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Everything posted by RyGuy_McFly
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Ahh ok, well that's quite unfortunate that so many great and useful parts are being removed. I've launched a few different missions now using these apparently deprecated engines and fuel tanks now... So I really shouldn't be using most of the Belle 0.935m parts (Belle-70, Belle-70B, Belle-140B, Belle-200, Belle-200D, Belle TRU, Belle BFB, Belle fairings, etc), since they're not listed under their functions? Will there ever be replacements for all these parts being removed?
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No, thats not true. I get that the B9Partswitch variants cannot be seperated. Have you really not noticed all the parts that are not visible in simple mode? For example, right now I am building a 0.9375m rocket using mostly "Belle" parts, and both Belle upper stage engines (A-25 Hadar and D-35 Mafuni) are not listed under the engines tab, only when filtering by cross-section under the 0.935 tab, or in the BDB manufacturer tab. Same goes for all of the Diuscuri 0.935 engines in the same tab (EDIT: Bad example). Also, a vast majority of the Belle series fuel tanks do not show up under fuel tanks. I'm sure if I went to the manufacturers tab under BDB I could find 100's of parts not listed under their function. And no, I do not mean the parts clearly labeled as deprecated. I avoid using those entirely.
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I'm also having eberkains issue mentioned above, with probes getting a small, un-counterable burst of speed when switching SAS modes (I am in 1.8.1), I'm wondering if this has always been an issue and how you guys get around it as it is pretty debilitating to me. I would like to be able to use the small, reaction-wheel only probe cores, but they're constantly flicking themselves out of control. It seems like the reaction wheels' torque needs to be cut off a tick or so sooner. Is this possibly just caused by game lag?
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Hey guys, loving this mod so far! I'm sure this has been asked before but a quick search didn't help me, is there a way to make all parts show up in the simple parts list? I'm more interested in kitbashing my own custom ships rather than rebuilding real missions and would love to actually have every available engine show up under engines, for example. If there's no easy way to do this, I totally understand though, just thought I'd ask! Thanks!
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[1.12.x] Near Future Technologies (September 6)
RyGuy_McFly replied to Nertea's topic in KSP1 Mod Releases
Hi there, having an issue with NFLV I've seen mentioned once or twice a long time ago here but never really addressed. All of the engine cluster mounts have no visible shroud when in flight, but appears in the VAB. Has no effect in game, but takes away from visuals. Updating B9 Part Switch was listed as a solution, but I have the highest available version for my game (using B9PS version 2.14.0 in KSP 1.8.1, all mods from CKAN). Any help appreciated. -
Hi there, I'm using Scatterer with AVP and the Sunflares of Maar sunflare replacements in KSP 1.8 and keep having issues with sunflares disappearing in-flight whenever I'm within any atmospheric effect. I was just wondering if it would be possible to stop scatterer from trying to overwrite sunflares while within atmospheres, or at least limit the effect to the specific bodies where it would make sense. For example, I'm using Astronomers Visual Pack, which adds ablation effects around Moho. While within this cloud, sunflares completely disappear, which really takes away from the effect of being so close to the sun. Thanks for anything and sorry if my post makes no sense, I hardly know what I'm talking about here...
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Tried that version, same issue, using the default settings. EDIT: Full reinstall of KS3P fixed the issue.
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I understand now that it's a scatterer issue. I've since returned scatterers' config to at least have sunflares sometimes, and after further testing, determined the sunflare is only missing while within any sort of atmosphere/atmospheric effect (missing on the surface of Moho, but visible above the ablation effects at 15km). I'll do some snooping in the configs and see if I can figure out what hides the sunflares within atmospheres, see if I can isolate it to only certain bodies.
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
RyGuy_McFly replied to Nertea's topic in KSP1 Mod Releases
Thanks for the answer, however after some testing it seems that, at least for me, the LV-N does in fact have to have its reactor started in order to ignite, and also it does not have an alternator. Haven't unlocked any of the other nukes yet, and I do like surprises, so I'll have to wait and see on the rest. I'm also running the same version as you, in 1.8.1 EDIT: I'm using my Nerv in LF mode, does it act differently in LH2 mode perhaps? -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
RyGuy_McFly replied to Nertea's topic in KSP1 Mod Releases
Hi there, been using your mods for a long time but only just now trying to use nukes. Got my first Nerv in the air today and found out that its reactor doesn't seem to produce electricity. it's not a big deal on my current ship, it's just a small rocket sending a SCANsat probe to Minmus (overkill, I know, but I just wanted to try out this mod), and it has solar panels, but I just wanted to see what kind of power it could produce. I'm not sure if I'm just not understanding it properly, is the reactor in the nuclear engines only required to be on for the engine to work, or is it actually for producing power? The NFE control panel doesn't show the engine as a producer of power, only my solar panels and a different engine with an alternator. I have three basic radiators on it, which can maintain a core temp of 3000K @ 14% power, which apparently should produce 142.6kW of power. If this is a bug, I can produce screenshots/logs, but I think I might just be misunderstanding the changes made to atomic motors... -
Hey there, I know this is old but there doesn't seem to be an updated topic... So I'm trying to use the stock Canaan flare in 1.8.1 alongside AVP and Scatterer. Originally I deleted the AVP sunflares only, and the Canaan flare worked properly in the tracking station/map view, but wouldn't appear in-flight. So I did further reading here, found that Scatterer also has sunflares built in, so I deleted the Sun.cfg in the Scatterer folder. Now I don't have any sunflares at all, in-game or map view. Any idea what I have done wrong? I have left the SoM folder untouched (other than editing the size of the flare in the config, which worked fine and caused no issue). Any idea what's gone wrong or would you need a log? Thanks in advance, if anyone sees this. Sorry again for the necro.
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Having this same issue. Anyone know a solution? From screwing with settings, the effect seems to be caused by the colour grading effect, and goes away when disabled, however, that's one of the nicer post-processing effects... Would love to be able to use it. Thanks!
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Hi there, running the pack on 1.8.1, just switched from EVE stock configs + SVT. Everything seems to be working fine, with one odd exception. Strangely, Vall seems to have broken terrain textures, and the whole moon appears black. I will upload a log if you need one but it was too big for pastebin so I'll have to find another way. Any idea what's causing this? Seems odd that only one atmosphere-less moon broke in the switchover. Corrupted file maybe? EDIT: I'm silly. Vall was in Jool's shadow, and KS3P was doing it's job.
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[1.12.x] Near Future Technologies (September 6)
RyGuy_McFly replied to Nertea's topic in KSP1 Mod Releases
Hi Nert, I'm just now noticing that in the research screen, all NFX parts are copied many times. Doesn't seem to have any effect on anything and the parts seem to work as intended, but it makes finding things in the R&D a bit difficult. Any idea what causes this? I assume I did something wrong, as NFX is the only one I haven't installed via CKAN. Using mod version 1.0.6 in KSP 1.8.1. -
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
RyGuy_McFly replied to SuicidalInsanity's topic in KSP1 Mod Development
Hi there, I seem to be having crossfeed issues with the Mk3 decoupler, as it seems to be crossfeeding fuel from my second stage to my 1st stage despite the editor saying that it shouldn't. First time I've ever encountered this issue before, and it only seems to be with this decoupler. I looked into the configs and everything seems to be in order. And yes, I have follow crossfeed rules enabled in difficulty settings. Screen: https://imgur.com/he2YH9F- 863 replies
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Hi there, I was just wondering if there is any way to get my veterans their suits back after this mod strips them? I only wanted the ability for my other kerbals to become veterans, but the config on first load wouldn't seem to let me set which four kerbals were the vets, and picked a random four... I'm sure I just screwed something up, but oh well. I'm just now wondering if there is a way to reset this, perhaps manually in a config file? I'm scared that just removing the mod will leave it stuck this way forever...
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
RyGuy_McFly replied to Paul Kingtiger's topic in KSP1 Mod Releases
Just wondering before I try and figure out how to make the betas work, will the patches and all be uploaded to CKAN any time soon, or am I better off figuring out the patches? Playing in 1.8.1, I've tried installing the latest beta build from the OneDrive, but it breaks one of my existing stations using the medium ACD. I would like to be able to use the probe core, but am having issues, read before that it was due to unupdated files on CKAN. Sorry if this has been asked before.- 1,554 replies
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- kis
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Hmm, well I've tried reinstalling and isolating the mod and the icon still won't appear in the editor, while it worked fine in 1.7.10... Anyone else having 1.7.3 troubles?
- 98 replies
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Hi there, any chance this will be made compatible with 1.7.3? I see no icon in the editor anymore, assuming that's the issue (only listed as 1.7.2 compatible on CKAN). Thanks!
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