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smjjames

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Everything posted by smjjames

  1. Yesterday while I was making something, I noticed that the texture for the large SRB was suddenly low res because I remember the words 'loaded' on the sides definetly not being blurred, also noticed it with a few other stuff. I tried to do a steam cache integrity check, which went fine and changed nothing, and reinstalled B9 aerospace and still blurry (although I think the textures for the two B9 parts may have been blurry anyway). Windows 8.1 64bit KSP 0.90, running 32bit Mods: FAR KAS MechJeb plus extension for FAR Nereids S.A.V.E. backup system Hangar mod B9 Aerospace Stock Part Revamp (textures only) ATM (aggressive version) Stock Bug Fix Modules* procedural fairings *The specific ones that I have are Anchored Decoupler fix, chute quickload, crew roster freeze, EVA ejection fix, and kerbal debris fix. Output log: http://sta.sh/0oflkj69ch0
  2. I thought MechJeb already knew (or pretty much) knew how to fly an aircraft in FAR?
  3. Well, actually, before the ship hits the atmosphere, it has no problem getting the targeting accurate, but once it hits the atmosphere, the actual landing spot drags way off, so, it's like it's not accounting for atmospheric drag correctly or something with FAR.
  4. Is there a github version of B9 with fixed HX parts? I really want to use those heavy lifter parts, but I know that bug is there currently.
  5. Also, I actually did mean m/s, no idea where the squared part came from, sorry, but I got the info I was asking about anyway.
  6. Do you want me to put up one with the kerbals stuck or have one before that? Also, I got the procedural fairings mod since, so, I've added that one. EDIT: Would posting the quicksaves work?? Edit2: Umkay, I can't get it to reproduce right now, it happens sometimes.
  7. Does the kerbal debris fix also cover the 'stuck in T pose'? I'm wondering because I periodically get this, I was shown the thread here http://forum.kerbalspaceprogram.com/threads/75586-Master-Thread-Unresponsive-Kerbals-in-EVA/page6 , but it sounds like the kerbal debris fix is supposed to cover this.
  8. Is there a fix for this that's compat with 0.90? I've been periodically having this and I do have the latest kerbal debris stock bug fix. I'm asking because http://forum.kerbalspaceprogram.com/threads/106235-Kerbals-on-surface-EVA-get-stuck-animation-wise-when-offloaded Maybe I'll also ask in the stock bug fix thread.
  9. I was wondering about the splashdown rather than actively moving accross the surface of the water.
  10. Have you tried it with FAR? Non-atmosphere landings are absolutely perfect, but mechjeb does horrible with atmosphere landings as far as accuracy goes.
  11. I would use the aero viz tool myself, but I have absolutely no idea how to interpret it. What is the aero viz tool? The button down on the hotbar at lower right? Edit: oh nvm, it's flight/launch mode only, how do I get it to show in VAB/SPH?
  12. It should, though I don't think you need THAT big a nosecone, and a fairing might be useful.
  13. What's the minimum speed that generates a splash? I'm just wondering since soft (3m/s2 and lower) water landings don't generate any. I think I've had higher velocity landings (6-7m/s2) not generate any splashes either.
  14. Then how come they effectively enabled clipping with the offset function if clipping causes problems with the drag modelling? No idea if it's a problem in stock atmosphere though. Also, I've noticed that sometimes with some parts (most notably the stock Mk2 pod, the apollo style one, and irregular parts like B9s S1 universial body pieces, although I have the stock part revamp), small parts will clip into the model, is this considered cosmetic or actual full on clipping? It's probably less of a problem with rockets than it is for planes though.
  15. Maybe try kerbal engineer? All I have to go on is that it's the last one in the output log. You don't have very many, so you could take out one at a time to see if removing it works. Also check the pages for the mods for any known conflicts.
  16. As for the clipping parts, does that mean not ever offsetting things in the VAB/SPH? Whether into parts or not. I mean, offsetting something into or even rotating into a part is the very definition of clipping, is it not? Or does that really only apply to airplanes?
  17. See my edit, I didn't even realize that it did that til now, somehow, lol XD
  18. @ph34rob0t: What version of mechjeb do you have? Whether dev build or not, because the ascent path editor looks different from what I have. The automatic altitude turn slider isn't there on yours and for me, the turn start and end altitudes aren't editable. EDIT: NVM, apparently that's what the toggle button there does.
  19. Same here, they'll also deploy when on the launchpad. It happens with the ascent autopilot as well.
  20. Haven't had that problem myself. What mods do you have? Maybe theres a conflict somewhere.
  21. Happened again. Does anybody not understand what I'm saying or know whether it's a stock problem?
  22. It's a bug with B9 Aerospace, specifically the virgin kalactic dependency.
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