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Dgraz22

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Everything posted by Dgraz22

  1. Is the CERV going to keep that gray heatshield texture? Or will it use the Block I texture?
  2. TFW new things start happening the day after you send your computer in to get repaired.. FeelsBadMan
  3. Waiting for mods to update like: how is the B2 shuttle coming along?
  4. Are the controls for the MMU are the same as docking (H, N, I, L, J & K)? Or the same as flight (W, A, S, D, Z, X)?
  5. @Pak ooooh! just saw those new developments! those LES engines and the new OMS pods look sweet! what's the fuel system for the LES?
  6. @Trekkie148 any mod + tweakscale fixes nearly all those issues. there's also procedural parts (literally almost anything to any specs you want). The 5m ET from the base pack should also work just fine as part of Jupiter III (if thats what you are building)
  7. @notJebKerman Page 47 of this thread has the IUS info you're looking for
  8. Wow that block 2 shuttle abort looks really awesome. Really looking forward to toying around with that!
  9. @Pak is the nosecone fairing going to be a premade fairing, or a customizable one with the shuttle ET texture? Also great work with the LRBs
  10. @Ger_space was able to access the SPH and VAB, but still no data being saved for the launchsites. static model still shows up, but no launchsite selection available. logs are here if needed: output_log: https://file.io/ZGmxHJ KSP log: https://file.io/F6FCUs windows also not closing when save is hit. only closed after i manually closed them also just noticed that the newest dev update (1.1.9.6) does not have a folder titled NewInstances. might be an issue..
  11. here's the logs KSP log: https://file.io/NZUx3h output_log file: https://file.io/kpJm7C if there are any other logs you need, just let me know.
  12. hey @Ger_space finally got around to testing out that new version... whenever i load it up, im unable to access the VAB and SPH, and when going to another building (tracking, R&D, mission control, etc) the UI freezes and i have to force close the game from the desktop... Game works fine without the mod installed. attempted with using the same directory as last install, as well as a fresh 1.3 download and fresh KK download...
  13. @Dano818 if you are able to, use a photo editor like paint.net (downloadable) and edit the file in there (place a text box over the area you want the name to appear, type your text in and deselect the box), save the file to the origin (CA_Decals folder, under assets), and then try running the game from where you normally do. place the part on your shuttle, and shuffle through the names until you get the one you want for that mission! (i recommend you leave the default shuttle names in their places on the folder, and place your new ones in the blank slots on the right side) i hope this helps!
  14. all good man. thanks for the help with everything! @Ger_space
  15. @Ger_space so a slight update. i decided to see if i could edit the .cfg file to match those from 1.2.2 (copied 1.2.2 data and edited the numbers for the launchsite) (instance was already set nicely) and it managed to show up in the KerbalKonstructs Launcexcrementse selection screen in the SPH, yet when i click it to set as launchsite, and then click the SPH's launch button, i am met with a " 'Insert runway name here' is out of service" error and i dont know what could be causing it. i made sure the data was in the exact same places as 1.2.2 and the file saved properly, not sure where to go from here
  16. @Ger_space so i loaded up the game, went to edit the launchsite, hit save on the launchsite editor (it didn't disappear) and hit save, as well as on the instance editor and the 'master' tab (the one that shows up when ctrl+k is hit), closed the game and then reloaded it from desktop, and still nothing has changed. I also checked the .cfg file, and there is no entry, so i'm thinking it could be something to do with the UI, or something else... thanks in advance for the help though.
  17. hey @Pak , if you wouldn't mind taking a look at the 2.5x scale SRB thrust curves, that would be awesome. they seem to fly perfectly nominal until 1/5ths fuel remaining, and then coast at 375kn until burnout, which (with a 18t test payload) doesn't happen until over 70km in altitude. other than that, the orbiter stack flies great in 2.5x scale. keep up the good work!
  18. @Pak gonna have to check that patch out! i've been using @Nertea's Near Future parts for my ET
  19. dumb question, but do you launch with control surfaces enabled? you might want to double check you dont have roll on the rudder enabled, as it will cause bad oscillations on ascent. asymmetrical rockets almost always require constant correction during launch, and will almost never fly quite the same as an inline stack.
  20. so i loaded up the game again, edited the instance, and got the launchsite options tab to show up, closed the game, checked the .cfg file and nothing changed. should i reinstall KerbalKonstructs and try again from there? UPDATE: is the launchsite edit tab supposed to stay open after you hit the save button? also, would you be able to show what the .cfg file should look like when the launchsite successfully saves all data for itself?
  21. the navball issues are more with the shuttle being asymmetrical, but try launching on a thrust setting closer to TWR 1.4, as it will give you more stability through the early launch and roll program. limiting engine gimbal until booser cut-off should help with torque as well
  22. config file from NewInstances folder: http://txt.do/d60ca @Ger_space
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