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RightInfinity

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Everything posted by RightInfinity

  1. Aren't parts only 'bought' if you launch a vehicle? there shouldn't be a cost for arranging parts in the editor.
  2. While this weldment uses 100% stock parts, here's my full mod List I tested the weld without any mods save tweak scale, and still had the stretching issue In the zip is craft file for this abomination + a weldment I made from it https://drive.google.com/file/d/0B2u10OO_kvpLdVVYdWt6OUdJbGM/view
  3. So I ran 2.4.2 for the first time and now some parts are being stretched when welded This is using all stock parts, I think I might be using the mod wrong.
  4. After double checking the MM patch files, It seems defaultScale didn't have anything to do with it, so I was talking out of my ass, but, Last version I had the issue with structural panels and beams scaling incorrectly in weldments: The latest mod update made the structural parts work and the wing parts respond badly, and now that same setup as ended up with an overly large wing when welded Finally, here's another example of the same part branch welded under 2.3.4 (left) and 2.4.0 (right)
  5. This update seems to be working better than before, but I've run into a bit of an issue again with tweakscale, last version It was parts that listed with a default scale by Tweakscale's MM patches that had issues being welded (Fuel tanks and structural panels), Now it appear that parts without a default scale listed in their MM patches that are mis-scaled when welded (Mainly Aerospace parts and wing boards). Thanks!
  6. Hey, I'm having issues with weldments and rescaled parts, as a lot of my weldments made in this version are turning out with changed scales compared to unwelded assemblies. it's mainly happening to structural panels, i-beams, and a few fuel tanks (Oscar-b in particular), Although for wing parts it's working just dandy. I'm running a nearly stock setup with only additional parts coming from KER, Infernal Robotics, Editor extensions and Snacks Pic in spolier Is there any reason why this is occuring? I'm having to go back to 1.1 a version to make my assemblies, that doesn't suffer from this bug.
  7. Is it possible to override the inbuilt version lock? I restarted KSP to clear RAM and the stealth 1.2.1 patch bricked the mod I'm fine with glitches when doing so, but i'd really love to have access to the custom angle snaps and radial settings. Kind of strange how the rest of my mods run (with warnings) but this one goes out of it's way to disable itself
  8. As in properly hitting the "shut down engine" button and not just setting the thrust 0? Because either way causes the issue. As a note, further experimentation with it shows that a work around of sorts is possible. If you enable non-physical timewarp, wait until the crew portraits load, then turn off the timewarp, phantom forces won't rip your ship apart or change your orbit(if your ship survives). Though this needs to be done every time you load, no matter the situation you saved your state. Getting rid of it entirely still requires that KSP be restarted. Another note: None of these effects apply to craft that are "landed" These will stay perfectly still.
  9. You can, But I haven't been able to find a link to github. Can't do much with the engines until the physics issue is dealt with anyway
  10. Looking like a promising mod, if bare bones and having quite a few rough edges This mod seems to summon a bug I've run into while moving asteroids before. Hitting quicksave after using this engine for a prolonged period (Interplantery transfers in my case) then loading that quicksave will cause the vessel to violently (and often catastrophically) spin out, change velocity, and sometimes end up in completely different orbits to what it was heading in. If KSP is restarted before loading the save, the ship will not jerk volently, but position/velocity/orbit still may appear differently. What ever causes this also seems to cause FPS slowdowns before saving/loading, but not after loading. swapping to another vessel and rendezvous with an affected craft causes the same effects as loading a save Other than that bug rearing it's head, are there any plans to make magazines replaceable or reloadable? Or Options for letting action groups detonate 1 bomb per press? Thanks
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