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Rawenwarcrow

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Posts posted by Rawenwarcrow

  1. 20 hours ago, Starlord Kerman said:

    Mk2 and Mk3 adapters have been added

    I have 2 "size 2 adapter" and a Mk3 one, but no Mk2... Isn't it just a reading mistake? I always mix up those two sizes name... Or I have a problem with my installation :blush:

    BTW, great mod, I love it ^_^ 

  2. 2 hours ago, Brigadier said:

    KSP 1.6.1, Restock/Restock+ 0.1.0, GPP, RealPlume (plus a host of others but these seem to be the relevant ones).

    Everything appeared ok before Restock and Restock+ installation earlier today.  I had a mission which had completed it's contract and was deorbiting.  I saw and resolved the solar panel issue by recycling them.  First symptom I noticed was that there were no reentry effects below 50km when there should have been.  Then I noticed that without any assistance - no chutes deployed, no propulsion active - the craft was decelerating rapidly, all by itself eventually reaching <200 m/sec at 20+ km.  I staged chute arming but there were no animations although there was sound and the craft slowed further.  Console log heavily spammed with Real Chute exceptions.  There was no full chute deployment (sound or visuals) but the craft decelerated to and maintained 30 m/sec.  Part context menu appeared correctly.

    Same here on one of my games, plus plume of my mainsail was something like 40 meters below the point it should have been. On another game, without realplume and realchute, absolutely no problem, work like a charm (and I wasn't ready for the cuteness of Mk16 pre-deployement ^_^  ). I don't feel the need to play with those "realthing" mode, so it's ok for me, but if it can help... Though I don't have any "proof" of that... 

  3. @scottadges as said before, the problems with the Mk2 Can and the engines isn't due to Ven's; there's not a lot of conflicts, exept for some textures on some tanks (2.5 m if I remember correctly, and even that could be caused by another mod...), and all in all, it still worth it; the new textures are not as bad as the old ones, and it's of course totaly subjective, but some of them are still a bit "clumsy", and it's still cool to have a bit of variety.

    Talking about variety, as I love to have Ven's, Missing History and Partoverhauls, and there's some conflicts between the two first, @Kerbas_ad_astra, would you ever think, if it's not too complex, to make it, or a version of it, where all parts, including variants, could be separated, using the same model but with a slightly different name? I'd do it myself, if I knew how, but it's definitely not my thing :blush: :D

  4. On 12/20/2018 at 10:26 PM, Spartwo said:

    Before people come to ask I will say that Ven, while functioning in 1.6 is somewhat broken. Engines stay on which is common, and right clicking the new mk2 lander can prevents right clicks until exit and re-entering the SPH/VAB. MK1 inline docking port also does not animate. Nothing major

    It's not Ven, it's Module Manager; whatever version I tried, even alone, it broke the right clic...

    Edit: I'm back from the MM thread, and it's not even that, they were able to reproduce the problem without MM or anything else but the squad files. Seems to be a problem with how PartDatabase.cfg is handled by the game, and it needs to be started twice to properly work. I'll check that with Ven...

    Final edit: Ok so, it works, at least for me. So you have to start the game twice - after a proper exit - in order to avoid the right-clic vanishing after having right-clicked the Mk2 Can. And you have to do it after adding anything else into the game data folder... 
    Sorry for the multiple editing, I'm tired and have a bit of a hard time to focus on doing things in the right order :blush: Hope that'll help somehow...

  5. This look very nice indeed, thanks to both of you! This mod is really usefull, it's part of all my games :)  even if I have to erase some of the cfg/mu, as I use Ven's Stock Revamp wich cause glitches and bugs... 

    Also, The Z2K battery won't appear in the game, I'll check if it's a mod compatibility problem...

     

    Edit: Ok so, the problem come from VSR, don't know why on this specific part, while others work perfectly well (except for textures on common engines in both mods, wich is logical...)... Well, I'll do with TS, even if it's not the same numbers... Thanks again :) 

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