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yorshee

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Posts posted by yorshee

  1. I have this and USI Life Support installed. I remember before, Kerbalism's LS would disable itself if another LS mod was installed, but now it doesn't, which means I have both Kerbalism's LS and USI's LS installed. Is there a way I can get rid of Kerbalism's LS features?

  2. I'm not sure if this has been fixed in a future version of KCT, but I'm using a version for 1.1.3 now and I can't see to reuse decouplers from a recovered craft, the staging doesn't work for it and there's no decouple option in the right-click menu.

    Jgfq0ht.jpg

    New decouplers work fine so it's an issue with ones that have been reused. I think because the decoupler has already been activated, KCT doesn't reset it once it gets relaunched again.

  3. I'm glad this is updated to 1.2 - this is probably my favourite KSP mod ever :D

    Just one issue though - once I installed it, I noticed my launch clamps look strange in flight view (they look fine in the VAB though). The tower part looks like a solid pillar of concrete as opposed to a truss, and they levitate in the air (I can't get a screenshot since I'm away from my PC at the moment). Other than that, they work fine, their levitation doesn't make them crash into the ground once physics kicks in, it's as if part of the truss is invisible.

    I'm not 100% sure if this is an EPL issue or not, but I remember there being a similar bug in a previous versions, the only difference being it affected the clamps in the VAB view as well as flight view, and additionally they would lose their ability to detach from the craft so they'd just be a static object. I remember fixing it by using a newer .dll file, but right now the one I'm using is the most up-to-date version.

    Is this a known issue? I briefly searched the thread but I couldn't find anything. I'll get screenshots and output logs if needed.

  4. On 19/10/2016 at 8:48 PM, JacktoseIntolerant said:

    I managed to hack the netkan well enough to bump the compatibility on CKAN to 1.1.99, but I don't know than I'm up to working on the real FMRS code. And I understand that it needs it, as it's not working in 1.2. Not to mention that we don't even have the source of the latest version.

    I'm considering just switching to Stage Recovery. It's not as cool, but it is actively developed.

    Yeah, I prefer FMRS too 'cuz you can land the boosters yourself instead of letting the game decide if you have enough parachute spam or not. :( It's a shame the dev has disappeared. Hopefully someone else will update it one day.

  5. I've build a part for KSP but I got the scale a bit off - I want my part to be 1.25m big but I made it 1m instead, and also the rotation is off by 90 degrees. When I try to fix this in Unity by tweaking the object's details in the transform menu (I change the scale to 1.25m on X, Y, and Z, and I've rotated it by 90 degrees too), the changes don't seem to apply when I try it in-game. Do I need to fix this in Blender or can Unity do it but I'm doing something wrong?

  6. I'm really liking the look of the new rocket parts! I know some people aren't a fan of the fact the parts are primarily white, grey, black, and yellow, but I think a unified colour scheme for all the parts helps tie the game's art style together because right now it's all over the place (compare the MK3 parts to the Rockomax parts, for example...)

  7. Just now, brusura said:

    Nope, there is daylight also the greenhouse part coming with kerbalism is working

    Ah, I see. The Planetary Base Inc. parts aren't very well balanced at all (i.e. the oxygen containers only have 200 units of oxygen in them), I think that may have something to do with it. I haven't used the Planetary Base Inc. greenhouse yet but the .cfg file probably makes it so nothing grows at all with 0% artificial light.

  8. I'm having an issue with the relay system - I have three satellites in orbit of Kerbin with enough signal power to cover the entire solar system, and I have a satellite orbiting Polta (a moon of Urlum, a planet from OPM) that's working properly. Yet when I try to land a rover on Polta - with the orbiting satellite within range and with relay enabled - when I decouple the transfer stage with the stronger antenna on it, leaving the smaller antenna that's on the rover itself, I lose connection. The antenna is more than strong enough to reach the orbiting satellite, but it seems like the relay isn't working for some reason.

    Is anyone else having this issue? If I need to post any screenshots or save files, I'll do that.

  9. I'm new to making planet packs and modding in general, I tried making a star using the mass, radius, and gravity from a star I made in Universe Sandbox 2, then divided the radius by 10 to make the star smaller to make it fit in more with the KSP universe. There isn't a lot of documentation on how to use Kopernicus but I managed to make this: https://pbs.twimg.com/tweet_video/CmIEeVsWAAAIHUx.mp4

    It's meant to be similar to a red dwarf star so I made it a lot smaller than Kerbol, and I put in the same parameters I got from US2 while dividing the radius by 10. I have no idea why the corona is so huge, and also why there's a weird white blob around it. Also, the gravity is somewhere around 4500g for some ungodly reason, even though I specified it as 45g in the config. Does anyone know what I need to tweak in the .cfg to fix these issues? I've already modified a few things but nothing seems to work.

  10. 2 minutes ago, kiwi1960 said:

    Really? All they would need to do is copy and paste the old OP, with changes... that way, that way, the topic stays current to the version at hand. Look at some old mods like mechjeb... pages and pages and pages of posts... NOT all are to do with the latest version.

    Having a new topic for every new mod update sounds super inefficient...people would have to trawl through tons of different threads just to find the most recent one, as opposed to just looking at the OP of one thread to find the most up-to-date version of a mod. I'm aware there are some mods that have multiple threads but that's because the mod author has changed - this means the old thread's OP can't be updated because the new author can't change the old author's posts.

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