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Katalliaan

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Everything posted by Katalliaan

  1. You'll have to use a mod like Kopernicus to do so. There's no way to do so directly through the channels that Squad provides.
  2. I'm seeing if I can update the LLL pack for myself. So far, I've managed to get the tank switching back by replacing the Firespitter plugin with the most recent one and I'm currently in the process of fixing the attachment nodes.
  3. You should still be able to do that, it's just split up by inventories for each seat rather than shared.
  4. As a stopgap, there's a copy of that same guide distributed with the mod as a PDF; that might be easier for you to read for now.
  5. 54,658m with the fairing on, 54,659m with just the base. Okay, so I was wrong and it's just the mass of the base they're adding. The second test had the fairing base but the panels ejected before launch, the third had no fairing at all. But see the other reply in this post.
  6. Okay. So I modified my testbed (without the battery arm) with a 0.4 ton fairing on top and turned off drag to eliminate aerodynamic forces from the equation and did three tests: - Fairing attached throughout test: apoapsis of 54,659m - Fairing ditched at launch, base attached: apoapsis of 54,659m - No fairing: apoapsis of 187,670m So I can confirm that they DO add mass, and it's all in the base.
  7. Any part with "PhysicsSignificance = 1" (which actually means it's not affected by physics) will show mass in the engineer's report. However, they don't appear to affect the CoM indicator, and they certainly don't affect the way a craft behaves. It's like how both of these craft will behave in the same way (other than how much electric charge they carry), even though the engineer's report shows that one has an extra ton off to one side. EDIT: Just repeated the test with a 2-ton fairing in the place of the battery arm, and it went off-center. Not sure if that's due to drag or mass, though.
  8. I'm using MM 2.5.4 here, and the parts show up when I filter by everything but Manufacturer. As biohazard15 pointed out, the lack of a KW "Agent" means that KW won't show up as a manufacturer.
  9. Maybe, but it still means that (at the start, at least) people will be conflicted as to who to support. Do I support Majiir's attempt, inigma's, Rappelle's, etc? It also defeats the point of having a central community mod repository.
  10. Nope - Windows. I'm just as shocked as you are, which is why it wasn't one of the things I tried before asking for help. New version looks good, by the way
  11. Found the fix for my issue. I needed to force KSP to run with elevated privileges.
  12. As am I. Out of curiosity, I created a fresh install with solely this mod, and it still did the same thing (well, it got stuck in Squad's sounds). Very odd, since I've used it in the past without issues.
  13. That was my thought originally, so I had done that before posting about it.
  14. KSP_Data/output_log.txt and KSP.log from a failed launch with the normal-resolution textures. Switching to the low-res version doesn't fix the problem. @Proot: I got the texture compressor to work - that's not an issue right now. I narrowed that problem down to the fact that it broke if the focus left KSP while it was still loading, and it's fine now.
  15. Again, it's only using 230 megs when it locks up; when playing KSP without it, I've seen the memory usage go up to 3 gigs. I can't see how loading the plugin libraries could lock it up that much.
  16. And nope. 5 hours later, it has the compressed textures but still hangs on various things in BoulderCo/Plugins (varies by launch - I've seen it hang on Equirectangular2Cubic, CommonUtils, and Clouds so far)
  17. I'll let it run while I'm at work tonight. If 5 hours doesn't do it, nothing will.
  18. When I tried that, it sat for a half hour without doing anything - I kept an eye on the memory usage, processor usage, and thread count while it was running, and none of them changed.
  19. I've got MJ 2.1.1 installed. It's not a memory issue - KSP was only using 230 MB at the time.
  20. For some reason, whenever I have this mod installed, the game will freeze once it loads RemoteTech 2, KSP Interstellar, or SmokeScreen. It doesn't produce a crash report, it simply hangs. If I take out all three of the others or this mod, it will load fine. Current mods installed: Toolbar Alternis Kerbol Deadly Reentry FAR Mechjeb HotRockets RealChute RemoteTech 2 TAC Life Support KSP Interstellar and their dependencies (ModuleManager 1.5.7, SmokeScreen, OpenResourceSystem, and TreeLoader)
  21. I mentioned this in the IRC, but I'll repeat it here for the sake of completeness: I have a Saitek ST290 Pro. It's held up fairly well, but it takes a fair bit of pressure to get the stick moving, and I've lost buttons 5 and 6. I have two friends who swear by their Logitech Extreme 3D Pros, although I've never gotten around to asking them what they like and dislike about the stick.
  22. Sounds good. I already have a rough idea as to how I would rebalance the tree, so I'm excited for TreeEdit.
  23. The avionics package works like the "killrot" function of MechJeb (it won't try to hold a heading, but it'll try to keep the vessel from spinning), whereas the ASAS works like any other ASAS (it will try to hold a heading). If you're in doubt, use the avionics for planes that will stay in the atmosphere, and ASAS for anything else.
  24. You know, you don't have to play KSP in full screen mode. For example, my native resolution on my main monitor is 1360x768, but I play in a 1280x720 window.
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