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Chris Solomon

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  1. Solved! for whatever reason, clearing the steam download cache fixed the issue. the steam restart following the cache clear saw steam downloading some files for KSP totaling a couple 100Mb's. I know I deleted the contents of '..\steamapps\downloads\2202200', so steam would download fresh files, so i don't know why clearing the cache worked, but clearing out the files downloaded in '..\steamapps\downloads' did not. Possibly some other file elsewhere in steam was causing the older files to be downloaded? Big thanks to Steam User "Happy Ant" for helping me solve this issue.
  2. I am seeing a message on startup saying the two DLC expansions have failed to load (see attached image). I have verified my files several times, uninstalled and reinstalled the DLC, but the same versions continue not to be updated. the steam servers seem to be serving up making history 1.11.0 not 1.11.1 and breaking ground 1.6.0, not 1.6.1. The readmes for the two expansions confirm they are 1.11.0 and 1.6.0. I have also tried switching steam download servers. I am stumped. Is my only choice to revert to KSP 1.10?
  3. issue seems to be with either servo node or ducted fan guard, or maybe both. I assembled a wheelsey engine and attached it to the servo in the same manner. but the servo and engine stayed properly attached to each other and servo was able to rotate the engine properly. I am guessing that the lack of a proper node from the ducted fan guard is the cause of the issue.
  4. I am having same issue with my build. trying to build a ducted fan craft that uses the servos for rotating the fans. when I attach the fans in the hangar (SPH) and test the rotation there, they rotate properly. but when I go to the runway, the fans are stuck in position, but the servo still turns. and when I go back into the hangar, the breakage follows me back into the editor. I can reset the pieces and so on. but the whole issue just repeats itself. thought maybe I was doing 'it' wrong. glad to know it was probably bug at work. https://steamcommunity.com/sharedfiles/filedetails/?id=1952439463 don't know if it's broken because the parts attached to the servo are not using symmetry, but the servos do (fans are configured for clockwise and counter clockwise rotation). will have to test to see what happens if I attach to both servos with symmetry configured parts update: nope, servos attach nodes are completely broken.
  5. it is listed as confirmed bug and fix is at 10% as of 2 months ago on ksp bug page. most everyone can do atm, is to upvote the issue on the page. https://bugs.kerbalspaceprogram.com/issues/23179 alternatively, someone could make a mod to add the sounds, as no mod for that exists yet
  6. issue is confirmed and supposedly they are working on it (as of 2 months ago) but with KSP2 now in the works, who knows if they will ever fix it. https://bugs.kerbalspaceprogram.com/issues/23179
  7. can someone make a mod that adds propeller and rotary engine sounds? it is definitely needed, at least until the devs fix the issue themselves. having my prop plane fly around in silence is boring. https://steamcommunity.com/sharedfiles/filedetails/?id=1912111485
  8. I was trying to mine some ore on Mun to refuel my lander. I would put KSP in to FF to get the sun to come out and charge the solar panels, but every time I did, during ff, the craft would suddenly plunge well into the terrain and explode spectacularly. It took me a bit to figure out what the F was going on. when using lander legs and as little as 5x FF, when you exit FF the craft will do a hop. if you leave the FF on for a period of time, the craft will be forced into the terrain and explode. the log will say the craft has collided with the mun.....but the craft is supposed to be landed and at a stand still. the engines are turned off, and SAS and RCS are turned off... there should be no movement of the craft. additionally the craft is sometimes out of power when this happens, which means the craft should not be capable of moving anywhere, much less hopping into the air, or forcing it self into the terrain. I have verified my files, and that's not the issue. I have no mods installed. only the two DLC. I know its the legs because when I raise them leaving the lander resting on the rocket nozzles, and perform a FF, there is no jumping when you return to normal speed.
  9. I am getting a null reference exception when I try and setup a maneuver node and and another planet is set as target *such as duna, or eve. the error does not appear too happen when mun or minimus is set as the target. the error appears to be preventing me from setting up a path to another planet (outside of kerbin, mun, and minimus). you can get the line for the escape path, but you can't get the intercept lines to appear, even when they should. https://steamcommunity.com/sharedfiles/filedetails/?id=1903610907
  10. here is the screenshot I took https://steamcommunity.com/sharedfiles/filedetails/?id=1903610907
  11. IDK..... it would be good if I could get some confirmation on this by having some one else say they see it too. on a side note, making a maneuver to another planetary body results in a null reference error when you got to set up the maneuver. I am not sure if I am doing something wrong, but I think the error is preventing me from setting up an approach to any planetary bodies out side kerbin, mun, and minimus. I go to create a maneuver with a planetary body like Duna, with the planet as the target of the craft, and a null error is thrown. I will post a screen shot of the error tomorrow, I am done playing today.
  12. I have done some further experimenting, and replacing the mk3 cockpit on an existing model reduces the bouncing by quite a bit. I need some help confirming this. I this can be confirmed, this could mean that every build that uses a mk3 cockpit will need to have that part removed and a new copy installed. I also discovered the new builds using the mk 3 cockpit experience the least amount of bouncing at launch. model (made by me) that I am using to test. ignore part not found error if you use this build. it only refers to the fact that you don't have the 'collision FX mod' installed. there are no actual missing parts.
  13. well the 1.8.1 update did fix the issue with the lights, but I am finding the mk 3 cockpit still is more bouncy than it should be when using retractable landing gear at launch.
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