Dark_Derp
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Dark_Derp replied to Angelo Kerman's topic in KSP1 Mod Releases
I use autopitch + SAS and that is it basically. biggest problem: it rolls without me telling it to -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Dark_Derp replied to Angelo Kerman's topic in KSP1 Mod Releases
I've tried the samplecraft and even those would roll uncontrollably while in test flight. i've found the main problem with the universe crash: enabling TCA while the ship is still touching launch clamps (connected and/or not connected). -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Dark_Derp replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angel-125 I've noticed a problem. quiztechaero continued + TCA + heisenberg kills your universe and crashes your game. I've also tried to fix the problems with airships not being able to stay upright but notigh works. anyway you might know how to fix it? -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Dark_Derp replied to Angelo Kerman's topic in KSP1 Mod Releases
Amazing mod but it has a couple of issues: the airships become very unstable if you try to launch a plane from the runway(due to the plane not being attached to the airship, it will not count the weight of the plane which will make the ship crash) it randomly flips upside down even though I have the center of mass in the right place. the pitch control sometimes makes your ship go completely vertical. when I try to attach something radially on the dirigible sections it will simply fall off if I do not strut it with 20 struts. I really love the mod but the aircraft problem needs to be fixed as it kinda makes it useless. I can't find the new part from your latest update. this mod is really awesome if you have a VTOL and you use extraplanetary launchpads because it is attached until you manually release it and after that, you can directly take off making sure that the airship will stay (mostly) straight. -
I mean what code did you write the mod with.
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its fixed with the one you edited for me. (thanks a lot btw!) also, what did you use to write this mod?
- 114 replies
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instead of placing the contractpacks map in the gamedata folder i placed KAF in the gamedata folder. I did this because i had several problems with other mods where i did install it like you said it, (example: KSP_WIN->Gamedata->KAF instead of KSP_WIN->Gamedata->ContractPacks->KAF) another reason why i did this: i had a contract mod installed that was called: make giving aircraft a purpose, and it also had a folder called contractpacks but that was like your KAF folder(the one with everything in it), i removed it just to be sure but during the first install it didnt give any extra problems. I had to accept every contract again after the problems of contracts not showing up. Everything i did was in the same Save. Again, im not at home so I cant directly test your solution and other than not placing the contractpacks folder in gamedata i did not temper with any of the file locations. (experienced with mods since ksp 0.25)
- 114 replies
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installed latest update, enemy planes are still not visible on the map. probably not spawning at all. contracts have returned, though.
- 114 replies
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i will update as soon ass i get home
- 114 replies
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i use a lot of different mods installed including BDA, quiztech continued, KAX, KIS, KAS, hullcam, simple construction, hangar mod, NAS, escape pods and more. (i cant think of anymore as i am not on my main pc right now.)
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when i press f10 nothing happens.
- 114 replies
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installed the latest version, now there are no contracts showing up.
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Thank you for helping, I did not temper with any of the folders and I installed it like I do with every other mod I install. the planes do not seem to spawn at all. I also install every mod manually.
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I love this mod but there is 1 problem: I have absolutely NO idea where I can find the target planes. it doesn't tell me or show on the map. Do I need to save the aircraft in the SPH because it's nowhere to be found
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