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HB Stratos

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Everything posted by HB Stratos

  1. @Lisias here's a boat that tends to lock itself in place, it's kinda random so pitch up/down a bit to see the result. Required mods are Large boats pack, hull breach an tweakscale. Game version 1.8. NOte: the ship also behaved weirdly when no tweak-scaled fins were installed. Namely it tends to sway from side to side without the extra pontoons I added. Another thing you can test with is the USS enterprise from Kerbal AircraftCarrier Expansion. It's a single-part ship that also locks itself into place... or it flies to space
  2. The parts do have a tweakscale component, but at least some don't use it. I'll fire up my KSP install later today and build a test vessel that I can share here. I noticed something too, there are no drag vectors showing when I press F12 and still parts are locking up.
  3. the issue is that it seems to happen mainly with modded vessels and very large single parts. a ship built from regular parts usually works fine, but large single parts often just lock in place on the water
  4. Another problem I'm experiencing if the ship that's frozen (the one spawned by vessel mover) decides to move against all odds then it's capable of double the speed of the one spawned from the SPH
  5. Could someone help me here? The right ship was spawned from the hangar and works fine but with unusually high drag, the ship on the left was spawned with vesselmover and is completely unmovable, it sinks until it's almost below water, then it teleports up again. Sometimes firing the gun fixes it, but everying is behaving very random. is there a fix for this?
  6. Hmmm, if I can figue out how to work with DDS I may make my own ones by combining the two variants... but "high performance" doesn't really make sence in a prop plane
  7. I am already using the stock variant switcher, but I dislike most of the given 'stock' textures since they have a space shuttle style heat shield which makes no sence for prop aircraft. I was wondering if there are any variations for the textures that remove this heat shield.
  8. Is there a tweakscale patch for this mod? And are there stockalike texture that don't have heat shield plating on the bottom?
  9. Hey! I've been testing this 'mod' with FAR for a while now, and while it works for the basic features (I'm damm impressed by that, even havign a custom UI with kOS is crazy!) it does have a few problems: - While the oszilation dampening for the pitch control works I'm experienceing low frequency oszilations when using the autoland function. These oszialtions are so bad that the plane slams into the ocean or the landing lights before even reaching the runway. This seems to happen with planes of any size. - Landing speeds aren't customizable leading to stalls on most planes since FAR requires higher speeds. - the custom UI stays visible when switching to another vessel which leads to screen clutter when using multiple vessels. - Waypoint mode leads to my plane just diving into the ground - This is a kOS problem, the pilot doesn't work with SAS enabled, so it would be useful if SAS was automatically disabled when the pilot is on - This is just a suggestion but maybe add a boot scrip that can be selected in the hangar so the autopilot is ready to go when the vessel loads -Another suggestion, add a bank angle mode. I frequently need a plane to just fly in large circles and this would be really helpful Keep up the great work! -HB Edit: It would also be really cool to have a feature where the plane is placed at the intended touch-down spot with the right heading and then this info can be put into the autopilot to generate an approach path that can be later used to automatically land at this destination. Edit 2: I'm also facing a problem where the autopilot aborts every landing attempt at Island 09 Edit 3: It would be really nice if we could save plane profiles from in game.
  10. Hey everyone! Is there a way to switch back to stock aero for certain vessels? I'm experiencing some severe problems with large, single part ships and FAR. For all those curious, these problems:
  11. T5m is gone, but after installing some more mods I have trouble again... Is there a way to stop TweakScale from accessing a single mod so it just gets ignored? Here are my current logs, could someone help me fix this? https://cdn.discordapp.com/attachments/648952609792851978/698637698046623754/KSP.log https://cdn.discordapp.com/attachments/648952609792851978/698637724491710494/ModuleManager.log
  12. No this is not how it behaves, my framerate just drops from 30 to 7 when I go too fast, even with very low-part vessels. these are my mods. https://cdn.discordapp.com/attachments/648952609792851978/698607417889652756/KSP.log this is the KSP.log file https://cdn.discordapp.com/attachments/648952609792851978/698608324681269308/ModuleManager.log and this the ModuleManager.log file.
  13. Hey everyone, I'm using FAR in 1.8.1 and I'm experiencing some significant lag at speeds over ~160 m/s and it also gets worse over time. Does anyone here know why this is happening and how I can fix it? Thanks in advance for help!
  14. I retract my statement, the code still works in 1.8.1 but the probe drouge has some glitchy behavior when trying to retract it
  15. Will this mod ever be updated to 1.8 or 1.9? in 1.8 all parts still load, but the code that activates when the plane is told to autonomously dock does not work anymore. @flywlyx I hope you don't mind me pinging you as the thread OP here.
  16. yeah, I am using TMasterson5. So I take there's no fix for that? Also it did conflict with ap+ Here's the full log: https://cdn.discordapp.com/attachments/628762241323499520/697525185762557953/KSP.log and here's the Module Manager Log: https://cdn.discordapp.com/attachments/628762241323499520/697525466545913887/ModuleManager.log
  17. Hey everyone, I've been working on a modded install, but I keep getting this fatal error. I have extracted all the ERROR messages from the log, see below: Thanks in advance for help!
  18. https://imgur.com/a/wKAXJiJ I have managed to make another breakthrough, usually the locked heaviest part autostrut would prevent bendy tech gears but with the help of a KLAW on free pivot that can be tricked to work anyways. Click the link above for an animated verison.
  19. So apparently if you press load at just the wrong time this happens, it tries to load crafts in the comment window (the load button actually works)
  20. very cool design, I like it! Quite simple and still looking good.
  21. awesome, glad to see some life back into this!
  22. Update from my side of the project, pure stock all moving claw grabber tech elevons are now in place, possibly a pure stock custom gear will also be made to fit in there. up
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