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Everything posted by Blocky999
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I tried making a light-sport amphibious aircraft, I think I failed on the "light" aspect. This is the first time I've experienced this glitch and I had just downloaded the procedural wings mod and only that mod since the last time I played yesterday, so I'm assuming it's at fault. In conjunction with the message in the center of the screen, the cost of the aircraft is displayed as "NaN". Additionally, the CoM overlay cannot be seen when toggled even though the CoL and CoT overlays can be seen. [edit] After further investigation (I just ripped parts off), it turns out the offender was the vertical stab.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Blocky999 replied to ferram4's topic in KSP1 Mod Releases
I did indeed have another ship loaded prior. As for Tweakscale, I have yet to have issues with it and FAR when scaling default parts. Can't say the same for any mods because I don't typically use tweakscale for anything besides wheels and wings, both of which are always the defaults. Also, in addition to the voxel issue, I was also not able to get the stability derivatives to recalculate when I loaded the ship with that procedural engine. Although, that was when I hadn't loaded another ship prior, so I would expect it to show the derivatives for the previously loaded ship like it shows the voxels for that previous ship had I checked the derivatives when I snapped that first pic.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Blocky999 replied to ferram4's topic in KSP1 Mod Releases
I appear to be having a problem. As has been said previously (I think, from my quick glances at previous people's post), the fix is removing an engine. In this case, it was the FS1PRO Customizable Propeller Engine from Firespitter. Granted, my game is loaded up with 8+ mods, but none of the mods I have really seem like they would have an effect like this.- 14,073 replies
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Blocky999 replied to sirkut's topic in KSP1 Mod Releases
I'm not sure if this idea has been discussed yet in the 500+ pages of this thread, but would it be at all possible to control the rotation/movement of parts based on a user-defined equation? I am currently working on mechs that utilize mechanisms, such as the Chebyshev linkage, to control the movement of its legs. It would be significantly easier to control the rotation of a single rotatron with an equation than it is to create and adjust a multi-rotatron/docking washer and -pivotron system. Also, do any free-moving gantry rail edits exist? I have had a need for free moving, linear servos, but couldn't find a good way to do it with unpowered rotatrons, although two, oppositely-rotating powered rotatrons with an unpowered rotatron have worked the best. Any suggestions for this?