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Azrael the Sorrowful

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Everything posted by Azrael the Sorrowful

  1. I don't get a crash, so there's no logs, but sometimes when I load anything from vessel view, the screen is mostly black except the cursor and the loading icon in the corner. It also starts playing the music/sounds for whatever I loaded as if it had loaded it correctly. This happens when reverting a launch, going to space center, going to tracking station, and even loading a save; all of these occur when going to these from any vessel view.
  2. No issues or problems to report, I just wanted to say how exceptional this mod is in my opinion and how much I enjoy it. One thing I always want in kerbal is things to be very large scale. My bases, stations and ships are all as big as can be and I don't hold back, but one thing I was always finding is that the world itself seemed so small in comparison to how easy it was to get into orbit, to other planets, etc. Well, I can safely say that relaunching my all-in-one B9 HX station equipped with karbonite collectors for orbital refueling was quite the challenge. The station on normal ksp took about 2 mins of my time to get from KSC to the ideal orbital position, with 64k, I was still struggling in the lower atmos. and I loved it. The challenge is great and quite well balanced, where nothing is technically harder, it's just bigger. I just wanted to once again thank you for this great mod. Keep up the great work.
  3. Ah, alright. Just curious. I'll just stick with the older version until then.
  4. It seems to have to do with thrust. Making a ship with a much lower TWR in order to give you the craft file (I try to keep my ships right around 2.0 TWR, but this one I've just made has about 1.5), it seems to not explode at all. I also think that Throttle Controlled Avionics is a partial culprit cause disabling that is varying my more concrete results from before. In fact, with my large vessel I'm trying to get to orbit, turning off TCA fixed the problem entirely.
  5. I'm having a very strange issue with a HX part. The HX1-A-375 Reinforced Docking Port when mounted on the side of a ship (seemed to work fine on the top or bottom but I haven't tested this just yet) will explode off any vessel I launch at exactly 281 m/s. I'm tried varied vessels of different shapes and sizes but the speed seems to be when/what is causing the explosion. The strangest part is, I'm trying to relaunch an updated version of a vessel I got to orbit fine a little bit ago and the docking ports din't explode then.
  6. Doubt any of you even use the forum anymore, but I'm here nearly 2 years later and this is still helpful. Something I love about the community here.
  7. So, I didn't see this on here (I could just be dumb and blind), but was the issue I mentioned where TCA was forcing toggled off engines back on fixed?
  8. I am having this exact issue. I was thinking it might be because I converted over from TAC LS to this mod but it's happening with both old and new ships.
  9. So, out of curiosity, when can we expect an official release of TCA3? I'm quite excited for it. We gonna have toi wait for 1.1 or you planning on sooner than that?
  10. How does one disconnect a ship from one of the parts that builds them so they can be launched. The ships I make just seem to be arbitrarily attached to the builder part.
  11. Someone gave me a solution. If you delete the EL-Parts.cfg file in the USI/Kolonization folder, then you can have access to all parts from both mods.
  12. See, but that's the issue. It's such a good mod and I want to use it in tandem with EL but I can't seem to access the EL parts anymore. Either way, thanks for the help. Still trying to find a solution. I'll post if I do.
  13. Well, I actually had both installed for some time and could in fact see both sets of parts. I actually had a ton of USI parts installed in the same round of mods as EL.
  14. I'm having a bit of an odd issue and I'm not sure how to fix it. I've had EL installed for some time but I hadn't gotten far enough into the game to use any of it yet. I'd see that parts here and there and just scroll passed. Well, I've recently gotten to the point where I'm ready to use the parts, except now they're gone. The only thing I seem to have from the mod is the welded hexcans(only welded, not individual) and the survey stake and mallet. All other parts from the mod have vanished. No clue why, though I have altered my mod library here and there since I added this mod. I've attempted removing and reinstalling the mod to no avail, but I'm currently stumped on how to try and fix this issue, so help would be greatly appreciated.
  15. Yes it does, and I'm running extrasolar (the kerbin version) realistic scale with 64k and it seems to be working correctly to me.
  16. What's the difference between the stock and realistic scale? Is realistic for 64k?
  17. Yeah, they are and thanks. I actually plan to make more, currently in development of quite a few large scale vessels. My current plan for current and future vessels are: KSS Valiant - Orbital Battle Cruiser KSS Vanguard - Orbital Command Cruiser KSS Verdant - Orbital Refueling Station KSS Vantage - Orbital Survey Station I may just make a new thread to showcase my entire fleet as those 4 are just the large scale ships, and I can use these parts to make smaller ships if need be, or even use parts from stock and other mods.
  18. Might be that, though I wasn't using engine profiles (I guess I was using default) when the issue occurred. But hey, I don't even know what caused it, so good luck. I hope you can fix it because I'd love to be able to go back to using TCA3.
  19. Well, I have it set to toggle the keel lifting engines (balanced thrust) set to a certain action group, as well as the side engines (maneuver) to their own, and the stern engines (main engines) to their own. The problem is, with TCA3 active, pressing the action group keys simply toggles the engines off for a split second before the mod toggles them back on. And here is the list of mods used and the .craft file: Craft B9 Aerospace B9 Aerospace FAR and lastly TCA It should also be noted, you may have some issues with flight besides what I've said as I have tweaked some engine configs slightly to my liking.
  20. LOL, that's an interesting coincidence. I don't know halo ships very well so it's funny that that ship exists. But, this isn't a Valiant-class ship. The name of the ship is actually the KSS Valiant. Anyway, my ship is only about 72m long, so not too far off from the 100m you guessed. I'm currently working on a new, much larger, ship called the Vanguard. Using the B9A HX parts, my Valiant cruiser is actually on the smaller side.
  21. Well, color me interested. My favorite thing about KSP is making large scale vessels and bases and this looks like something that'll help lead to that being easier. One that note, as I know you're working on plenty of things, I would love to see some really heavy duty landing legs (preferably scale-able by tweakscale) as I make some very big and heavy ships (my latest is 72mx20.5mx22.2m and 4,466t) and I've yet to find anything that can quite handle the sheer mass of them. I did notice the landing legs you have on here, and I plan to try them, but I don't think even they will be enough.
  22. So, I'm having a bit of an issue after updating to TCA3. Some of my previous vessels required the use of action group controls to operate correctly but with TCA3 I'm locked out of using them. But, I really enjoy all the other added functionality of TCA3. Is this a bug and intended to be fixed or am I SoL on retaining the previous functionality from older versions of TCA? Just as an example, the vessel in my post above was launched with ease using the older version; however, with TCA3, launching an identical vessel was wobbly and resulted in numerous explosions due to overcompensation from unneeded engines running and it needing to take them into account for calculations. PS: Something of note - when using the maneuver function of TCA3 in orbit, in order to point the veseel toward the node, normally RCS is used to angle the ship correctly; however, when I've used it, it seems that it just redirects the vessel for free at no cost to RCS fuel at all (it doesn't even show the vented jets of air either).
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