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Maker16

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    Bottle Rocketeer
  1. Ahhh...That last bit is probably the issue then. The original KSC landing site is what I was editing. I'll try creating alternate entries to see what that does. Thanks again for the assist.
  2. Alright. So I did edit the cfg file and it looks right, but, in game, it doesn't appear to be reading the file. Still trying to take me to the default coords. I'm setting body = "Earth". Is that correct? Also, I only changed the values for the KSC runways and left everything else unchanged. Do all body values need to be set to Earth even though I am not using them?
  3. I'm sure this topic has been discussed but i cannot seem to find a search feature for just this thread. With RSS, when I try to use approach and autoland in a spaceplane, it only gives me options for the KSC and island runways. And when I select KSC, it tries to take me somewhere not KSC. Can someone please advise how to make it recognize the airfields where they are and not, presumably, where they would be if RSS was not installed?
  4. I do have a reactor. Engines function just fine. No problems there. It is just a matter of the animations/graphics/sounds that should only play when engine is active that are playing persistently, regardless of the state of the engine. So, if you suspect an improper install, am I correct in assuming the fix would be to remove all interstellar folders and re-install?
  5. Question: I have a vertical winch with a magnet attached. I can connect to my payload find by extending and activating the magnet. However, when I retract it all the way, the magnet shuts off and drops the payload without the payload "docking" to the crane. Essentially, the only way I can get the magnet to work is to not retract all the way and have the payload swinging all over the place as I move the crane. Solution?
  6. Ok. I have tried searching through, but there are just too many posts, and my search strings aren't turning anything up. I am experiencing a bug with Plasma Thrusters, Arcjets, and, if I remember correctly, Thermal Rocket Nozzles. When included on a ship, the visual and sound effects are always on, even when the engine in question is not activated. I can activate and deactivate the engine, but the effects continue to run and won't shut off (to be clear, the engine is off and on in terms of actual functionality as it should be...it is just the visual/sound effects that persist regardless of the state of the engine).
  7. Ok. I have tried searching through, but there are just too many posts, and my search strings aren't turning anything up. I am experiencing a bug with Plasma Thrusters, Arcjets, and, if I remember correctly, Thermal Rocket Nozzles. When included on a ship, the visual and sound effects are always on, even when the engine in question is not activated. I can activate and deactivate the engine, but the effects continue to run and won't shut off (to be clear, the engine is off and on in terms of actual functionality as it should be...it is just the visual/sound effects that persist regardless of the state of the engine).
  8. Regarding the screenshots, I know how to do that, but it asks for a URL to attach them here, and I don't know what that's about. Regarding the primary issue, yes. I was using FractalUK's version. Using KSPI Lite fixed it. Thank you for the help.
  9. I have tried searching this, but can't find a solution. I did find that other people have experienced it. When in VAB (or on launch pad without starting engines for that matter) , the engine flame animation plays, and it plays at two different positions simultaneously (one straight down, one perpendicular to that). If I knew how to include screenshot, I would. I have uninstalled all mods but KSPI to see if one of them was the problem, but this bug persists. None of the other engines in the mod have this problem. Only the thermal rockets and thermal turbojet. Any thoughts?
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