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newzilla7

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Everything posted by newzilla7

  1. You're either in a scene which doesn't have an active vessel (like the VAB) or every vessel in the scene is "on rails" (like the tracking station).
  2. It's linked on the Principia download page: https://github.com/mockingbirdnest/Principia/wiki/Installing,-reporting-bugs,-and-frequently-asked-questions Make sure you read the whole page when downloading a mod! You'll save yourself a lot of headaches
  3. Environmental Visual Enhancements and EVE are the same thing. Like DeadJohn said, we'll need your log file to do anything other than guess at the problem.
  4. I'd recommend Nertea's mods - in particular it sounds like his Kerbal Atomics might be exactly what you're looking for. In terms of the theme, Nertea's parts feel like a stock extension to me. I prefer extremely stockalike parts and I have several of his mods. At the very least I would recommend Restock+, as it fills in many gaps in the stock part selection.
  5. Yes, a ton of the visual improvements are linked to scatterer vs EVE or just texture enhancements. Playing without scatterer will make this pack look pretty terrible imo. If performance is your concern, you can tune scatterer to reduce the most demanding effects. Alternatively there are visual overhauls which do not require scatterer and have backup options if it is not installed.
  6. I decided to hook up dnSpy and see if I could figure out what's going on behind the scenes. It seems this behavior results from Strategia getting the max active strategies from CustomBarnKit, then subtracting 1. Why it does this kinda mystifies me... I guess maybe the mod author decided to revert to stock limits, but did it through code instead of their CustomBarnKit config? I feel like I might be missing something cause this seems like such a weird behavior, but at least I know why it's doing this from a technical perspective...
  7. KSP Version: 1.12.3.3173 Log: https://drive.google.com/file/d/1uTE2XWWUXVBL6Sv-TUN5B3n20NkX_XDB/view?usp=sharing Issue: Strategia is supposed to use CustomBarnKit to update the limit on active strategies from the stock (1, 2, 3) to (2, 3, 4). However, the administration building is not being updated with this change, and is still limiting the active strategies to the stock limits. Reproduction Steps: I reproduced the issue on a new save to verify it wasn't just a mod conflict. I removed everything from GameData, then restored only the bare minimum for Strategia to function: ContractConfigurator (v2.1.3) CustomBarnKit (v1.1.22) Squad SquadExpansion Strategia (v1.8.0) Module Manager (v4.2.2) I then started the game and created a new save with all default settings. The level 1 Administration Building only allowed a maximum of 1 active strategy (should be 2 at level 1). To verify it wasn't simply a display error, I used the debug menu to add funds and reputation necessary to activate multiple strategies. Though I met the requirements for 3 different strategies, I was only able to activate 1. The remaining strategies remained unavailable, with the listed reason being a max active strategies limit of 1. Screenshots here: https://imgur.com/a/duaBHLc Notes: As far as I can tell, I have the most up-to-date versions of all of these mods, as well as KSP. I searched both these forums and reddit for mentions of similar issues and couldn't find any, which is why I'm posting here.
  8. Singularity. Galaxies Unbound has a couple of star systems that use the gravitational lensing effect; look on that mod's thread for more info.
  9. I'm using it on 1.7.3 with no major issues. I'd recommend installing it manually until the CKAN metadata is updated. You could also override CKAN's version checking, but I'd only recommend that if you know what you're doing.
  10. So you mean when your satellite loses connection to the KSC, you can't control it? Even if it's connected to the mothership and the mothership is connected to the KSC? If that's the issue, make sure your static antennae on your satellites are within range of the mothership, or your dish antennae are pointed at the mothership; also make sure your mothership is set to target the current satellite or Active Vessel. It looks like it is in the screenshots but it's worth double checking along with everything else.
  11. The definition of a perfect gravity turn according to Wikipedia (always reliable) is an ascent path such that at any given point (after the pitchover maneuver), your angle of attack is zero. Here's my issue: I want to test using this definition to optimize my gravity turns by keeping my angle of attack at zero, but I have no idea how to calculate the angle of attack for my rockets. Most internet information, such as pages on Wikipedia, focus on angle of attack for aircraft. What is the definition of angle of attack for a rocket? How do I find a rocket's angle of attack using tools in KSP?
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