Acvila
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Posts posted by Acvila
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11 hours ago, Gordon Dry said:
Was this with the new released 2.4.1 or the previous version?
I ask because the release was about 9 hours before you posted.
i tested now with the last CC(with or without intrusive patches) and same thing, all PP parts have 1000Kg no matter of dimensions. remove CC(not plug in) and PP is working.
tested with only CC and PP mods, still the same, 1000Kg no matter dimension
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Ok, i copied all the director in other place, i removed all mods, i installed all mods again and now i have two copy, one it's working, the other don't. i think it's about research tree, because in old game even if i'm only early in the tree, i can use full size PP, but with the same save in the new install i can't and PP is working well!
LE
I think it was Cofigurable containeres conflicted with IFS. I had installed both(they conflict each other, but i manualy instaled both), after removing Cofigurable containeres, it's working!
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i will try first elimination method... i almost put half of mods and it's working well, i will return when i finish.
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43 minutes ago, Starwaster said:
Using only stock KSP 1.3.0 and Procedural Parts I can confirm that mass does change as the size is changed.
i have a lot of mods installed...
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the fuel tank has fixed weight no matter volume, is something wrong with my install? last PP for 1.3
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On 6/1/2017 at 7:02 AM, RealGecko said:
I personally won't update my career for 1.5 - 2 months, as I predict at least one minor KSP release, that'll break mods compatibility. KSP 1.3 does not contain a lot of tasty innovations as 1.2 did, so no reason for update
No update for 1.3? How can i mine?
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1.3 update?
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On 6/15/2017 at 4:02 PM, SpannerMonkey(smce) said:
Hi define not function? what do you expect them to do?
you can hire workers in the buildings, but if i put a building there i can't see it in interface so i can't hire ppl. there is a bug, if i hire workers and put them in office i can have free money as much as i stay there or keep the interface. the money are increasing quicker if i put more workers in office! it's a good exploit for a stock income
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Hi, i try to build a functional apartment complex or office, near an existing runway, but they don't function after i save them. also, after save everything duplicate in menu.
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Will this be updated?
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i have the same problem, but because i use airpark, i thought it is from that. if i use hyperedit probes come to live again...
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All you need is reactor, converter from heat to electricity, and radiators. Converter needs to be atached to the reactor. When you press kspi widget you will know efficiency gave by radiators and converter because of heat. This is basic for first reactors.
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5 hours ago, Starman4308 said:
That's intentional: if you can't figure out how to get the dev version yourself, Ferram doesn't want you using the dev version. This helps ensure that he doesn't get needless bug reports from people who are A, using the dev version, B, don't understand how to make a decent bug report.
These comments sound like elite(Arian) BS... please abstain!
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hi, are there any tweak scale configs for OPT cargo and fuel tanks?
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I am trying to make a rover which is able to undock and dock in a plane cargobay. the thing is that if i lower the rover and touch with the wheels the cargobay, in order to be able after undocking to rise suspension and dock again, when i fly the plane i get messages that the plane is on the ground and Athmosphere Autopilot don't work. in editor wheels are touching the cargobay, but outside it isn't.
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can you add tweak scale to the cargo-bays? please
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1 hour ago, stali79 said:
Have you tried telling it to 'control from here' on the cocpit in flight after the re-root?
i think KF wheels touching the cargobay is the culprit, when i lower they're size it worked, also with stock wheels touching the cargo bay work.
L.E.
KF wheels has adjustable suspension, so i tried to make rover docking back with the help of suspension, but if i lower in edit mode rover to be able to dock changing suspension values, it will touch cargo bay in edit mode and will not work at launch, AA will not work and the plane will be considered touching ground even in flight...(not an english speaker, so, i don't know if you will understand )
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1 hour ago, XOC2008 said:
I think he's saying he changed the root to the rover and built from that so it turned the ship type to a rover, and AA didn't recognize it as an aircraft.
when i tried to add the rover i couldn't because it has no node, so i applied root to it's docking port. now. after that i merge it with the plane, but no matter i selected root to the plane cabin, the plane with the rover on board can't be managed by AA... and if i fly it i get message that i'm on the ground even if i'm in space... without rover is fine
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i only can tell you what my engine use as prop...
Ammonia, Kerosene, Nitrogen, LqdArgon, Argon, Hydrogen, Diborane, Helium, Methane, Hydrazine, Liquid Fuel, Lithium. This is campaign, rsrchd till exotic nuclear propulsion and advanced fusion reactions
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Small bug at Closed Cycle Gas Core Engine. Propellant Lqd Argon demands Argon gas in engine and work with Argon gas same as Propellant Argon.
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1 hour ago, Meson_Ray said:
It's definitely the closed cycle. I've narrowed the issue down to something about my save file - a fresh install of KSPI-E and fuel switcher from curse and the closed cycle can use any fuel in a sandbox game. But if I try to use it in my career save, it ends up only being able to use Nitrogen, LqdArgon, Argon, Hydrogen, Liquid Fuel and Lithium as propellants. I'd like to not have to restart my career - is there anywhere in the persistent.sfs that might be affecting the propellant types?
maybe you should research a node tech?
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20 minutes ago, stali79 said:
No idea for your first question. Lower the control authority on your airlerons etc. Mj2 had similar issues until ireduced the amount on control authority
with this setup mj2 is working well, but AA seems to not have any control, and i changed opt control surfaces with B9(which are working fine on other planes) and the same, AA don't control them... i will try another plane now, since i didn't check AA with other planes from yesterday when i installed OPT.
L.E. My fault, the AA didn't work because of a Rover which i load in the cargo bay. when i took rover in SPH i root it's part to atach it and think that was the reason. AA thought that i had rover, so no flight control. without rover it's working perfect.
Btw, the sound of dark drive is awesome in sub-woofer. i like this mode!
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Are there any tweakscale configs for body parts? i need bigger cargo . Also AtmosphereAutopilot is not able to fly this planes, do you know why?
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Small request(or that's what i think :). is it possible to make wheels recognizable by Bon Voyage?
[1.9-1.10] Configurable Containers
in KSP1 Mod Releases
Posted
Hi, Procedural Parts are not working with CC installed. I don't know where is the problem and i wrote at PP forum and here . Is it possible to fix it? The problem is that no matter how small or big PP containers are, they have the same mass of 1000Kg.