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dangel74

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Everything posted by dangel74

  1. Found the solution. F***ing brakes were on by default as the engine. Is were any way to switch that to vanilla behavior?
  2. Here is a zip file with save folder and my list of mods https://www.dropbox.com/s/lg440aj2jhnl1l2/rp0.zip?dl=0 . I also manually installed RSSVE with its EVE prerequisite.
  3. The problem on the screenshot is that despite engine providing ~15 kN of thrust my plane didn't accelerate past few m/s. i figured that the problem was caused by wheels creating A LOT OF friction. So, I turned friction control to override and set to 0.3 at rear wheels and 0.1 for front ones. This way plane did accelerate but started uncontrollably turning to the left. If I increased friction on rear gear plane halted again at different speed. So, I am wandering is it normal wheel behavior to have so much friction without brakes on? And how can I balance it to make this thing take off. Also on a side note how can I solve patchy runway glitch?
  4. Hello, everyone. Thanks for great mod. I installed it on KSP 1.2.2 via CKAN. My prop plane flew just fine but my jet with derwent V engine seems like not getting enough fuel, although I have a lot of Kerosine and more than enough (according to required area parameter) air intake. https://imgur.com/9nwIy6f
  5. Guess I'll have to wait. Thank you for the answer and explanation
  6. Hello everyone. First of all RSS is amazing mod. But I have a bot of a problem playing with it ,RO and KSC switch because of a weird terrain glitch, which causes surface to consists of big squares not connected to each other. This causes all my rovers and planes on Earth to explode upon colliding with a border between two squares or at the very list jump a bit (if I go from higher square to lower). Is there any solution to this problem?
  7. Is there a way t increase disassemble part radius or have kerbals go through parts?
  8. Is there a reason for putting more than kerbal of each type on a base to boost production? On a different note I noticed that inflatable parts give their efficiency bonuses even than deflated if toggled on.
  9. i have a question regarding planetary logistics. When do background logistics modules push stuff to planetary storage? It seems to me that it only happens when you load those crafts and doesn't happen in background.
  10. I am sorry if that has been asked already but I recently encountered a problem with organics in MKS Tundra agriculture modules. So, basically, if you have an agriculture module and assembly plant configured to produce colony supplies, organics is consumed both from your warehouse and agriculture module. This leads to an increasing reduction in organics output by agriculture module and ultimately to depletion of your organics reserves. I tried to set different flow priorities for my storage containers and agriculture modules but it didn't change a thing. So is it a bug or am I doing something wrong?
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