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blub01

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Everything posted by blub01

  1. well, i figured you'd get that i meant "working now".
  2. i like it how my question is like totally ignored. I'll just ask again: Can i just use b9 in it's current state without gamebreaking bugs, and if not, is there any way to get it working? EDIT: fixed missing FREKIN' VERB like how the hell do i manage to miss the most important part of the sentence?
  3. can b9 made working somehow right now? i really like it, but as was already pointed out(shouldn't have to, really, i mean it says "0.90" in the freaking THREAD TITLE), it isn't updated yet.
  4. now that i think of it.. i was kinda confused when the old intakes were still there, but i THINK i've seen it in EnterElysium's youtube series, too. Maybe it confuses tweakscale? EDIT: found the double air intakes, once in the aero folder and once in the utility folder. gotta look what's the new ones now. EDIT2:That's it! i deleted the double of the circular intake, and it's attachable now. the intakes i didn't fix yet still don't work. so that's apparently the issue. gonna fix the rest now.
  5. hm, my issue with intakes might be fixed when i remove that tweakScale module of the part. now i just need tom figure out how to do it. here is a log of me creating a new world, going into the EDIT:VAB SPH of course, trying to attach a circular intake to a mk1 command pod on the small node in the SPH, and then exiting the game.
  6. Okay, well, i KINDA overlooked scott manley's video (ep. 28 of interstellar quest) explaining how stuff works. I hope it is still up to date XD
  7. I'd like to use FAR's better aerodynamics model, but my knowledge about aerodynamics is.. limited to say at best. is there a guide explaining how it works somewhere?
  8. that's the modlist CKAN gives me(apparently KSP AVC ignores everything that adds only parts or something like that): Bahamuto Dynamics BahamutoD Animation Modules BahamutoD's Armory Community Resource Pack Crogenic Engines Dr. Jet's Chop Chop Editor Extensions Endurance Space Exploration System EVAManager Filter Extensions Firespitter Core Fuel Tanks Plus Heat Management HyperEdit Interstellar Fuel Switch KAE - KSPAPIExtensions KAX Kerbal Egnineer Redux Kerbal Flight Indicators KSP AVC MechJeb2 MechJeb and Engineer for all! Menu Stabilizer Modular Fuel Tanks Module Manager ModuleRCSFX Pilot Assistant QuickRevert QuickSearch QuizTech Aero Pack Radial Engine Mounts by PanaTee Parts International RasterPropMonitorCore TAC Fuel Balancer ToadicusTools Toolbar Also, I installed KSP Interstellar Extended manually - it is the main reasopn i want tweakscale, as it heavily relies upon it. If needed, I can post the mod versions, too. EDIT : I get the bug without any other mods installed, on a completely new save.
  9. I think TweakScale breaks my air intakes. EDIT: just so you know, the bug does not occur if tweakscale is not installed. Modlist: EDIT: from KSP AVC KSP: 1.0.2 (Win32) - Unity: 4.6.4f1 - OS: Windows 8.1 (6.3.9600) 64bit Filter Extensions - 2.1.1 Community Resource Pack - 0.4.1 Editor Extensions - 2.7 Firespitter - 7.1.1 Fuel Tanks Plus - 0.8.2 RasterPropMonitor - 0.19.3 Kerbal Engineer Redux - 1.0.16.6 KSP-AVC Plugin - 1.1.5 Pilot Assistant - 1.8 QuickRevert - 2.0 QuickSearch - 1.1.2 TAC Fuel Balancer - 2.5.1.7 TweakScale - 2.1 When I try to attach air intakes, they don't show up, even though kerbal engineer tells me there's now intake air in the craft. the intake stays "picked up", and if i delete it, the intake air vanishes again. If i attempt to attach an intake via attachment nodes, the node vanishes, as if there's a part there(haven't tested if it stays with part clipping enabled, though). EDIT: I can't put the intake down, though, and there are weird side effects at times, like my controls locking up(I can't leave the SPH(not tested in the VAB), because me clicking on "save and exit" or "don't save" is ignored), and if im launch the craft, i end up focusing the sun, the craft nowhere to be found, not moving and the direction markers on the navball all in one spot).
  10. Does b9 work with ksp 1.0? I don't think so(due to attachment node changes), but i think it's better to ask than to assume.
  11. I'm setting up an MKS/OKS base on minmus to build rockets(as i don't likw atmospheric launches), and for some reason, I want to have all crew slots filled(30 overall). I know that engineers increase productivity, and that stupidity decreases it, but what is more important? a very low stupidity or a kierbal being an engineer?
  12. So, is KIS working for 1.0.2? because my game says it is incompatible.
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