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HoveringKiller

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Everything posted by HoveringKiller

  1. Thanks! I'm going to also try removing all the KAS attachment ports and everything from it as well and see if that does anything or not as well. I should be able to figure it out by tonight.
  2. Yea I would have to re-design as the landing gear are underneath the base, so it would still be sitting on the unretracted legs. Oh well, for now I can get around it by just loading into a debris piece and have that spass out so nothing gets destroyed.
  3. It was an older save file, but all of the crafts in use were created after the 1.2 update was released. And I will do all of that stuff tonight when I get a chance. It could be other mods interacting with each other though, although the only landing gear that is involved is the Planetary Base Systems when I load the base, the large rover wheels when I load the rover, and stock landing gear when I try to load a ship that is landed within physics range. I'll try to get a screenshot also, although usually the game lags until the parts are thrown into the air, I'm assuming to load everything.
  4. But it is with ships that don't have ground pylons on them, it's happening even with ships that I load with the base in physics range. Really weird. I just now have a piece of debris that is nearby that I load into and have that spasm out and then I can switch to the base no problem.
  5. Has anyone else had issues with this mod causing parts to clip into the surface of a planet/moon and then freak out from the resulting kraken strike? I'm about to start building another base so I'll know for sure then if it's this mod or not (as this base doesn't have anything from KIS/KAS attached). Just wondering if anyone else has these issues and I'll post my findings later when I get them.
  6. So I have TAC-LS tracking a ship that no longer exists, I landed it on kerbin and recovered it, but TAC-LS is saying that now all the resources have run out. Minor issue as it hasn't killed anyone, just the button is red instead of green now. Edit: Nevermind. For some reason it wasn't updating in the tracking station or the main menu, but when I loaded up another ship it was all good.
  7. Yea, it was a weird thing where when I tried to change to replace stock app and then change back to app launcher it just kept creating more buttons. Not really a big deal, they went away when I restarted the game, but it no longer automatically closed in when looking at another window.
  8. I seem to have encountered a visual bug. When try to switch between the different button modes, pressing the APP launcher button to display it on the sidebar (I think that's what it's called) it keeps adding a button to the sidebar. I'm not sure if it'll go away after a restart of the game, I'll check back when I do. As of now, switching between vessels doesn't seem to fix the issue, and neither does switching back and forth from the tracking station. Edit: Restarting the game seems to work.
  9. What does prelaunch vessel mean? I seem to have that for all my active flights. I had the mods installed through CKAN, but it wasn't showing the ICON so I unistalled them and then reinstalled them manually. The icon shows now but all the vessels say prelaunch vessel and don't show any data. Edit: Nevermind I just had to reload each vessel. Now I feel dumb...
  10. It shouldn't break the save. The only thing it could do is make some parts you have already unlocked locked again which could make it harder if you're playing with limited funds and have to buy researched parts before you can use them.
  11. So I guess these provide more thrust but less delta-v than the okidizer boosted Kerbal atomics engines?
  12. It doesn't work in this one. Multiple switching between crafts and such and isn't changing, for me anyways.
  13. Any word on if this'll get update/how hard it would be to write/update it ourselves? I found it extremely useful when playing, hope to have it again soon!
  14. Is there a way to attach the grappling hook to a part while it is also attached to a cable? I can't get the hook to drop with enough force to attach by itself, and I saw in a 2 min mod video (granted a bit old) that they were able to attach it manually using KIS and a tool. However when I try to do it, I get an error message saying part not allowed. Any tips/ideas?
  15. I'm pretty sure it was mentioned in a post at the top of page 34 that it still isn't working. Although I'm wondering if anybody else has thought of a quick workaround for now, as it seems that if I pin it open, it won't automatically close when I mouse over another window (contracts, notification). That would be a good way to get around it.
  16. So this should cover all they way out to plock then? I still plan on setting up a solar relay to still boost the signal, but perhaps now I won't have to set up as many now haha.
  17. Actually I found out in the near future threads that those parts had been soft depreciated, meaning they can no longer be launched and included in new ship designs, but will remain on old designs. Eventually I would imagine they would be deleted. Better to start building your own clusters I'm assuming!
  18. I'm having a problem and not sure if it is a bug with CTT or not, but a part/parts that I should have unlocked (HT3 S-IE Twin Ion engine and GX112 'Gyro Quad' Lensed Hall Thrusters, both part of NFP) are saying that I they are invalid parts. I can see them in the tech tree and I have the nodes unlocked, so I'm stumped as to what it could be. Any ideas, suggestions, or tips?
  19. The only thing that I don't like about this mod is that it makes SSTO's more difficult because now I can't just use the NERV and LF. Amazing mod! Keep up the good work!
  20. It was only sometimes and I think more often when I had split and wanted to try to add or remove more. Maybe that was screwing up the game? I found this to use for now. I'll try to reproduce it again myself sometime tomorrow.
  21. I think it was an issue where I was trying to split into multiple nodes but the first one that I created was not far enough in the future, causing it to want to plot nodes in the past.
  22. Duh... Anyways, here it is. Should be anyways, haven't been able to test it out yet.
  23. Does anybody have a list of the standard gravitational parameters for OPM? I found a tool, Long Burn Calculator, that has worked for me in the inner planets, and I would like to add the OPM planets here. I'll do some digging myself as well, but just thought I would ask here to help save some time. Thanks!
  24. How would I go about adding new planets to this for the outer planets mod? Not really a nescecity since I don't plan on visiting them for a while anyways and planning to return lol.
  25. Is anyone else having issues with this in 1.1.3? Mine keeps freezing the game, not sure if I'm doing anything wrong or if it is just because the coding hasn't been updated yet.
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