Jump to content

natoki

Members
  • Posts

    8
  • Joined

  • Last visited

Everything posted by natoki

  1. Hello there fellow star-seekers, I'm having a tiny problem with mechjeb 2.6.1, the problem being when I put the module on any ship, the Enable/disable crossfeed button get broken, it cannot switch anymore. being a bit of a problem on large stations with complex refueling systems, or just prebuild crafts with crossfeed oldly enabled in VAB. Is it a known issue and I didn't find it while reading the forum, or is it new ? Cordials, Kerman J.
  2. Hello my savers, After 2 years of IRL affliction (really a nasty disease to get IRLite), I'm finally back on a new gamer beast (PC master-race youhou !) and my 1st dedication is to KSP FULLY MODDED, like I used to love it so much. But after 5 hours of gameplay, I ended being stuck with a tiny but very annoying problem, my [enable]/[disable] crossfeed button doesn't do a single thing anymore, on any kind of decouplers (vanillas or modpacked, radial mounted or inline) I can click the button as much as I want and it stays locked on enabled (or disabled dependently of it's last state) Sometimes after a game reboot, it switches correctly one time on very small ships with only one or two stages of inline fuel tanks and then get stuck again... Ok, EDIT: after mod by mod selection test, I found the problem come when I activating mechjeb 2 by installing the autopilot module on a ship. SO, Topic to move out, I'll go ask on mechjeb tech.forum.
  3. I take my ticket, in line for a workaround too ^^' for I got the exact same problem. I uninstalled cacteye to replace it by TST "honeycomb looking" surveyscope... killed my save though (with a 10/10 consecuutive KSC lock bug), so I re-installed cacteye... and I juuuust don't use my cacteye telescopes to get science, they stay up there, for kerbin's high orbit decorum's sake :3 I'll come back to them when Science UI windows lock get solved Ty a lot for taking along this extremely enjoyable mod up to 1.1.x with us
  4. thanks you very much for the quick answer and the work around proposal you're quite the high quality dev About this model rework : Is this 1.0.5 friendly ? and if it is, do I have to add it on top of IR or erase IR manually to replace it with the rework (to save RAM on double items compiling) ? Thanks again for offering us this gigantic world of possibilities and so much help when we struggle our ways through it Have a nice eastern week, here have a chocolate astronaut
  5. Sorry for the double post and the bad english, I'm a swiss guy (so you know german and french already take lot of place in my lil' cheesybrain) Here a more explicite exemple I just discovered with wheel traction made with IR. my rover/truck thingy in SPH editor : On the launch pad with inverted traction: On the launchpad, corrected to go forward : It seems there is some kind of horizontally inverted symmetry reattributions between SPH and launchpad. That's no big deal with lil' rover like this one but reconfigurate EVERYTHING on things like the crane posted above becomes quite annoying and time nom-nom-ing !
  6. Here we go here is the beast, folded in SPH editor : Here it goes unfolded in SPH editor with the parts that give me reconfig problems in game : On the launchpad, unfolded with gantry rail inversion after unfold On the launchpad, unfolded with gantry rail directional correction Here goes the exemple with the wheels steering inversion. in SPH editor : And here on launchpad with steering inverted (and I confirm it using key configuration to add left turn to "d" and right to "a". it was really inverted)
  7. Yay what an amazing mod really !!! Just asking, passing by... I built a gigantic unfolding crane-truck with IR to test base building next to the KSC. This is an 94 IR part mechanical monster with sub-sub-sub-sub-sub-tree parts... But the servo configurations I prepare in the SPH aren't kept as they were set up in SPH/VAB when I spawn on lauchpad, meaning I need to reconfigurate everything all the time. It's killing me. Near half my counter-rotating parts (in yellow) do stay yellow when I happen to try them on the launch pad, while some normal parts (white) do turn yellow even though I didn't even touched their setup. Exemple : Even when I invert only one or two parts like the rotatrons of an IR based wheels system to have my wheels spinning the same direction... POUF on launch pad ; two go forward and two go backward in a crossing way. Does it have to do with some symmetrical reatribution between the game 3Dsim-physics and the editor ? Or am I just missing some beginner building rules of the game ? PS : keep up the wonderbustingful work you do !!! It's really the best mod I enjoyed so far ! (with UKS) See you in space
×
×
  • Create New...