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Prasiatko

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Everything posted by Prasiatko

  1. Since this is the first thread that comes up on google when searching for a solution i will post what i did to get it to work here. First install procedural parts nad your other mods and run the game once so module manager makes some cfg files. Then open "ModuleManager.ConfigCache" found in the gamedata folder with something like notepad++. search for ProceduralParts/Parts/TechTree/Upgrades.cfg, you'll get a number of results and in the sections underneath you'll find a line that reads "techRequired = ...." replace whatever is after the = sign with "start" (minus the "")
  2. I have similar issues. The only way i've found to mitigate it is to reduce the friction on the front wheel to a bare minimum. Even this doesn't solve the issue entirely for me but it is good enough for me to take off.
  3. What it really needs if they still wish to include is someway to override it and live with the consequences.
  4. Thanks! This worked enough for me to take off albeit still veering off centre down the run way That explains a lot. I thought i just had really shaky hands on my joystick. Was wondering why increasing deadzone didn't do much.
  5. Any ideas wht this plane is spinning when i try to take off as soon as i reach about 40m/s it veers off to the right and in best case scenario will continue in a clockwise spin on the spot.
  6. Even with the second level one i've found it is far easier to simply turn your plane 90o and use the miles of flat ground surrounding it. Same goes for coming into land.
  7. Add to this one i'm now finding even when the xbox one controller is still plugged in on start it still unbinds all axis settings. Also when trying to reassign axis to pitch it sticks the game on that screen unless i manually clear a corrupt binding in the .cfg
  8. Any idea what could be causing concentric black circles to be appearing on the water when this is installed? Is not EVE as tried uninstalling that to no effect. I have a Radeon 7950 if it being an ati card makes any difference. Running in Dx11 too. EDIT: Nevermind Dx11 was cause, works fine in DX9
  9. My current set up for translation involves my six axis joystick plus the pedals from my g25.
  10. I've noticed it is near impossible to burn up heat shields too. once they reach about 1 unit left it depletes really slowly. Also the heat tolerance of the heat-shield without ablator is high enough for all but direct interplanetary re-entry.
  11. Is there really any point to probes as it stands. There are far fewer problems to overcome simply sending a manned vessel. You get more science opportunities and with this update you won't have to worry about relays.
  12. Yeah should be fixed in next patch. It only occurs when combined with FAR as seti overwrites some of the modules FAR included apparently.
  13. For anyone else with problem bug i had on last page is with SETi tech tree.
  14. I have a bug with the way the tech tree mod alters the procedural tanks nose cones and decouplers. At least with FAR and possibly in stock too it seems they are immune to aero forces. This is most obvious but noting the skin temp on a part doesn't change during re entry. Also if you set a procedural part on say a 100km ap 2km pe orbit it passes through the atmosphere unaffected.
  15. Does anyone know what could be causing all procedural parts to be prefixed with a 0? I assume it is due to another mod interfering somehow. Trying to track down which. EDIT: SETI tech tree for anyone wondering.
  16. Apologies should read OP more closely. Still occurs with a manual install. However upon installing a fresh copy and loading only procedural parts, toolbar and FAR i believe i have found a possible cause though unsure what is causing it. dlrk, Do you have a part in the menu called 0 procedural tank? I notice in my usual install all the part names are prefixed with 0 but in the fresh install they are normally named. EDIT: Okay appears to be coming from SETI tech tree. And confirm that as cause, at least in my case.
  17. Interesting mine only occurs with the procedural parts. Big mod list coming up: Collision FX 3.2, Better AtmospheresV5, Stock Bug fix module and as you can see quite are few were installed with CKAN if that could be causing issues? EDIT: It appears the lifting body effect on the procedural parts is still working, just the drag that is not applied.
  18. Having a bug when using procedural parts where drag does not seem to be applying to fuel tanks nose cones and decouplers. (Possibly other parts haven't tested) Originally thought it was DRE related as skin temp wouldn't change on only the procedural parts. Further testing involving sending a tank through the atmosphere using hyper edit indicates it's FAR related possibly. I used hyperedit to put a tank r=3.5m L=4m in orbit with AP 1Mm PE 22km and it flew through the atmosphere barely altering its orbit. May also effect wings as i noticed no skin temp change on B9 procedural wings while re entering a space plane but as they still work otherwise not sure if that may be by design.
  19. Confirm what you are getting appears to be between FAR and procedural parts. Further testing involving sending a tank through the atmosphere using hyper edit indicates a FAR bug possibly. I used hyperedit to put a tank in orbit with AP 1Mm PE 22km and it flew through that atmosphere barely altering its orbit.
  20. Further testing involving sending a tank through the atmosphere using hyper edit indicates a FAR bug possibly. I used hyperedit to put a tank in orbit with AP 1Mm PE 22km and it flew through that atmosphere barely altering its orbit.
  21. Confirm what you are getting appears to be a FAR bug with not applying drag. I used hyperedit to put a tank in orbit with AP 1Mm PE 22km and it flew through that atmosphere barely altering its orbit.
  22. Posted in Procedural parts thread but maybe someone here has an idea for a quick fix. Seem to be having an issue where procedural fuel tanks nose cones and decouplers (possibly others haven't checked) don't have their skin temp change during re-entry. This results in them barely heating up and acting as massive heatsinks for the rest of the ship, making it very resistant to re entry heat. I'm FAR 15.4 if that could be causing the issue. Any idea what i need to change in their part cfg to get it working again?
  23. Seem to be having an issue where procedural fuel tanks nose cones and decouplers (possibly others haven't checked) don't have their skin temp change during re-entry. This results in them barely heating up and acting as massive heatsinks for the rest of the ship, making it very resistant to re entry heat. I'm using DRE 7.2.1 and FAR 15.4 if either of those could be causing the issue
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