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Spunge_bub12

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    Flight sims and Aeronautics, AvMech in training (AMP).

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  1. Thankyou very much, I'll look into using craft manager to fix my sub-assemblies.
  2. Well, I'm officially an Idiot. The problem isn't a bug. Its caused by the BD modular missile controller. I probably should have done some more testing before assuming that it was an issue with tweak scale, but given how the current version of tweakscale still has the sub-assembly bug, I assumed that it was being caused by that. Edit: Or maybe not... Removing the BD modular missile controller from the craft doesn't remedy the issue. This is so confusing. Edit 2: I've figured it out. Having the BD modular missile controller on the craft will toggle off all the electrical storage on the craft when it spawns onto the runway. The weird part is that the toggle state will carry over when I revert back to editor for some reason, which keeps the probe from receiving power once I spawn it back in without the controller. So weird.
  3. Here you go. https://drive.google.com/file/d/1BfO_1l29XPv7p-EpspdDTsODfb4IDfFw/view?usp=sharing
  4. Here you go. This is on the latest version of KSP. I'm using several mods but most of them are graphical. The most critical mods I am using are listed below. All mods are their latest versions. BD Armory Plus (Ands its dependencies) FAR Tweakscale Recall Mechjeb https://kerbalx.com/2Polev/SA-2-Launcher-PROBE-BUG <--- Link for craft file. And sorry for my incompetence, but how do I get the log file to you without posting the whole wall text here in this forum post?
  5. Not sure if this problem was brought up before, but it seems that probe control is being broken in some instances where scaled sub-assemblies are used. For example, I have a missile I was making for a launcher. The missile was equipped with a probe core and it worked fine within its own save. After merging it with its launcher platform which I made as a separate craft, and mating them with a decoupler, launching the missile via the decoupler causes no probe control on the missile, and the fuel tanks show as empty in the stages. Oddly, the same problem persists even if I toggle off CommNet in the difficulty settings when creating a new save.
  6. Any other mods? What does your gamedata look like? What version of Modulemanager are you using?
  7. Plugin seems to work correctly with the latest version when it comes to the display functionality and clickable buttons. The only problem that unfortunately makes the Mk22 unusable is that the HUD has no opacity/ Transparency. The symbiology works correctly when the HUD is powered on, but the foreword view is blocked by a grey place holder texture where the HUD should be transparent. I have a hunch that this has something to do with RPM(adopted) and I may have to run it with the old depreciated version of RPM. I'll post my findings when I get around to swapping out the files in my game data. Edit 7:16pm: Nope. Has the same issue with the old versions of RPM. Must be an issue with the part.
  8. Um. Not sure what that is, and how would I change that?
  9. Nope this didn't seem to do anything. I'm doing some tests and just built a fail plane that only weighs 40t and has 10 turbojets. It cant break 350m/s either.
  10. Nope. never owned a copy of KSP from steam.
  11. 1.7.1 the change happened the same day after restarting my game through the EXE directly and not the launcher. No. The only mods I am using is Mechjeb and tweak scale and the only scaled parts being some light fixtures on the wings.
  12. See, thats what I figured but sadly no, it doesn't seem like restarting or leaving ksp running fixes the problem. This is getting very frustrating. it also looks like some other planes that I have built using the Turbojets cant break above 350m/s even though they where capable of doing so in the past. this is a very strange bug indeed, perhaps something to do with the drag coefficient being changed?
  13. Just built a large SSTO with 6 Turbojets, 4 Rapiers, and 4 Aerospikes weighing in at around 132t fully loaded. It managed to escape Kerbin atmosphere on multiple tests with very few Issues. in atmosphere at around 2km above sea level it could easily cruise at 700+m/s with the turbojets thrust capping out somewhere around 250-300. I saved my game and left my computer for an hour to go run some errands and when I got back the SSTO's engine performance for some reason changed drastically. At 2000m above sea level the engines can't even achieve a thrust above 190 and the SSTO struggles to get past 300m/s. I have made no changes to the craft prior to its successful test flights and the weight in the editor has remained unchanged. Is this some sort of bug?
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