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Deltac

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Everything posted by Deltac

  1. It's stable because I used struts. Two struts per tank. I don't have an aversion to struts As for your future update handling debris, I think Squad has fixed up the tracking station (and probably the map view) so you can see only what you want to see. Of course, what exactly you are going to do is still in the box with the cat (Schrodinger reff), and we don't know when Squad will release that little tidbit. Can't wait to see what you have in stored for us.
  2. Hit Alt F2 before you do it to bring up the debug log. Alt F12 is the Debug hacks, in case you are confused by what I mean.
  3. For the latest dev build (http://jenkins.mumech.com/job/MechJeb2/), I can't find this "Settings Window."
  4. Go to spaceport, search for "Bobcat" We'll nag bobcat to fix this thread later. Bears lead busy lives in rocketry.
  5. Finally got around to testing this again. Loving the modularity. Anvil V heavy standing by for launch.
  6. That's the Development thread, this is the thread where they release DEMV stuff.
  7. The Delete button for deleting posts is gone! Oh noes! Also, this wasn't the original post.
  8. Go to ascent auto pilot. Yes, even though you don't have the ascent autopilot on, the auto-staging will still activate.
  9. One error in the debug window is [Error]: Cannot find fx group of that name for decoupler. Doubt that's it. Otherwise, no error detected.
  10. Bug Report time! I've been having a strange bug with the new Thor Lander legs. They seem to be the center of quite a bit of FPS drop. The Pics shall explain. FPS meter in the upper right courtesy of fraps: Before I put the legs on with four time symetry. My default FPS is set to 60fps due to human eye fps settings. *hint at people who think more fps is better* When you are placing the legs, there is a major FPS drop. When placed, the FPS drop continues. At launch, the FPS drop continues before unfolding the legs. After unfolding, the FPS drop is gone. When the legs are folded back, no FPS drop. If you leave the ship for say the space center, then return to it via the tracking station, the FPS drop returns no matter what state the legs are left in.
  11. It's not on your end. If the pages were still there, you'd see that we know about this issue. Basically, KSP only saves one animation state per part. These solar panels, and that other part your mentions, have more than one animation state. It's something we will have to wait to get fixed. I think someone was working on this with a mod, but I completely forget who and what.
  12. Ah Mercury, how I missed ye!
  13. Finally! Now I can share with you the problem I found. Pic removed, problem fixed. The Center of mass for the first stages are all... well they are not where they should be. I wanted to attach some first stages to each other to make an Anvil V super heavy launcher. The weird center of mass means when I pull it out of the selection area, the mouse is all the way at the bottom, making radial attachment super hard. Good to finally get that out!
  14. Ah, well, that's where I'm getting confused: Geo means Earth. May I suggest KKO: Keosynchronous Kerbin Orbit? Apokee, Perikee(t), so and and so forth (note: Half joking, half serious)
  15. Just want to say this is great. I used the Mk 4 with it's pod to land on the moon, and well, landed vertically, but then tilted the pod down onto it's legs, and then transformed and rolled out. This mod made it into my list of mods to wait for for when KSP updates and breaks things :3 Hopefully that won't happen anytime soon though x3
  16. Make sure you're using the kreuzig (not spelled right) plugin from the VA pack. Then if that doesn't work, go to the VA command pod part.cfg, open it up in notepad, and make sure that crewcapacity is set to 3. Note: If the crew capacity is set above 3, then you won't see your kerbals in the lower right, but they will be in the pod. Now if that doesn't work, and you haven't already, re-download the VA pack and replace the other VA parts. If that doesn't work, create a new install of KSP (put it in another folder) and install the VA to that. If that works, then someone screwed something up somewhere at sometime. I had to do a fresh install of KSP to get the decoupler to work. The exhaust particles from the nose thrusters still has it's glitch (I even re-downloaded the va pack from Kerbal.net last night), but that's minor.
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