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Everything posted by Insanitic
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Insanitic replied to sirkut's topic in KSP1 Mod Releases
I have this exact problem, but is there no way to fix it? Even manually? I don't quite understand what you mean by writing a cfg, since the parts are not actually missing or gone from the craft, but just displaced and sometimes floating in a weird way. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Insanitic replied to DYJ's topic in KSP1 Mod Releases
For some reason, all my non-moving wings cannot be placed/stuck on anything when I'm trying to build my spaceplane. It stays green, indicating it can be stuck on, but when I click, it doesn't stick and it just flickers green again. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Insanitic replied to Starwaster's topic in KSP1 Mod Releases
Is there a way to add a custom part to be shielded manually in the config files? I want to make karbonite engines shielded.- 5,919 replies
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- reentry
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Insanitic replied to ferram4's topic in KSP1 Mod Releases
I'm kinda confused about spoilers settings: So I have binded toggling spoilers to action groups but whenever I try it, I don't see any animation or indication that they have deployed. My plane is using the stock space plane elevons/ailerons and I don't see any animation of them moving. Am I mistaken as to how they work? Because I assume spoilers are the flaps that raise on wings to help with the braking of the craft, at least, based on my knowledge of playing FSX.- 14,073 replies
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- aerodynamics
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Insanitic replied to Starwaster's topic in KSP1 Mod Releases
I found a post a few pages back by a user named SpeederAlpha that has the exact same problem as me. This is his post: I saw other people post this issue but no reproductions or resolutions. If you inflate the heat shield in the VAB, ModuleAnimateGeneric/Status becomes permanently set to "Fixed" and you end up with it inflated whenever you reload the craft or try to launch it. (Very bad when you are using procedural fairings, ) Deflating the heat shield in the VAB returns it to its original state but the status always remains as "Fixed". It also saves the animation state if you click save in the middle of the animation... Thanks for a great mod! I'm wondering if this problem is truly impossible to fix? or has there been progress on this?- 5,919 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Insanitic replied to ferram4's topic in KSP1 Mod Releases
I can confirm that I have this issue too. I switch to a probe in orbit around a body and as KJR loads, it spins uncontrollably and half of the probe gets shot off in every direction. Also, I have a space station in orbit around Kerbin and after KJR initializes, the space station starts bending (even with docking ports that match the diameter of the station itself, 2.5m) until it snaps. Removing KJR allows me to load these ships without any problems.- 2,647 replies
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- kerbal joint reinforcement
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Insanitic replied to Starwaster's topic in KSP1 Mod Releases
Haha, so do you personally use heatshields when aerobraking/landing on duna? Because if not, I could get rid of my shields to save on cost and weight.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Insanitic replied to Starwaster's topic in KSP1 Mod Releases
Oh actually, when approaching 15000m I'm going at about 2000m/s. So is it normal that I don't need heatshields for Duna?- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Insanitic replied to Starwaster's topic in KSP1 Mod Releases
Just wondering about something. I tested aerobraking my 20 metric ton lander into Duna coming at a velocity of 1200 m/s at around 15 km above Duna. I tried it without a heatshield with DRE and FAR and my ship was perfectly intact. Is this normal? I'm on normal mode in DRE and am just wondering whether Duna's atmosphere really IS that wimpy.- 5,919 replies
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Can anyone instruct me as how to properly use the interstage fairing adapters? Whenever I shroud an engine over with a KW rocketry interstage fairing adapter, the game thinks the engine is not there anymore. I'm on 0.90. Putting on the interstage fairing adapter like a normal decoupler: Putting on the interstage fairing adapter like it's supposed to be put on: As you can see, putting the interstage adapter like that eliminates the stage 7 engine altogether!
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Insanitic replied to sirkut's topic in KSP1 Mod Releases
Hi guys, I have a bit of a problem with this mod. I'm on 0.25. It's just that whenever I articulate a hinge/rotatron, it moves out of place to where I connected it to the part (And no, I did not connect the robotic part directly to a docking port, there is always a piece between the robotic part and the port) and it seems to sort of float or clip out of place. Here's some screenshots. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Insanitic replied to stupid_chris's topic in KSP1 Mod Releases
Hi guys, have a bit of a problem with this mod.... So basically, I decided to stay with KSP 0.25 for awhile longer, and I wanted to try out Realchutes. I downloaded 1.2.6.1 and installed it into KSP 0.25. And when I went to select the parts in the VAB, the parts had 0 cost, and when I attached them and right clicked them to set options, there were NO options to set. I'm thinking it's a compatibility issue with 0.25? I looked all over the web for earlier versions of Realchutes but can't any other version other than 1.2.6.1. I'm running a heavily modded game on OpenGL and I've never installed this mod before. -
So how did you manage to make the craft stay on course? Because whenever I tried it, in both Kerbin and Space, it REALLY goes off course without me doing anything. I've even turned off gimballing and strutted the whole ship and experimented without docking ports. But whenever an engine is in front of a module, it swerves after a few seconds. Oh and I'm curious as to what mod that huge structure in the middle is from? And the huge ASAS discs?
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I tried this also and it still swerves without me doing anything. I noticed that even the stock skycrane craft with the rover also banks uncontrollably also, so I think it has something to do with KSP, since I made sure my craft is a rigid body with all the struts I'm placing. Thanks for all the help guys, but I gave up on my skycrane idea and just went with a mini lander on the bottom of the module. I don't how else I'm going to land this module on the Mun without it banking uncontrollably at any throttle level.
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I tried your tip DeMatt, and the ship still involuntarily banks to a random direction without me doing anything after a few seconds of going straight up from the launchpad. I revised my design a bit, placing a bigger launcher with the engines more out of the way of the module and my problem still persists. I have RTG's and batteries inside the ASAS disc so I'm not running out of power. Of course when I place a launcher on the bottom of the module, everything goes well and it flies straight when I don't do anything. What I'm wondering is how did Scott Manley managed to keep his ship straight whenever he does a tug/pull vehicle, like in his Duna Express vehicle?
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The Other Linux Thread
Insanitic replied to skeevy's topic in KSP1 Technical Support (PC, modded installs)
I understand. Thanks for all the help everybody. Just one more thing. Is there a way to check whether I'm really running KSP x64? Because KSP works and I put in the right launch commands in Steam for x64 but it seems even slower than my Windows build (And yes, Hardware acceleration is working). I'm using the open source drivers. -
The Other Linux Thread
Insanitic replied to skeevy's topic in KSP1 Technical Support (PC, modded installs)
I reinstalled my Ubuntu and now it is a fresh install running the open source drivers. So to ensure that x64 KSP works flawlessly, what driver package should I go with? And what method in the links you gave, would you recommend me take to ensure that KSP works? -
The Other Linux Thread
Insanitic replied to skeevy's topic in KSP1 Technical Support (PC, modded installs)
Thanks for clarifying some aspects of my problems. But my ultimate goal is to make the x64 build playable since I have a ton of mods. I tried installing 13.12 drivers but at the end of the setup process, it says there were errors (I downloaded an old 13.12 .run file and made it executable). So when I rebooted my compy, Ubuntu just returns a black screen appears with a crap load of errors in white text and the desktop environment won't even login. So my question is: How do people get KSP working and playable in the newest Ubuntu 14.04/10? I'm at a loss of what to do now since I'm a newbie to Linux