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ArchmageNydia

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Everything posted by ArchmageNydia

  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!
  14. Get away from turtle beach. They break extremely easily. I'd recommend a pair of logitech G430s. Surround sound, completely over the ears, good design, good quality, and only one wire iirc.
  15. For 500 points, a tau army isn't an amazingly amazing choice, but some basic ground troops and a couple mechs/other vehicles should do quite well. The ground troops are really only good in decent numbers, but the vehicles are great because they hover and can evade some forms of damage, as well has having decent armament. Remember that W40k isn't a game about exactness, if you have other models you can substitute each other as long as the size of the base is the same (that is, if you have any other models).
  16. I love vegetables of most sorts. I have a very low tolerance for food; basically if it's edible I will eat it. Brussels sprouts, broccoli, spinach, kale, it's all fine in my book. I love a good salad, and it's almost always eaten when served to me.
  17. I agree wholeheartedly, as well as I would like to add Silent Hill. Not especially paranormal, but it has an amazing reputation and is one of the best horror games imo. Go for the less recent ones if you like more ambiance than jumpscares. It's for PS and Xbox iirc.
  18. Hello, forums! I am actually an experienced ksp player and have 1000+ hours logged in the game. I simply had no need to join the forums until now. Besides ksp, I love playing Gmod, TF2, CS:GO, Algodoo, Powder Toy, Space Engineers, Terraria (rarely), Civ V, Forza Motorsport 3 (I don't have money for 4 3:) Borderlands 2, and War Thunder. I am a PC master race-er, and a giant Earthbound fan. I despise improper english (if it's your native language), and also speak a bit of german. I am a mechanical engineer and I work with Autodesk Inventor (a CAD program) as well as 3d modeling software of various types. I love my home tahn, which is Pittsburgh, Pennsylvania. As well as that, I make music with FL studios under the alias Mercury Rivers. I'm on yt if you want to listen. You can find me on steam as ArchmageNydia. I'm willing to accept friend requests as long as I have incentive to actually keep you as a friend for a duration of time. Thanks for reading, and happy flying! P.S. I posted a plane to /r/kerbalspaceprogram. Keep watching my profile for more! - Arch
  19. Hello guys, I appear to have a problem. With this update, the TweakScale of the weapons seems to be broken when mirrored. On the weapons that are tweakscale-able, one side appears to be the normal size, while the other is much larger, seems to have the wrong measurements (meters, instead of percent), and has an odd slider below that simply says **Not Found**. Tweakscale is updated, and this mod is updated, so I have no idea what else would be causing incompatibility. Again, only the tweakscale-able weapons appear to be affected, the rest of them are fine. Some help would be greatly appreciated, as this mod fills a lot of niches that BDArmory lacks.
  20. Hi. This is my first post here, so forgive me if anything is wrong. I am, however, an experienced ksp player, so don't refrain from the technical details. To the issue: I have several mods in my game centered around spaceplanes and aircraft in my KSP (it's a separate file from my main rocketry game). Among them are procedural wings, b9, retrofuture, FAR, coffee industries plane parts, Firespitter, KJR, SXT, Tweakscale, BDArmory, BDynamics, and ActiveTextureManagement. I'm running on a x32 install, and my computer is more than adequate to run. The problem lies with wings. They don't appear to actually be making any lift at all, sans a few (namely the coffeeindustries ones.) FAR seems to be working fine, it's on the toolbar, has a gui, simulations, pitch/roll/yaw control surface tweakables, etc. In the SPH, the lift is simply displayed as a blue ball with no arrow indicating lift direction. In-game, there appears to be no lift generated, and my test plane only flew up after I pitched up hard, probably from the wing physics in general, not lift. I have no idea whatsoever what is causing the problems, as every single one of these mods is updated or proven to work in .25, there has been no lag or crashing, and memory usage is not excessively high. I have not looked at any logs or such yet, but I can upload them upon request. I googled it with no results, so I don't know if this is just a unique issue or just hasn't been documented yet. Again, I do not know the mod(s) that are causing the problems, and everything except that seems to work fine. Thanks for your time, -Arch
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