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sal_vager

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Everything posted by sal_vager

  1. The cockpits/transfer issue is known, F5 then F9 to "fix" it for now. The physics distance issue is new, if you could write that one up with your pics, logs and save file it'd really help. The public bug tracker is probably the best place, the devs are most likely to see it there, then link it here so others can see.
  2. I don't think so, it's a really low level crash, stuff inside Unity and at the operating system level, the 1.1 Unity5 update may solve it but keep a copy of this craft safe until then, so it can be tested on the Unity5 build.
  3. It will take a while for your mods to all be updated, all I can really suggest is you check them and update them as soon as you can. Other than that please see the sticky thread on getting support, we need more info from you to figure this out.
  4. Oh the action groups! I didn't open that when I tested your craft, I held the shift key and clicked the vessel, first time it was one of the several clipped fuel tanks, then second time it was the engine. There's just too much going on with this vessel to know where to begin, I'll have to start stripping bits off until it stops crashing KSP.
  5. Two Wheeselys lift a Mallard into the air, so it's not as feeble as you think
  6. Please try again with an actual description of the issue, because I don't see it. All I see is you have tilted your plane down a notch, this is actually a useful way to see if your plane will be stable when angled down to the airflow (the assumption is that a craft level in the SPH will be in level flight) and your pic shows the CoM well ahead of the CoL, meaning your plane will be resistant to flipping. That's actually a good thing for a cargo plane.
  7. Sorry Arugela but that is way too much clipping, your vessel is shimmering like crazy. I can't fix this one, the stacktrace is all low level stuff, system libraries and Unity's libmono.so
  8. Best thing to do is drop NathanKell a PM to remind him to revisit engine heat, also try hiding a load of radiators on the build to extract the heat, the non-animated radiators will now actively draw heat from their parent and that parts immediate parent and children, also all the radiators can now get hotter than the hottest part, up to their saturation point.
  9. Yep, this was in 1.0.4, actually it came to light when the radial/mirror symmetry toggle was added, and also the 90 degree rotation of the craft in the VAB (they used to face the doors). Struts can freak out if placed on a rocket that is then rotated on its vertical axis, or was made in the SPH then moved, actually any radial part can, and this should be fixed in 1.1
  10. Hmm well, that'd be the new engine heat thing then, the global value is 2000 but it can be changed per-engine in the cfg, or the physics.cfg Neither of which is any use as that won't be the same on others installs. The only engine with an overridden heat is the sepratron :/
  11. Well, on the bright side you can now use the wheesely and goliath inverted with the reverser on for vtols, with their CoM's downwards, making for excellent stability. Someone needs to tell Cupcake... Also, the other jet engines have exhaust damage/jetwash, so maybe the new Juno will be just what you need for a new super compact turbine?
  12. Hi meatballcannon, can you please update your graphics driver and reboot, your logs are showing graphics driver issues. Also, please try reinstalling KSP to C:\Games instead of Documents.
  13. Yeah it's old and there was a reason why it does this, but I can't remember it, I'll have to do some digging and find it again.
  14. Yeah this is by design. The reverser is actually quite clever, it is two thrust transforms together, each is rotated by the Unity animation engine by 180 degrees but in opposite directions, so thrust drops off smoothly to zero then climbs again. But because of this the damage was disabled, so they don't toast everything to each side.
  15. They are creating lift if you fix the shuttle's CoM, which I showed and you can do for yourself. As this thread is clearly going nowhere I'm closing it. This is your shuttle. This is your shuttle with ballast and the tail fuel removed. This is why it's not flying correctly, it's not the lift lines at all. Sorry dude.
  16. The lift lines are inside the bay, open it and you will see. Craft are not guaranteed to work from one update to the next, most will but some like yours will need work, I know you don't want to hear this but there's no bug here, the shuttle needs fixing up, if you try it you'll see.
  17. The craft is working fine, if it wasn't nosediving you might see the lines, try opening the cargobay and see if that helps.
  18. Well, it kinda is your problem because it's your craft, and you need to fix it to work in 1.0.5, the changes I described are a good place to start
  19. All i did was put a pair of FL-T400's with some nosecones on them on the cockpit (radially) then sink them in with the offset tool, you could probably hide your monoprop in there and save some for CoM balancing. The other change you can see in the pics, the fuel and oxy were removed, moving the CoM away from the back end. With the shuttle better balanced for 1.0.5 it flew beautifully, albeit slowly. Didn't really need SAS either, just some trim.
  20. Well I had to add ballast, and remove the fuel from the back.
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