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ArchmageNydia

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    ArchmageNydia

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    KSP Plane Historian
  1. I have been launching a large plane which seems to have some exploding issues. Upon trying to fix these issues, the game crashes. I decide to check ksp.log as I usually do to try to find the thing which crashed the game. The logfile itself was extremely large, and I found out why; something was spamming "Ignore collision failed. Both colliders need to be activated when calling this IgnoreCollision" every millisecond or half-millisecond. I'm not sure if it relates to my plane's exploding issues (as it was being caused by a part colliding into another part, it may.) I have no idea which addon could be causing this, as of course if I remove one, the plane will not be spawnable. Is this a known issue with one of my mods (linked below) or is it just 2 mods hating each other? KSP Gamedata Folder as of now: Thanks in advance!
  2. To add to Bit Fiddler's post, I have a similar problem using the base download and FAR. The voxelization in FAR does not seem to be happening equally across the mirror causing one wing to lift and not the other. It's affecting my designs as they do not get enough lift and there is a constant roll to one side. A bunch of images here, so watch out. I couldn't figure out how to do a spoiler :/. ^My plane and the lift it is receiving. vs. CoM. Debug voxel mode. Voxels are much stronger(?) on one side than the other. I have also posted this in the FAR thread.
  3. I seem to be getting a bug involving B9's procedural wing addon. It appears voxelization is not happening more on one wing than the other, causing that wing to lift and not the other. It's affecting my designs as they do not get enough lift and there is a constant roll to one side. A bunch of images here, so watch out. I couldn't figure out how to do a spoiler :/. ^My plane and the lift it is receiving. vs. CoM. Debug voxel mode. Voxels are much stronger(?) on one side than the other. It may also be a B9 PWings problem, so I will post there as well, but since it seems more related to FAR, I posted here first. Help, please?
  4. Retrofuture with RPM seems to be broken. Simply doesn't load. Can't wait until an update; this was my favorite parts mod.
  5. The problem you have here sounds like the ActiveTextureManagement problem. Remove the ATM patches from your retrofuture files and it should work just fine. You can also simply remove ATM. The same thing happened to me and this fixed it.
  6. Not exactly, because Tweakscale would also scale up the suspension, the bay, etc. The wheel location would have to be bigger, yes, but the rest of the bay would be the same. If you tweakscale the entire thing, the wheel would get bigger, yes, but the suspension would also get longer thus negating the effect of making the wheel bigger.
  7. I have a quick suggestion: Would it be possible to make the wheel size adjustable? It would be nice not to have tiny wheels where heavy duty ones would be. Would be useful for those ksp plane recreators as well. Great mod otherwise, no bugs encountered so far!
  8. Wow, there are more pittsburghers here than I thought! Hello yinz!
  9. I wasn't even aware there was a rule change! I agree with you though, I have a (mostly) vehicular based army with tau and imperial guard. In fact I have a valkyrie sitting next to me on my desk. I haven't played in a while, so I'll have to get the new handbooks when I get the chance.
  10. Excuse me if I'm out of the loop, but what are those tank parts you're using? I'm aware the tracks are from RBI, but what are the parts themselves from? Are they just custom made for you or is it a separate download?
  11. I actually found a better (albeit more time consuming) fix. Just remove the tweakscale modules from the cfg files.
  12. True enough, but most likely this is casual instead of competitive-type playing. I agree with you, though.
  13. Here's my 3/4 shih-tzu and 1/4 chihuahua Gimli: What're your pets? Pics are not required, but appreciated!
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