Hachiro
Members-
Posts
30 -
Joined
-
Last visited
Reputation
10 GoodProfile Information
-
About me
Bottle Rocketeer
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Hey all, so this is an issue I've had with FAR since I got it, really, but I can't figure out how to make the non-realchute parachutes work. Not just the stock ones, but ones that come with particular mods (hence why realchute isn't really a viable option for a lot of them, it'll completely break the build.) Anyone know how to do this? I'm not really sure how to add realchute modules to parachutes, if that's the only way to fix it.
- 940 replies
-
- aerodynamics
- far
-
(and 1 more)
Tagged with:
-
So I'm really excited about this mod, I've been using SRMs in... Creative ways to give my soyuz landing rockets. All this stuff is fantastic, but I have found that the retro module is... Buggy. Specifically, when it fires, it ends up with a constantly rising isp, so my capsule ends up careening into the air until I deactivate landing mode, or jettison the retro module altogether. Anyone else have this kind of issue?
-
@peteletroll So undocking, quicksave quickloading, then redocking *seems* to have worked to clear the bad states on the other ports on the station while I've kept them in load distance, and it made it so the "locked" port was no longer stuck, I could back up from it and then go forward. Defocusing to the tracking station, then another craft, then back to the station seems to be okay so far, too... I think that might've done it, but I'll report back with anything if it's no longer working! Thank you!!
-
Just to clarify, are you asking if I have the badstate error after time warping while maintaining focus on the craft, or if I focus the craft, exit/focus another one farther away, warp, then come back to the one with the issue? Edit: Something I forgot to mention. These "bad state" ports tend to end up with two undock buttons in the right click menu, and even if they undock, they tend to be "stuck" where the joint is flexible, but will not separate. Unfocusing, warping, and coming back will let it drift out enough with no issues, but keeping focus and warping so that it drifts out of collision will invariably cause the entire setup to explode and send things flying every which way out of control.
-
So, apologies for dropping off this thread after that post. It was only happening with the Kane docking ports, and it seems to have stopped mostly on its own after the BDB update. I'm having a different issue, now, and that's with there being a persistent "bade state" error that'll pop up on several docking ports when I'm loading up my ISS build in orbit. No idea what this might be https://www.dropbox.com/s/k4rjk0ol2cwcu00/KSP.log?dl=0 <ksp.log
-
Having a slight issue with b9, it's trying to find a tank "ht2_02" and failing to do so, and fatal error-ing. I've gone through the part repositories to try and find something with that sort of name, and I'm not really able to. Any possible insights? I had to manually install, everything else I've got is CKAN. (And CKAN won't see the .zip properly )(Side note, it seems that the spacedock .zip version has issues with "truss01_nrm.dds", I had to grab a copy off github directly and that cleared that up.) Edit: Error message directly