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RYU AZUKU99

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Everything posted by RYU AZUKU99

  1. Bless your soul. But I did notice that the extras mod doesn't load properly/show on the tracking station map, even with the dependencies the new airstrips don't show up for purchase or with all sites unlocked from the difficulty menu, not really sure what's going on with it. They are appearing in the persistent.sfs though.
  2. How the heck do you unlock the other contractors like Jeb's Junkyard? They all say the require "Flight Progress must be completed" but I have no idea what that means. I've done 8 of the inspection flights and both of the navy certifications but nothing else has unlocked(besides the TKA ones after doing inspection flights).
  3. Man I absolutely LOVE the art style of these parts! IDK what it is but the boxy-ness of everything is awesome.
  4. Every time I install this and try to play I get an "Access is denied" (0x5) error. If I try to play ksp again it deletes your launcherpatcher.exe and installs the original. Any fix?
  5. Trying to attatch an Androgynous Docking Mechanism to a girder on an anchor causes everything on the anchor to explode or launch off I don't get this effect when using stock docking ports. It's weird, looking at the console when this happens there's a line that says "Collision Enhancer Punchthrough - vel:55.5211" Maybe that's why the game is freaking out?
  6. Anyone else getting issues with some launch pads being a bright green? NVM Tundra's Space Center's file structure is just different than any other mod, looks great!
  7. Small bug when using the most up-to-date version of Restock in KSP 1.12 is that the Protective MK7 nosecone's white/black and white skin's textures are messed up, the orange texture seems ok though.
  8. A user by the name of OHara recently commented on the bugtracker with a temporary solution in the form of a module manager patch. He wrote: "We can avoid this problem with a Module Manager patch @PART[*]:HAS[#PhysicsSignificance[1],#attachRules[*,*,1,*,*]] { @PhysicsSignificance = 0 } On four parts that could become root parts (FL-A5 adapter, cubic strut, octagonal strut, and BZ-52 radial attachment) but which got special treatment, this removes the special treatment. 'PhysicsSignificance' seems backwards as a name; when it is set to 1 for a part, KSP lumps that part's mass into the parent part, and doesn't simulate physics for the PhysicsSignificance=1 part. For thermometers, that means new players don't need to worry about balancing the mass of every thermometer, which is nice for a game. But I would have expected the structural pieces have their own mass." I used Notepad++ , copied and pasted the bold text into a new file and saved as a .cfg, then placed it into my gamedata folder. Worked like a charm!
  9. The bug turns out to be with cubic/octaginal struts since the eva building update. Will have to wait for a fix from the community or an official patch. Problem: I am trying to make a more compact rover which has the small long hinge as its base(the G-01L) and when the root part is not on the rover it will just hover in the air after decoupling. The craft file was made on an older save with mods but still shows the bug. Even once I remade the rover after completely uninstalling my game, reinstalling it, verifying the integrity of files, and on a new save file I still have the same problem. I believe that the hinge is what is causing the problems as most of the robotic parts from Breaking Ground are buggy. ------------------------------------------------------------------------------------- Video of Problem: Player.log:https://drive.google.com/file/d/1Kv02gyqVV87jcdTfSPP0hejIeDpN9EIf/view?usp=sharing CraftFile: https://drive.google.com/file/d/1kbWxFVAL32fbiE6-nxCN8hSyw01YPC84/view?usp=sharing ------------------------------------------------------------------------------------- When checking the ingame console I saw that the following was being repeated indefinitely until I reverted flight or quit the game, this of course is in the player.log. dT is NaN! tA: NaN, E: NaN, M: NaN, T: NaN at System.Environment.get_StackTrace () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at Orbit.GetDTforTrueAnomaly (System.Double tA, System.Double wrapAfterSeconds) [0x00000] in <06f13185617646e5bc801baeab53ab75>:0 at PatchedConics._CalculatePatch (Orbit p, Orbit nextPatch, System.Double startEpoch, PatchedConics+SolverParameters pars, CelestialBody targetBody) [0x00000] in <06f13185617646e5bc801baeab53ab75>:0 at PatchedConicSolver.Update () [0x00000] in <06f13185617646e5bc801baeab53ab75>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
  10. After deleting all mods and doing a full stock reinstall of the game I have determined that the bug is from the actual games(most likely a robotics part) NOT from mods. I will move my issue to the appropriate thread.
  11. Mods in use: ClickThroughBlocker ModualManagerWatchDog USITools All NearFuture mods ToolbarController Tweakscale KSP-Recall KerbalReusabilityExpansion B9PartSwitch HeatControl CommunityResourcePack Firespitter DeployableEngines DmagicOrbitalScience ------------------------------------------------------------------------------------ Player.log: https://drive.google.com/file/d/1LJNt-KjNn42RtOSjbCq91Zofpt3ZIeMs/view?usp=sharing CraftFile:https://drive.google.com/file/d/1kbWxFVAL32fbiE6-nxCN8hSyw01YPC84/view?usp=sharing ------------------------------------------------------------------------------------- Problem: When the root part is NOT on the rover it will hover in place when decoupled unable to move. While I do have mods installed there are no modded parts on the rover. When checking the ingame console I saw that the following was being repeated indefinitely until I reverted flight or quit the game. "dT is NaN! tA: NaN, E: NaN, M: NaN, T: NaN at System.Environment.get_StackTrace () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at Orbit.GetDTforTrueAnomaly (System.Double tA, System.Double wrapAfterSeconds) [0x00000] in <06f13185617646e5bc801baeab53ab75>:0 at PatchedConics._CalculatePatch (Orbit p, Orbit nextPatch, System.Double startEpoch, PatchedConics+SolverParameters pars, CelestialBody targetBody) [0x00000] in <06f13185617646e5bc801baeab53ab75>:0 at PatchedConicSolver.Update () [0x00000] in <06f13185617646e5bc801baeab53ab75>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)" I have never had this problem with a craft before. I am using a hinge from one of the dlcs as the main body of my rover. Any help appreciated. All mods up to date.
  12. Start the game Max out the settings Mess around in the vab looking at new parts Cry because I'm getting 5 frames per second Revert the graphics to low Make a rocket and land on the mun
  13. The current workaround for it is just building the wing assemblies separately, but this makes it difficult to adjust wing values in flight/editing the wing design is more annoying. Link to the craft that works, and one that doesn't work because of mirrored parts. https://drive.google.com/drive/folders/1RMJ_ScrBX_vgFRhEHaL-_OVGdqSKqGAK?usp=sharing Pressing 1 in-flight on both craft will open the wings up.
  14. KSP 1.9.1 64x, fresh install, no mods I have 2 different Rotation Servo f-12's that are mirrored with wings at the end, I'm trying to get them to fold out to give lift to my craft. In the VAB when I put them at their max angle they deploy fine, but when I launch the craft and try to deploy the wings only 1 side works. Removing 1 side from symmetry does nothing, even if I invert the angle value still nothing happens. Autostrut is not on(although this never affects anything) Inverting the direction of the servo causing the part that doesn't move to jerk to 1 direction, then it returns to the centerline. Link to video showing what happens: https://youtu.be/kxdKusQWITs Output_log.txt: https://drive.google.com/file/d/1gPgQ38dIR7sEKy79BDhLioxJut4qX9cF/view?usp=sharing
  15. One of the recent updates to the game won't let you quicksave before crashing your craft, and its detection of you 'about to crash' is very buggy sometimes refuses to let you quicksave even while flying normally! Is there anyway to disable this?? https://imgur.com/a/xry4R5B
  16. Is anyone else having issues with not being able to link radar between craft?? KSP Version 1.9.1 Output_log.txt: https://drive.google.com/file/d/1qVFPKw_4Bh0Az1H3z5KANauf_dAipcD6/view?usp=sharing Screenshots: https://imgur.com/a/xknIGYQ The problem is that I can't link radar between two different craft, whenever I click the radar link button nothing happens/I cant select the radar truck. Both craft are on the same team, the receiving craft has the radar receiver part. Mod List: clickthrough blocker, toolbar controller, bdarmory, heat control, hullcam vds, knes, mechjeb2, nasa countdown clock, modular launchpads, all of the nearfuture mods, physics range extender, scatterer, tweakscale, vaporvent mod The data link menu opens to the left of the main radar tab, meaning if you have the radar tab all the way on the left side of the screen you cant see the datalink options
  17. What happened to the ascent guidance? My rocket always turns waaaaay to early now and the final orbit can be quite a few km off, this never happened before in 1.8.
  18. Seems like a weird change to make. Thnx for the solution though.
  19. So whenever I have this mod installed it ruins my aircraft's elevons by enabling everything (pitch yaw and roll). Is there any way that this can be avoided? It's been happening ever since I started using this mod a few years back.
  20. So the drain valves provide thrust when you use them! There should be a challenge to see how high someone can make a rocket go with only drain valves!
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