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Wilds

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  1. I enabled journal, changed scenes, and launched a suborbital rocket with a 4 part capsule known for spinning. I reach around 550km apoapsis. At around 17mins into the flight, the capsule re-enters atmosphere. Spinning gets worse and worse, parachute is ripped off from high G spinning, and it krakens itself. I compressed it in 7zip format. If that is an issue, I can reupload. https://www.mediafire.com/file/rkwgtdinquz85f5/JOURNAL.7z/file
  2. I'm really liking it on RSS. The round-trips feel satisfying and reaching mach 3 at 7km is proving difficult with the limited research on my save. Definitely interested in shuttle contracts! I assumed they were part of the History of Spaceflight contract packs, but I don't see em. SSTO on RSS is a fun challenge with stock parts. It is a good incentive for me to keep researching plane stuff in late-game career.
  3. Love this mod, but I'm having a weird issue when I have Principia installed. Certain parts like SM-6A Service Module and enclosed fairings will start to rotate faster and faster when free falling in atmosphere. Eventually their rotating increases so much that the craft krakens; and the camera shakes violently. This behavior is only happening in atmospheres. Floating down to Venusian surface below 10m/s in a simple SM-6A service bay with 1.25m heat shield shield will see the craft start to rotate/spin without any reaction wheels. Once it starts to rotate, its rotation rate accelerates dramatically. Attaching any kind of wings or certain aerodynamic parts will counteract this spinning issue. Removing Principia will cause these parts to behave normally again. It certainly "feels" like a phantom force is being applied to one side of the craft. Again, this only occurs when Principia is installed. Here is my player.log: https://www.mediafire.com/file/wr3eggjz2w0gj7t/Player.log/file edit: The fix for me is to just not use those parts for re-entry capsules. A 1.25m service bay will never have this spinning issue, same for the pods that can contain Kerbals.
  4. Ok, got it working! This time I downloaded fresh copies of 000_ClickThroughBlocker, 000_Harmony, 001_ToolbarControl, SpaceTuxLibrary, and WaypointManager. I was only downloading CC, Module Manager, and other contract packs when trying to get K-Planes to work on fresh install. I would definitely say Waypoint Manager and its dependencies are a requirement to get this mod to appear! Even though I had all of these installed on my main install, one or more was slightly out-of-date which is not compatible with K-Planes.
  5. Thanks for testing and looking at my log. I also just created a new install of 1.12.3 and 1.12.5 and the K-Planes contract pack never appears in-game settings even after getting into space. Never appears in All contract view either. I even tried doing ctrl-alt-f12 and spam finishing contracts.I am able to get GAP and PWP contract packs to load. But Kplanes never appears. I must be missing files or something. I am adding the KPlanes directory into Contract Packs. May I please have instructions on where to put the other files? I am opening up Kplane-main and dragging the Gamedata folder into my KSP root directory. Should I be compiling something instead? It comes with other files that I am not sure where to put. I tried the root directory, but it doesn't seem to do anything. edit: Here is a screenshot of fresh 1.12.5 install with just CC and K-Planes. It definitely is loading the contract, but it won't appear in Mission Control -> All, or in Contract Configurator settings. This is after I manually flew into space. edit 2: Instead of clicking Code -> Download Zip, I also just tried clicking Tags - > 0.3.0 and downloading that. Still same result; not appearing.
  6. Sure, here is player.log: https://www.mediafire.com/file/wdtcv2g6mky9gew/Player.log/file
  7. Yeah, I use a few contract packs already without any problems. edit: A KPlanes directory is created in GameData\ContractConfigurator\log\ at least. But the contract pack isn't available to toggle on or off in game settings/difficulty/contract configuration.
  8. I cannot get this pack to appear with my other contract packs. Do I need to install any of the recommended mods to use this contract pack?
  9. Oh this is great! I like to search every few weeks for a contract pack for planes on RSS , and you are making it! Gonna watch this thread. Good luck on finishing this awesome idea; hope you have fun!
  10. Ah ok, that is too bad. Not really interested since it is just using RSS pressure curves. but OhioBob is welcome to it if they want. I used the atmospheric values from RealSolarSystem which is CC-BY-NC-SA fortunately. Thought this mod was too. So if anyone wants to have a realistic atmosphere for 10x rescale vanilla, check out RSS for reference which uses same syntax for tweaking atmospheres as this mod.
  11. I ended up making a 10x rescale version of your mod, since I do not like using Sigma Dimensions to scale the atmosphere compared to just using similar atmospheric models from RealSolarSystem. Keep Atmosphere and atmoTopLayer set to 1 if using 10x version. (Snip)
  12. I tried searching the old threads without success. How do you use the Toolbox on 1.12.2? Do I need to download KAS? I have an Engineer and on EVA when he is near Toolbox, I get the message 'Can not take more'. Edit: Working now. Not sure what was wrong.
  13. I also find the water too green when at KSC. Looking at scatterer UI in game, we can see that the ocean scatter is using the JNSQ config. Looking inside Ad-Astra, there is no ocean.cfg for Kerbin, only Atmo. The green tint is mostly from Sky Reflection Strength! Lowering the value removes the green tint in the screenshot you replied to. But this green tint is not an Ad-Astra issue. Sorry for double post.
  14. I had same issue. Open the AVP 1.9 textures zip, go to AVP_Configs, and drag the Textures folder into Ad_Astra. When I first installed the mod, I noticed the files I need went into Ad_Astra/EVE/Textures/particles when they should be Ad_Astra/Textures/particles Clouds look great, thanks for the update!
  15. I usually use hotkeys (1-9) for science, and am noticing that hotkeys are bypassing this mod. Love the idea!
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