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blowfish

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Everything posted by blowfish

  1. The screenshot might be old. The NGS doesn't let you click on the arrows - it just highlights the arrow in the direction you need to turn to be facing toward your target. I don't have Kerbinside installed currently so I can't verify any of this myself, just so you know.
  2. It's a button in the base boss. See this image.
  3. Select the base you want in the base boss and then open the NGS (I forget exactly where these are on the GUI but they aren't too hard to find). It won't show in the map view but it will point you in the right direction in flight.
  4. It's a Firespitter issue I can't fix, basically that it doesn't know how to interact with AJE modules (if you look at the logs outside of KSP you will see that it is in fact firespitter that's giving the error). It's unrelated to the issue fixed in 2.6.1. I eventually plan to fork the firespitter modules into something more AJE-compatible, but until then, you'll just have to live with it, sorry. EDIT: I just tested without AJE, and still get the NRE. You should probably report this in the KAX thread - it's caused by a FSplanePropellerSpinner without a propellerName. Firespitter's stuff is still not 100% compatible with AJE by any means, but AJE does not cause this NRE.
  5. Version 2.6.1 is now available This fixes an issue that was causing the black screen bug on rotors when they throttled down to zero, as the reaction wheel tried to apply NaN torque.
  6. Maybe we should let Shadowmage clear a few of the many existing to-do's before suggesting new ones
  7. RO has compatibility configs built it. They're not going to be 100% up to date, but they will be there (and since this mod is in development, anything can break at any time). You might want to look at getting development versions of RO which will be more up to date, but here isn't the place to ask about that.
  8. Version 2.6 is now available SolverEngines 1.15 Fix node orientation on Merlins Fix CF34 mass Fix negative thrust bug finally: idle throttle set to give tailpipe pressure greater than ambient Fan/compressor work now determined by proportional work rather than proportional pressure ratio Fix duplicate solar panel issue with VSR Remove RF fuel patches for multimode engines - those belong in other mods Mass flow through jets now calculated based on choked turbine (reference: this book) Reduces supersonic thrust growth a lot Overhaul jet animations - should be much more consistent now Minor adjustments to B9 config
  9. You need GameData/RealPlume/RealPlume-RFStockalike (which as far as I know is distributed with RF-Stockalike), as well as the core RealPlume pack. What you don't need are the actual RealPlume stock configs (GameData/RealPlume-Stock).
  10. The problem is that the old engine effects system used by that part is not supported by RealFuels. In order to get effects, you need RealPlume or HotRockets (and probably RealPlume because HotRockets hasn't been updated in ages). It does say exactly this in the original post for this thread, just so you're aware.
  11. @Sovek As usual, if you provided logs we could probably identify the problem pretty quickly. Maybe throw your ModuleManager.configcache in there too.
  12. I could keep the configs in the legacy pack if you really want. They don't fit visually with anything but the B9 parts though.
  13. General update on the state of the next update All of bac9's new parts are integrated and appear to be functional. Balance is still somewhat WIP All of the HX parts have been converted from firespitter to the new part switching module. This was mainly to get rid of the Virgin Kalactic dependency. A side effect is that it's now much easier to control the node setups on the larger parts and hangars. The podded jet pylons are now integrated into the engines - you can switch between no pylon and the straight/raked variants. There's a minor issue with the attach points on the no pylon variants which I'm looking into. As mentioned above, Virgin Kalactic is no longer a dependency and as such is not included in the download. B9PartSwitch is a new dependency which is included. For those enterprising individuals who wish to check out this stuff early, you can download the dev version here (note that this stuff is in a different branch on Bitbucket so the normal "download repository" link won't work).
  14. Again, please provide logs and a full mod list. There's no way to debug your issue without those.
  15. Sorry, but you've provided basically zero information about what could be causing your issue. Please follow the first link in my signature about how to get support. Come back with logs and a list of installed mods and maybe we can work through it.
  16. @EPICNINJA2 I have no idea what could be causing those issues, but if you want to provide your logs (explained in the first link in my signature), then I could take a look and try to determine the problem.
  17. Not even close But it does cover many of the major US engines. As Shadowmage said, this mod is in development, so frequent breaking changes are to be expected. But to be specific about what could actually break, certain parts have their functionality changed and certain parts are deprecated. So as long as you don't have any craft in flight, you should be fine.
  18. Shadowmage updates SSTU pretty frequently. It's a fair bet that you have an old version.
  19. Compatibility is mostly there, but somewhat WIP (as is this mod itself). Individual mods don't really maintain RO compatibility anyway - all the patches are in RO itself. The RO patches are pretty up-to-date but expect them to be a release or two behind SSTU in general.
  20. It's the HX part pack (go to downloads). Were you clicking on the hatch or pressing the EVA button in the kerbal portrait? As far as I know, both work, so you're going to have to be very specific about how to reproduce your issue. Oh, and welcome to the forums
  21. It's somewhat meaningful in FAR, but it's not entirely reliable at all flight conditions. FAR assumes that the air stream is coming from the top, so if you place a pod in the default orientation, it will only tells you how it behaves going nose first.
  22. I don't see any reason why such fine-grained adjustment would be necessary. I've always found adding SRBs to be a very approximate process anyway. @Jimbodiah I see why you would want smaller SRBs, but why is exact length adjustment necessary even there?
  23. You can show voxels in the editor by opening up the FAR GUI, selecting the transonic design window (I think that's what it's called), and selecting show voxels (or something like that). Note that displaying voxels usually degrades performance a lot. I'd recommend doing most of your investigation with only the cross section displayed (selectable from the same location), and only showing voxels if the cross section looks off.
  24. I can answer one of those... It's this part message. I have it checking for FAR before sending it, but I don't think that's strictly necessary.
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