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  1. Hi, I just started a new game with Kerbal Interstellar Extended, along with a bunch of other mods of course, but despite checking the .cfg file that "ThermalMechanicsDisabled = False" I don't see any wasteheat showing up, not even as a resource. Thankfully I haven't gotten far so it won't be a problem that the few satellites I've launched already become broken by this. Are there any mods that Interstellar is incompatible with? I've made sure I grabbed the latest versions off CKAN. KSP: 1.0.5 (Win32) - Unity: 4.6.4f1 - OS: Windows 8.1 (6.3.10586) 64bit Filter Extensions - 2.4.1.3 B9 Animation Modules - 1.0 B9 Aerospace - 5.4 B9 Aerospace Procedural Parts - 0.40.1 Community Resource Pack - 0.4.9 Contract Configurator - 1.9.5 CC-CP-SCANSat - 0.6 Contract Pack: Field Research - 1.1.5 Contract Pack: Bases and Stations - 3.1.3 Contract Pack: RemoteTech - 2.0.1 Rover Missions - 0.1.3 Contract Pack: Unmanned Contracts - 0.3.18 Contract Pack: Tourism Plus - 1.4 Crowd Sourced Science - 3.0.2 Deadly Reentry - 7.3.1 Docking Sounds - 1.2 Engineer Level Fixer - 0.3.1 Engine Lighting - 1.4.1 EVA Enhancements - 1.1.1 Firespitter - 7.1.5 Interstellar Fuel Switch - 1.18 RasterPropMonitor - 0.24.2 Kerbal Attachment System - 0.5.5 Kerbal Engineer Redux - 1.0.19.4 Kerbal Inventory System - 1.2.3 kOS - 0.18.2 KSP-AVC Plugin - 1.1.5 KW-Rocketry-Community-Fixes - 0.4.6 ModularFlightIntegrator - 1.1.2 Docking Port Alignment Indicator - 6.2 Kerbal Planetary Base Systems - 0.2.9 PlanetShine - 0.2.4.2 RemoteTech - 1.6.9 SCANsat - 1.1.4.8 SETI-Greenhouse - 0.9.3 SpaceTux: Shared Assets - 0.3.9 TAC Life Support Declutter Revised - 0.1.3 TAC Life Support - 0.11.2.1 Kerbal Alarm Clock - 3.5 TweakScale - 2.2.6 KSP Interstellar Extended - 1.6.7 Waypoint Manager - 2.4.5 The output of the log file is enormous, but I do find something odd. [ModuleManager] Deleting Node in file WarpPlugin/Patches/HeatManagement subnode: @PART[Heatsink125n]:NEEDS[HeatManagement]:FOR[WarpPlugin] as it can't satisfy its NEEDS (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) There are a lot of messages like this. I downloaded the latest Interstellar and extracted its contents into GameData yet it doesn't appear to function.
  2. Why is that? The non-procedural fairings were gorgeous and looked easy. Opening the fairing, and seperating from the booster were two seperate stages, but the procedural fairing both opens and acts like a seperator in one stage. Is there any way to get the classic fairings again?
  3. It should be noted that its definitely the KW procedural fairing, and not the stock equivalent, but it seems to act exactly like the stock procedural fairing, including seperating the craft immediately after opening the fairing.
  4. Am I the only one who can't see any of the original non-procedural fairings? I installed KW Rocketry using CKan, but only the procedural fairings show up and they don't seem to work right, they detach the spacecraft the instant you open them, rather than it being a two-stage process. I don't see the original fairings in the tech tree anywhere, not even to unlock. I installed all three KW Rocketry mod, including the community and interstage thing.
  5. I have to say the fairings in KW Rocketry are hands down the most beautiful and satisfying that I've seen. However the problem I have is that the only time I've seen them, is in old Lets Play videos of Kerbal Space Program from 2013. I installed KW Rocketry, with Community Fixes and interstage, using CKAN. However the only part I get is the procedural fairing part. And I really don't like that bit, it auto-ejects my crafts immediately. I can't seperate the fairing, without at the same time detaching the spacecraft. Besides they're four times the work, angular and ugly. In fact I can't even tell what the difference is from the kw parts and default fairings in the game... I wonder if there's a conflict of sorts. Did non-procedural parts get removed from KW Rocketry? They're not in the tech tree, there's nothing to unlock anywhere with them. Only the procedural fairings show up. Does anyone know how you open a procedural fairing without detaching the spacecraft? Say if you're doing remotetech, and you have a powerful booster, and you want to open the fairing, so you can unfold the antenna, but without leaving the booster stage behind? This looks easy with the old KW fairings, as opening the fairing and seperation are two different stages. Yet with procedurals you get both, and then your craft is ejected swiftly.
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