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sal_vager

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Everything posted by sal_vager

  1. This is intended as there's no water engines, though if any are added later this behavior can be changed.
  2. Hi GarrisonChisholm, next time this happens please grab the output_log.txt and upload it somewhere, dropbox or pastebin is fine. The save would be useful too. Moving to support.
  3. Eek I recognize that, there's two tanks together there, sometimes when you remove one of a symmetry pair it leaves a part behind and it's easy to miss this when installing a new pair. It's hard to reproduce, sometimes I get it when adding further symmetry parts to parts which are themselves symmetric clones, the usual result is explosive...
  4. Yes, it's fixed And you can now also target the port on the other vessel and the flight marker moves to it.
  5. Okay give me a sec to doublecheck here and I'll upload the version I fixed. Update: Okay here it is, fuel drains correctly but I think you need to be in flight to safely stage the droptanks...
  6. Hi MOARdV, engine heat was reworked for 1.0.5 See also this thread. But if you would like to add a feedback issue to the tracker you can let Squad know you find it too extreme. Tracker issues can be voted on, so others who agree can give your feedback issue more weight
  7. Hi chawleysnow, thanks for the report, it is unfortunately an old issue which catches a lot of people out. The control surfaces use their x axis to determine which way they should pitch relative to the vessels center of mass, here's some pics to help explain. The only stock "fix" is to move the wings and/or the CoM so the control surfaces are the other side of it. Hi T-Bouw and Wink
  8. Hi ex_, if you right click KSP in the Steam client then click Properties, you'll see a Betas tab. In there you can select the last stable version, it may still be 0.90.0 however.
  9. The sticky launchpad, but both tier1 and tier3 pads are fixed, and this issue affects no contracts other than "Launch our first craft" as it's the only one that makes this check.
  10. You start with: Mk16 Parachute. Mk1 command pod. Flea SRB. Basic Fin. Structural Girder. Mystery Goo containment unit. You could deliberately avoid launching, get a crew report and goo result, then unlock the decoupler and put one of them under the craft, making sure to manually put the decoupler and flea in the same stage because they automatically separate, then launch (and throw 400 funds down the drain). Then you could launch a craft without anything under it and see that actually it does complete.
  11. Hi fireblade274, there were some changes to decouplers, they can crossfeed now, and can be disabled in their action menu. This might be why your craft is having trouble, if you shut off their feed so the fuel lines are not competing with them the craft should be okay. Attempting to fix your craft is so far resulting in fail. Update: Fixed the craft by removing the droptank fuel lines and replacing them. Added issue to the 1.0.5 issue repository.
  12. It'd be really, really low priority, and does not occur with any of the other starter parts. This specific contract is checking for the vessel leaving the ground, but because the girder explodes that condition isn't met. It's also a waste of 25 funds...
  13. Okay I see what you mean now, this is why it is important to provide information when reporting any issue. Likely this occurred due to the buoyancy changes, as it uses the same code. Please post this issue to the public bug tracker.
  14. Okay, yes, I see that prevents the contract from triggering, but I have to say that this is easily worked around by not putting a girder under the flea.
  15. Sorry to hear you're having trouble with Steam, but there's not much we can do to help with Steam issues, if you're lucky someone has also come across this and knows what to do, otherwise you will need to ask Steam support.
  16. Not a clue without more information, sorry, it should not take that long. Loading issues are usually caused by some other software getting in the way, so knowing what processes you have running may help, you can screenshot your taskmanager and upload that to imgur.
  17. The Unity hair shader is very slow, it runs in software on the CPU because Unity's PhysX does not make use of the 3D graphics card. The only option is to lower your aeroFX setting.
  18. I'm sorry idPhobos but you will need to provide more information on how you did this.
  19. Definitely need the specific craft, as lift does work, but there are cases which disable it and they are specific to the vessel. Put the craft file on dropbox please.
  20. Hi dronkit, you need to make sure your laptop is plugged in and is not on a powersave mode because that can disable your 3D graphics card, causing your computer to use a less powerful graphics processor built into your CPU. If it still doesn't work you need to reinstall your graphics driver then reboot the computer.
  21. Heh, okay well I have a copy of your ship so I can pick at it later, but I'm glad it's fixed
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