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Trigger1112

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Everything posted by Trigger1112

  1. Thanks! Mine seems to have had a typo, I copied this exactly and now it works. Fair enough, I sort of assumed it was a rough approximation. I'll stick with just SAS limitations for now since it's inaccurate enough as it is. I'm glad you plan on improving avionics and if you're open to suggestions then in addition to limiting certain parts maybe allow something like mechjeb (assuming it's at all programmable, I haven't used it yet) or kOS to enforce limitations.
  2. Hi Tim, Remember that CKAN isn't perfect and will occasionally cause problems of it's own, I know from experience. I still recommend it, just be aware of that. Could you post the error? Are any mods downloading? If so, check the website it's trying to download from, websites sometimes go down. Downloading mods 1 at a time seems to work better than all in 1 go. Without more information we can't do more than make suggestions. Here's a good place to look for mods. Check under Life Support. Version Compatibility doesn't seem to be updated very often so check the mod threads. Which is best for you depends on exactly what you want.
  3. I know the sinking wheels has been reported before, I only included it because it seemed relevant. I didn't find anything about twitchyness/skidding that wasn't related to overloading. Apologies if I missed something. Thank you.
  4. KSP: 1.1.2 Windows 64bit Problem: Wheels and landing gear seem almost frictionless. Aircraft twitchy at 1st then skids around as speed increases before spinning off runway. Also wheels sink into runway. Mods installed: Reproduction steps: Build simple aircraft with Bonanza cabin, circular intake, Derwent engine, Delta wings, winglets and small landing gear. (Probably don't need exact parts but that's how I did it) Log: Output_log.txt
  5. You might want to check this out. It seems to be what we're looking for.
  6. Hello everyone, I've been trying to use the patch by pjf to remove avionics but it's not working. I copied this: into a file I called zzavionics.cfg and put it in GameData. Any ideas? While I'm on the topic, what exactly is avionics supposed to represent? I know it would be unrealistic to fly eg. a Saturn V entirely with the CM but isn't that an issue of complexity and flight profile? Wouldn't it be better (though still unrealistic since inert parts like struts shouldn't contribute) to use part count or something similar? It seems that Big Dumb Boosters like Sea Dragon or OTRAG would be poorly represented with this model. I ask this to stimulate some discussion about the concept, not disparage and I respect the work already done and the intent behind it. Thank you.
  7. Thank you! The folder actually was missing. I think CKAN failed to install it for some reason but forgot to tell me. I'll remember not to trust it so much in future. I did a test and it seems to be working, I'll update if any are still missing.
  8. KSP: 1.1.2 Windows 64bit Problem: Some engines either have no plume and sound or plume on when engine isn't. I suspect it's a Real Plume issue but wanted to check that I haven't done something wrong. Details in album below. My tests weren't exhaustive so status of individual mods is a guess. Mods installed: Full mod list for album, all mods updated as of 20:00 BST 21.05.16: Reproduction steps: Launch rocket with effected engine. Log: Output log
  9. Have you tried this? I might try it after exams: There's also this but it's configured for RftS and I don't have time right now to go through all of it. https://www.dropbox.com/s/lz2ntsqhwe192xv/Calcs.xls Or you could do what I did and copy enough RO files to get it to work but not so many the game thinks RO is installed. When I tried it fuels and names were correct for some engines but tanks were iffy and RSB didn't work at all. Doing it that way might require some file editing, which requires more time and skill than I have.
  10. This is more or less what I was asking.
  11. Anyone? Edit: Apparently RO is 1.1.2 compatible. Doesn't help me much since it doesn't play nicely with KSPI-E.
  12. Hello, Apologies if this has been asked before or I've missed something. I'm trying to do a realistic install of RF but as far as I can tell you need to install RO too. Since RO isn't compatible with 1.1 yet is there a way of making a RO-like config without the whole mod? I tried copying just the RF relevant files but that led to some tanks and engines not working. Waiting for RO won't help anyway since I also have KSPI-E (I know RF isn't compatible with it but I only want RF to work with non-KSPI-E parts). I know it's an unusual situation but I'd appreciate any help anyone can offer. Thank you.
  13. Thanks! I installed the planet conversions pack and I'm getting around 30 fps at launch now. That's just where I copied a fresh install for testing purposes. It usually sits on another drive, although since the issues with the patcher I've been running it from the desktop.
  14. Turning off SM3 had no effect. I'll try rolling back the driver.
  15. A few weeks ago I started getting low framerate. Before it would only drop below 60 when looking at Kerbin from space but even 100+ part spaceships wouldn't drop below 30. I originally encountered the problem in a modded install but everything below is from stock. Problem does not occur near Mun. KSP is 32bit, non-Steam copy. Edit: I tried the minDistance, minSubdivision, maxSubdivision fix, little appreciable difference. Album describing problem Output log KSP log dxdiag log Thank you.
  16. This was in sandbox mode so they should already be upgraded. Also, should the plasma thruster only work in quantum vacuum mode?
  17. Hello The fusion reactors seem to be missing their fuel switches and the charged particle generator seems to have the wrong efficiency in the description. http://imgur.com/a/OrmrN
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