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DoubleUU

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  • About me
    Holder of the Illudium Q-36 Explosive Space Modulator
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    Not Australia

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  1. Been playing KSP for many years but only just recently discovered this mod. It's awesome! Just had to pop in to say thanks for putting it together and maintaining it all these years. Wish I knew about it before.
  2. Sorry it took so long but I finally got around to testing and this appears to be working great! Thanks!
  3. No worries at all. Never thought to ask about it before since I rarely created craft that triggered the issue. Been doing that more lately so I figured I'd see if I was just doing something stupid. Thanks for getting back to me so fast.
  4. @JadeOfMaar That's a bummer but I totally understand. I don't know how to do that either. Could you tell me which wings do not have FAR configs specifically so that I won't have to test all of them individually? Or is there a folder I can look in to determine that for myself? I think I figured it out but I'm going to try them all anyway. Thanks for getting back to me. I'll look into the FAR thread about how to create those configs. I don't mind doing the work if I can understand how to do it.
  5. I love this mod! So grateful that you picked it up @linuxgurugamer. I've always had a problem though and I suspect it's either user error or the nature of the beast. I lose my names on the actions after docking with another vessel that has named AGX actions defined. As an example, I have a space plane with 9 actions defined with names and a detachable probe attached to it that has 1 action defined. I put the plane's actions in 1-9 and the probe's action in 20 (it was designed and saved in VAB, then merged to the spaceplane). On launch, all the actions show up correctly. After attaining orbit if I undock the probe and redock it then all of the action names on the space plane are blank. This is just one example. I have the same issue with, for another example, a rover lander and rover which have separate actions defined with names that get lost after docking. I hope I explained the issue clearly. I was wondering... is there is a method I could use for defining the actions that won't cause this issue, or is this perhaps just a limitation of the way things work?
  6. I love the parts in this mod but I seem to be having a problem with the wings not generating any lift. I'm using FAR and there was a patch for OPT with FAR in the old thread but that link is dead. Is there still a patch needed to get the wings to work with FAR? I'm using the latest versions of all mods (OPT, B9 all, FAR, etc.). Edit: I do have OPT Reconfig installed which claims to include a FAR config but I'm definitely not getting any lift or aero input from the wing parts. I replaced the OPT wings with B9 procedural wings of the same size and general shape and the craft flies perfectly. I also used the stock wings with no problem so it's definitely a conflict somewhere in the OPT wings but I'm not really sure where to look to start troubleshooting. Edit 2: Ok, it seems that only some of the wings aren't working. Specifically I've found that OPT-W Main Wing Type D and OPT-W Main Wing Type E do not seem to provide any lift. If I replace those wings on the same craft with, for instance, scaled up OPT-W Main Wing Type B's then it flies as expected.
  7. I'm suddenly having a really odd problem. KER in VAB is showing me a vastly different Delta V by stage than what I get from KER when I hit launch. It's off by hundreds of m/s. I have craft which I successfully launched which had and still shows ~3100 delta V for stage 1 & 2 in the VAB, but when I launch, they only have ~2700 delta V in the same stages (i.e. I can't make it to orbit with a craft that I currently have in orbit from a launch before this issue cropped up). I'm thinking I may have a corrupt save file or something. Has anyone else ever experienced this? I've got a ton of hours into this save I would really dislike starting over.
  8. I just remembered that I had a brain and decided to think outside the box (haha!) and check out the mrr.mu file instead of being a robot. I noticed it had been updated recently and voila! It works. Thanks! Awesome mod, btw.
  9. Isn't that the file for the Mk2 rover? I tried that file but it doesn't seem to have any effect on the Mk1 issue I'm having. In this shot I climbed up the track and the side to stand on top of the problem.
  10. I've I've never used this mod before so I only have it in 1.6.1. I actually learned about it not long ago watching an old Scott Manley livestream where he used some of the parts or mentioned them or something. Anyway, the Mk2 works fine. I built a workaround using the extendable airlock attached to the back. Kinda hokey but it allows the kerbal to get back in if I extend it and transfer them first.
  11. @Shadowmage @damerell Thanks for the tips! Perhaps "grippy" was a poor choice of word. I wish I could record what is happening because it's comical how little traction I get with a full set of tracks on a 5t vehicle compared to using stock wheels with traction tuned to 3. It just seemed illogical that a track would be less "grippy" than a round wheel of any type. I mean, I was spinning nearly out of control at 4m/s with tracks driving on the side of a hill. Stock wheels on the same vehicle on the same hillside was no problem. I thought I was just doing something wrong. Also, I have a bit of an issue with calling something "cheaty" when it's included as part of stock but I get your point. For me, I'm really not concerned about something being "cheaty" or not since that's a matter of opinion. I mostly just care if it's working as intended and the traction on these seemed so bad on Minmus I couldn't believe it was working as intended and I assumed I was doing something wrong or missing something. Clearly I'll just need to use a different strategy going forward. Thanks again for the replies.
  12. I'm finding that the KF tracked wheels have less traction than stock wheels (with adjusted traction) on low gravity bodies, Minmus specifically. There doesn't seem to be any traction adjustment for KF wheels like there is for stock wheels. I find that increased traction on stock wheels makes them very grippy and suitable on Minmus. Is there anything I can do to increase the grip for the KF tracks specifically? They're not usable on Minmus for me right now.
  13. RESOLVED: Numlock was on. I'm a dumbass. I'm having some trouble understanding if this is working or not. I'm having issues with a specific mod causing severe hitching if I use any parts from that mod on any craft in flight. I've already contacted the mod developer but I have a suspicion it'll be a GOK and I'll be stuck with it unless I can do more troubleshooting. I suspect it's a GC issue so I installed this mod to try and sort it out. I've made several attempts to launch my test vessel and had MG open on each. I'm probably going to over-explain due to my ignorance of how this should work so please forgive me. I'm running 1.6.1. 1. I've modifed my padheap.cfg like this (trying to get 4GB allocation, I have 16GB of RAM): 2. After loading into my save but before loading my craft this is my MG (for each of these I let the game "settle" for a minute or two except the after liftoff images): 3. In VAB after loading my craft: 4. On the launchpad: 5. 10 seconds after lift off 6. And yikes, 30 seconds after lift off 7. I tried Alt+Numpad-End and it doesn't seem to do anything. Game is locking up every 2 seconds still: I tried Alt+Numpad-End several more times in frustration and nothing changed. What am I doing wrong? P.S. If I remove the parts from the problem mod and launch the exact same ship GC is only occuring every 30-60 seconds:
  14. The Manned Rover Mk1 seems to have an issue. I can't reboard. This is the latest CKAN install in 1.6.1. I can EVA out, but when I try and get back in I'm stopped some distance away by an invisible wall and I can't get to the door or ladder to trigger F or B. In the screenshot I'm trying to walk toward the rover body but stopped in place. https://imgur.com/Mmy1wEE Tried to embed the image but the forums won't seem to let me.
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