Jump to content

blowfish

Members
  • Posts

    4,559
  • Joined

  • Last visited

Everything posted by blowfish

  1. Are you on Windows? If so it should be KSP.log in your KSP root folder.
  2. Welcome to the forums! Please read "how to get support" in my signature, and if none of the direct suggestions there help you fix this issue, it provides instructions on how to find KSP's log and post it - something is throwing an exception and the log will almost always reveal it.
  3. Correct, this is true in general when entering paths through the command line.
  4. @cy-one Could you post the whole log? There might be a previous error that's relevant.
  5. Well, you have B9 installed incorrectly. Notice paths like GameData/B9_Aerospace_6-1-1/GameData/B9_Aerospace. You might want to take another look at the installation instructions. This is almost certainly the cause of your issues (and a slough of other issues you haven't yet noticed). It won't break anything, but there's also no reason not to delete old versions of ModuleManager. You only need 2.6.24 Also, in the future, could you use something like Dropbox or Google Drive for logs? It's quite difficult to sort through them in a browser.
  6. Please read "how to get support" in my signature. You have not given nearly enough information to know what's going on, especially since the kerbal portraits have shown up just fine for me very recently.
  7. Well, could not replicate. The URL configs look like I would expect them to. Does ModuleManager give you any errors in your log? Are any exceptions thrown?
  8. That looks right to me, so maybe a bug? @sarbian would probably know better than I. I'm pretty sure that only works on top-level nodes.
  9. Does holding the option key when trying to attach help? That forces only stack attachment. That's probably out of date. There were some example craft, but they haven't been updated in a while and most would be broken at this point. They're not included in the download. I'll see about getting that updated. EDIT: done
  10. Welcome to the forums! Please read "how to get support" in my signature. We will need logs to know what is wrong here.
  11. The HX pack can be downloaded at the same location as everything else. I know the OP says this somewhere ... is it not clear enough? Also welcome to the forums!
  12. It's the little eye icon in the editor (also you can still edit your post to include it)
  13. Due to camlost's extended absence NathanKell and I have decided to move all discussion to a new thread here. The source is also now located here.
  14. This is the new thread. The original thread can be found here. Advanced Jet Engine About Advanced Jet Engine gives jets, propellers, and rotors realistic performance in KSP. NathanKell's valiant efforts have made stock performance much more reasonable in recent versions of KSP, but it's still a very long way from realistic. AJE calculates performance for air-breathing engines based on real thermodynamics. Features Real-world jet engines AJE uses thermodynamic equations to calculate jet engine performance in flight. Real throttle Throttle is linked to fuel consumption instead of thrust. Afterburners, if installed on the engine, is turned on when throttle > 66% and off when throttle <= 66% Overheat. Like in real world, not all engines can tolerate the heat from air compression of hypersonic flight. This is affected by both mach number and throttle Inlet. Each engine requires a minimum inlet area (see right click menu in editor). Make sure you have enough inlet till you see "Inlet Area:100%" in flight. Each inlet has a TPR(total recovery pressure) that is dependent on Mach number and angle of attack. Avoid TPR loss by facing the inlet to the freestream. Download Download Latest Version from Github Also available on CKAN Troubleshooting If you are experiencing an issue, please read this topic, if you have not already, on how to get proper support. Incomplete support requests will not be processed. Most importantly, include logs. Source On Github Requirements Each release of AJE is intended to be run with a particular version of KSP. Please only use that version. If you have an earlier version of KSP AJE requires these mods to work. It will not function if they are missing or not installed properly. ModuleManager SolverEngines AJE does not explicitly depend on Ferram Aerospace Research but has not been tested without it, and you will probably think that your engines are very underpowered in stock aero. Recommendations Ferram Aerospace Research, as above. AJE might work without it, but it's not tested and you will probably not have much fun Real Fuels - if you're going to have realistic jet engines, why not use them with real world fuels? Mod Support AJE has configs to work with the following mods' engines: B9 Aerospace SXT (Lack's Stock Extension) Bahamuto Dynamics KAX (Kerbal Aircraft Expansion) AJE has configs for these mods, but the configs may not be up to date: Mark IV Spaceplane System AJE has configs for these mods, but the mods themselves haven't been updated in a while: Taverio's Pizza and Aerospace D12 Aerotech Retro Future Changelog License AJE is licensed under the GNU Lesser General Public License Version 2.0 AJE incorporates portions of NASA EngineSim; used according to NASA's license thereof with due credit. AJE incorporates portions of JSBSim by Jon S. Berndt, used in accordance with the LGPLv2 Authors @camlost @NathanKell @ferram4 @blowfish And all others who have submitted fixes and enhancements
  15. There are probably ways to do this (e.g. symbolic links) but as Brigadier said probably not through the UI.
  16. Shouldn't #$/CrewCapacity$ work though? IIRC / refers to whatever root node you're currently part of, in this case the part.
  17. You probably want :HAS[#title[SLS*]] - that tells it to look for a value named title that starts with "SLS" (# means has value, ~ means does not have value, @ means has node, ! means does not have node in this context. If you wanted to search for SLS anywhere in the title (not just the beginning), it would be *SLS*
  18. Nice catch. Will be fixed in the next version.
  19. That shouldn't matter though - RF already specifies realistic masses for tanks and engines. I was more wondering if the patches actually conflict in some way.
  20. It's just a set of patches so it shouldn't be very version specific assuming your other mods (especially ModuleManager) are up to date. If you're having specific problems with it I suggest posting in that thread and including logs!
  21. You could also try SMURFF, which changes the masses of many things to be real-ish. Not 100% sure it works well with RF but I think there's a good chance it will.
  22. It's worth noting that your setup might actually be harder than RO - the engines and fuel tanks will have realistic masses but everything else, e.g. command pods, still have their stock masses (unless you have some other mod to change that), so they will be overweight compared to the real things.
  23. There are configs for them in RF Stockalike and RO, yes. No idea if they work "well"
×
×
  • Create New...