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badboyz31

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Everything posted by badboyz31

  1. Uh, this was where I downloaded. I think this is the latest and updated download. I used this version when I found the problem.
  2. Yep, thanks for the update. But I was already using the fixed version, and the problem was still there.
  3. Uh, actually I don't know what's wrong with all the guns, but everytime I deselect a turret, its position is somehow rolls 90 deg to the left/right, making its control unusable for the next equipping. This is the screenshot of before and after deselecting a turret : Is this a bug or am I doing something wrong?
  4. Whenever I launch a ship with firespitter wings, they will rip themselves apart at very high velocity. I think I also mentioned the kraken in the elevators as well
  5. I have been waiting for the 1.0+ update of this pack. I really love the carrier, especially when you build a 100m+ super carrier. Hopefully this pack will be updated soon. - Kerbals knew how to swim, their ancestors must have been sailors -
  6. I think I've found another bug here. In this screenshot, the "fighter landing gear" symmetry seems to be incorrect.
  7. Thanks RoverDude for the quick fix on the nodes. But I need to mention that wings and control surfaces snap at a very high speed at launch, unless you set the default "control range" to a lower value. Maybe anyone else have that issue too ? I am still trying each part of firespitter. I will report if any other weird things happen.
  8. Finally Firespitter is back, my thanks to RoverDude and Snjo. This is one of the mods that I always installed since 0.24. But, I think I've encountered a bug. Some parts, i.e. the propeller engine, can't be connected through nodes. I tried to use both firespitter and stock pods but it's the same. Holding Alt button would attach the node in the wrong position. I've included the screenshots below : So far, my installed addons are BDArmory, KerbalEngineer, Infernal Robotics, and I don't think any of these would conflict with FireSpitter.
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