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Jognt

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Everything posted by Jognt

  1. Could you record it and upload it somewhere to get a visual understanding of the situation? Even without DR that would usually spell disaster for whatever I'm reentering..
  2. Rocketology uninstalled DR from his JSNQ game because his capsules wouldn't survive reentry from LKO even with a heatshield. Admittedly that's 2.7x scale, and while I can vouch for his design skills I can't vouch for his technical skills, but I must admit I'm surprised by your post as it makes it sound rather.. mellow.
  3. Cheers! Sorry for the delay in replying, I got distracted. That only goes to show how out of my league troubleshooting Kopernicus things is, I looked at your gamedata and thought "No obvious problem.." until I read about the missing ModularFlightIntegrator, then I went "huh.. good point!". You could use CKAN instead of manual mod management though since it'll handle dependencies for you. I suggest you check this post and the page it's on so you know your options while Kopernicus isn't compatible Edit: I'm really tired so I may be completely wrong, but I thought I'd read something about using TextureReplacer to do the surface textures. I can't find anything regarding that atm though so maybe I'm semi-dreaming? As per the message, I'm pretty sure you can fix it by running 1.7.1.
  4. Whoa that's trippy. Reminds me of those weird '3D' glasses we had in the 90s! And of Escher art xD.
  5. Thank you very much! My apologies for asking a question that was answered a couple of pages back
  6. Are there any plans to add a 1.875 straight shroud? Either my tech tree is acting up or they aren't a thing yet. I do have a 1.875-1.5 (BDB) adapter, but the inline shrouds are 2.5 and 1.25 I have no experience with the beta, but I don't recall having problems with the regular release though I haven't checked under 1.7.2. Maybe try the regular release to see if it works there?
  7. Personally I kinda miss the stock-updated truss-mounted version of the Terrier that's one of the few stock-updated engines I think look good. (with the line that runs over it, and that little truss, it's just nice )
  8. Re: PlumeParty: The Github for PlumeParty has the following bits that concern me: This pack is currently not to be treated as a dependency [...] Plume Party is mutually exclusive with ReStock. Especially the 2nd one does this mean it just won't work? Or it'll break stuff when used together? I'm guessing the 1st bit is just a matter of "Whoops, forgot to update the readme"?
  9. Fair enough My rover got stuck in an airpocket under the pad so I can see how it thought it had clearance.
  10. Just curious, but were you able to try with the cache setting change? If so, any difference?
  11. I only do issue reports when I'm damned sure I checked to see if I could reproduce a problem. Nobody wakes up thinking "Gee, I wish I could research an unconfirmed issue about something 'sometimes' not working 'maybe'!". Feel free to narrow it down, but I'm not going to point a finger here. I don't have the time to make sure I can do a proper report atm.
  12. My bad! I thought it said *= 1.2! That’ll teach me to skim through github on a tiny mobile screen. In that case: my other crafts will appreciate it
  13. If the RCS button ignores me it usually wakes up if I toggle the “All Stages” button.
  14. @JadeOfMaar any plans to bundle a JadeOfMaar approved KS3P config? I love the added bit of bloom/AO but for some reason my coding feel does not translate to visual design! (And if that sunflare is anything to go by; your visual design feel is rock solid)
  15. That looks gorgeous! One question though; why the mass increase for the Vector engine? Wouldn’t it be just as good to increase the mass of what they attach to instead? I use the vector in other builds and the mass increase really wouldn’t fit well there, even if it is ‘only’ 20%
  16. I think that's a bug then. I can remember it respecting my choice way back when I used that window. In fact.. I don't even know where it's hanging out in my current install. o_O
  17. The obelisk at KSC hasn't given me any message since... a long time. I can confirm other obelisks working as intended so whatever is up with that KSC one, it's not due to JNSQ.
  18. I just realized that even though Science parts using DMagic's ScienceAnimate MODULE don't work with [x] science, Science parts with DMagic's ScienceAnimateGeneric MODULE _do_ work with [x] science. I wrote a small patch to replace instances of DMScienceAnimate with DMScienceAnimateGeneric. Haven't tested it yet, but I'm hopeful it'll finally make those last few experiments work :). *Once I've tested it and confirmed it works, I'll post the patch here for others to use. edit: tested it. Patch is a few posts down. No idea why the x science code for the generic DMModule works but the non-generic does not though.
  19. I wouldn't say the precision is a problem. There are many ways to work around it, your way being one of them. Only reason I asked is because I do not know whether BV should take this into account or not. If it indeed shouldn't/doesn't, then I'll just modify my target location a bit
  20. @maja Is this a bug or a 'feature'? - Launch rover - Mark the 'baikanur' launchpad as active waypoint - Set BV to active waypoint - Load in when rover arrives - Watch rover explode due to it being within the launchpad structure If it's a bug I'll need to remember to backup the log when it happens or recreate it. Honestly hoping if it's a known side effect because remembering stuff isn't my forté.
  21. I'm confused, did you change any of the configs? Or is this just a packed up version of just downloading each mod seperately?
  22. If I were you I'd make it a seperate patch file per tweak and just save it in a folder of your own in GameData. That way you can just copy/backup that one folder and have all your personal preference tweaks in one place for easy portability. For example I have about two dozen patches in a personal folder, each patch containing only a few lines so I can easily share/disable/adjust specific patches. ModuleManager does not care where specifically in GameData a patch is saved. As long as it ends with .cfg it'll find it, read it, and process it.
  23. Just a heads-up, Snacks (the resource itself) don't respect Priority settings. Not sure if it's a feature or a bug with ALL_VESSEL flowMode, but something I noticed in a stream just now Maybe use STACK_PRIORITY_SEARCH (respects priority and crossfeed settings) or STAGE_PRIORITY_FLOW (respects priority, but will crossfeed regardless of crossfeed setting) instead?
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