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DaniWesNL

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    Bottle Rocketeer
  1. There's a bug in 1.4.3. with both the Undersize and Oversize SIGINT satellites. Deploying either of them works fine, but when I try to take them back in, the animation resets as if they are in and deploys them again. In other words, once the dish is out, you cannot get it back in. Nvm found out in the notes its intentional. Shame cause it works in the VAB, but not outside
  2. Gotcha, already figured that may have been the issue. Working as intended now, thanks a lot
  3. Just downloaded the 3.0.15, but now the fuel tanks are double; both in the engines and fuel tanks categories
  4. The Liquid variant isn't working for me. It doesn't have any (rocket)fuel, nor can I add any. I'm using the 1.2 pre release version. All other procedural tanks are working Edit: I'm trying to find out if there's a mod I'm using that causes this. Edit2: Modular Fuel Tanks is the culprit.
  5. Cheers, found out recompiling it is indeed necessary, so your change is welcome, I'll edit my post to prevent confusing others
  6. Definitely gonna use this mod. Edit: OP made a change so we can alter the keybind
  7. Cheers mate. Just wanted to hop in and let you know I really appreciate the hard work you've done maintaining and updating this mod. For me this mod feels like a proper extension of KSP.
  8. Hmm having the same issue. As of today, for no apparent reason the mod ceases to function and all my parachutes deploy way too slow resulting in hard contact with the ground. I don't get the icon in the space center, and the toggle info button only shows me info in the VAB. I can't seem to be able to change my parachutes anymore. Removing the mod destroys my savegame. Edit: Found the issue, apparently the version on CKAN is krakened. Downloaded it manually and it works fine.
  9. It doesn't auto delete my warp to alarms after they've been reached (warp to AP e.g.), even though that option is on in the mod. Am I missing something?
  10. Just did some additional testing without any mods. Base game: 1.80 Gb Base game with ATM: 2.06 Gb Base game with ATM removed again: 1.82 Gb Conclusion: as far as I'm concerned there's something seriously wrong with this mod at this point
  11. Strange, my games uses 2.6 without ATM. I use ATM and it uses 3.0 GB. Needless to say it crashes after 15 mins of gameplay. I used this mod in the past and could easily remove 30 - 40% of the RAM usage, but now it seems to increase it? What's going on
  12. I usually have to go faster than 150 m/s to be able to take off. Mind you my aim is to make an SSTO with enough delta-V to achieve a decent orbit and have some fuel left for course corrections. My pitch authority and rear wheel placement are fine, I checked those with the very detailed guide. However the problem lies probably in the fact my aircraft has not enough lift, either a wings or weight issue or maybe both. I am mostly using wings that don't appear to have any lift rating in the description (non stock ones). But when I check for the CoL, it doesn't have an arrow. Does that have anything to do with this? Also since I found my aircrafts seem to have lift issues, I simply add more thrust, though that's probably not the right way to go. Maybe I am too much of a rocket engineer to be an aircraft engineer
  13. The S2 plane was around 100 tons. The MK2 was around 40 tons. Both tear apart as soon as I pitch up slightly after taking off. I would expect the weels to break off if you land too hard, the engines breaking off with too much drag, or maybe the entire fuselage ripping from the wings. But the individual parts of the fuselage detaching from each other as if I've used separators still seems strange.
  14. Every single joint snaps, it starts with the cockpit detaching from the fuselage, then the parts of the fuselage snapping and the wings breaking off. And though the G-forces are indeed quite strong, it shouldn't be nearly a catastrophic structural failure. Don't know about the dyanmic pressure. I've only used FAR since yesterday, tried it for 4 hours, but kept getting this issue with MK2 (stock) and S2 (from B9 iirc). So I haven't actually used the mod to display aircraft stats. Only really used Engineer to make sure I had enough TWR and made sure I followed these guidelines: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures
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