'm willing to forego that little bit of realism. My engineers decided to add the hatch to the floor themselves :-).
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I'm having a problem with Connected Living Spaces and this capsule. For some reason, it has no problem if a CLS passable part is connected to the top node, but if it's connected to the bottom node, I can't pass it.
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[1.11] RemoteTech v1.9.9 [2020-12-19]
marchingknight11 replied to tomek.piotrowski's topic in KSP1 Mod Releases
Thanks. I use MechJeb for many nodes, but I need RemoteTech to be able to execute nodes when I have no connection, such as establishing an initial relay around another body. That almost always involves at least 1 burn on the dark side of the body. I did just experiment and I noticed that in the beginning of the burn, the vessel diverts slightly from the maneuver node, which probably explains why at the end, the node isn't hit exactly. I'm not sure why that's happening though. My thrust vector goes through the center of mass. Apparently the Communotron DTS-M1 isn't physicsless. That's my problem. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
marchingknight11 replied to tomek.piotrowski's topic in KSP1 Mod Releases
I'm having an issue with the flight computer. When I execute a maneuver node, it will execute as expected, but when the maneuver node gets down to 0, instead of killing the maneuver node and stopping thrust, the thrust maxes out again and it overshoots the maneuver node. I can't cancel the command manually, when I click the [X] nothing happens. It doesn't always happen, but I haven't figured out what causes it. I've double checked my other mods and I can't find anything else active (like MechJeb) that could be interfering. -
Is there a way to disable certain contract types? For example, I don't really enjoy helicopter missions (mainly because I am really bad at building helicopters that are flyable) so I'd like to be able to turn off those missions so that I can get some of the other types offered.
- 1,046 replies
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- contract configurator
- contract pack
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Kerbal Construction Time/StageRecovery Dev Thread
marchingknight11 replied to magico13's topic in KSP1 Mod Development
I'm having an issue with part inventory. In short: it doesn't seem to work at all. When I recover a vessel then go to build the exact same vessel it takes the same amount of time to build as the first time. Is there something I have to enable? I haven't been able to find any setting or anything other than a modifier for inventory parts. I also remember a long time ago there used to be an actual list of parts in the inventory but I don't see that anymore. -
[1.2-1.7] Blender (2.83+) .mu import/export addon
marchingknight11 replied to taniwha's topic in KSP1 Tools and Applications
There is nothing listed in the User category. -
[1.2-1.7] Blender (2.83+) .mu import/export addon
marchingknight11 replied to taniwha's topic in KSP1 Tools and Applications
@TheRagingIrishman Can you be a little more helpful? Copying the files to the addon directory does nothing and googling "how to install blender addon" tells me to open the file in User PReferences, but that also doesn't do anything. Can you give us a step-by-step? -
I'm having trouble with the rover. In fact, all the USI rovers seem to have a problem where the wheels don't work. I attach them and the right click menu shows that the motor is running but the rover doesn't move at all.
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I'm having trouble with the rover. In fact, all the USI rovers seem to have a problem where the wheels don't work. I attach them and the right click menu shows that the motor is running but the rover doesn't move at all.
- 1,473 replies
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- parts
- construction
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[1.12] Extraplanetary Launchpads v6.99.3
marchingknight11 replied to taniwha's topic in KSP1 Mod Releases
I'm having an issue with the toolbar button disappearing. This was addressed back in October to have something to do with Contract Configurator, and was supposedly fixed, but I'm seeing it again. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
marchingknight11 replied to tomek.piotrowski's topic in KSP1 Mod Releases
Is it possible to set a range multiplier to something bigger than 2? The slider only goes to 2, but I have SigmaDimensions installed and set to 2x scale, 3x distance, so I want the ranges to be scaled to 3x normal. -
I'd like to see a version of this that's just a dead weight without the electric charge or monoprop or anything. I know it seems nitpicky, but having the electric charge messes with my delta-v readouts for some reason and I always forget to remove it, so my simulations get messed up. plus having monoprop throws off the total mass of the part which makes it a little less useful. I realize it would be useful to some people, so I think an extra MM script to remove the extraneous stuff that can be installed after the main mod.
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I'm sure this has been brought up before, so sorry if it's been addressed, but I don't feel like digging through 132 pages of forum posts. There needs to be a way to force CKAN to install an outdated mod. Lots of mods don't break when the game is updated, but the mod author doesn't update the registry, so CKAN won't install it. Previously, you could trick CKAN into identifying your install as an older version by changing readme.txt in the KSP directory, but even that doesn't work anymore. Please add this feature.
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I'm having another issue. Any time I build a vessel with the procedural parts, the CoL seems to be off in flight. even when I build with symmetry on the vessel always rolls one way or the other. I made the most simple vesse I could with a mk2 pod, fuselage, adapter, jet engine, and 2 procedural wings so I doubt there was anything else that could have messed it up.
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I did. - - - Updated - - - Tested it without any other mods and it worked fine. I'll install other mods slowly and let you know which one is the conflict. - - - Updated - - - It was FAR. Once I removed that it worked fine. I'll redownload FAR and let you know what happens. EDIT: I had the dev version of FAR still installed. I installed the release and everything is working now. Thanks for all your hard work man!
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I'm having an issue with the latest patch. I can place the parts, but the editing menu never comes up so I can't edit them I always says "press J while pointing". I keep pressing J and nothing happens. Then I closed the window and I couldn't pick up or place any parts anymore. Log: https://www.dropbox.com/s/9ioyofgo1x2bkgv/output_log.txt?dl=0