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Redacted

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Everything posted by Redacted

  1. Seeing the following error just recently during re-install: "CKAN.InvalidModuleFileKraken: FlightPlan 0.10.2: C:\Users\1Smug_stand-up guy\AppData\Local\CKAN\downloads\downloading\B8934B49-FlightPlan-0.10.2.zip has SHA1 0BBDC9A7D9FB356D139FF7FCE5D0E4009BA91DA7, should be 07737EEE69A10698037C3DF4B1DEAC1B84AC1284 at CKAN.NetModuleCache.Store(CkanModule module, String path, IProgress`1 progress, String description, Boolean move, CancellationToken cancelToken) at CKAN.NetAsyncModulesDownloader.ModuleDownloadComplete(Uri url, String filename, Exception error, String etag)" After dismissing the notification, I can either retry or skip. With retrying looping back to the original message. Note using CKAN 1.34.4 and current KSP2 science release. With mods, BepInEx, SpaceWarp,UTIK for KSP2, Maneuver Node Controller, Node Manager,
  2. I've had the mod installed and semi-functional all the way up to the point that I'd expect the blade pitch to change, yet I'm not seeing it after a whole day of experimentation. While sure its possible that I'm at fault by not understanding how it supposed to work, but somehow I don't think so. Side Note: Would be helpful to have a video showing its use in detail to compare with, so I can verify on my end.
  3. @Boots Thank you for replying mate. All too often authors don't reply. Anyways, if you were to provide what was needed for 1.12 + "compatibility", that would what is needed. After that Its possible that someone else can make the needed changed to perfect the system. Cheers! Redacted
  4. Of all the bugs I encounter, this is the one that is the worst, as the physics kick towards the end of the deployment cycle is ripping parts off. How do we land when the landing gear is prone to random disassembly when extending them?
  5. I've also have seen multiple "Launch" bugs, regardless of which departure point is selected. My beset guess is that when objects are being copied radially around another object, its messing up something in the UI. Part of the error also shows that the radial placement gets messed up as well. With one of the radially placed objects not attaching while the others do. No matter what's being done to correct the misplacement, the UI errors compound, later resulting in the craft being unable to launch. Alternatively, the game will start the loading process for the launch and get stuck / froze, requiring that the game be restarted. Most often the build is corrupted and thus auto-saved during the freeze. Example: Placing an SRB radially x4 around a tank, only 3 are shown to attach, with one still being attached to the mouse curser or stuck to some strange position on the tank. Also note, I've also encountered this error when placing support struts between objects that are connected radially. -Redacted
  6. Did quite a bit of work using the new update but keep running into unexpected limitations, specifically the SEQ-9 Container module. Which I was attempting to swap from one vehicle to another but apparently it's too big as I cant move it. Edit: Cant move any of the cargo containers (empty or full) Does Anyone know the exact limitations of "Some Reassembly Required" ?
  7. Why is there not an option to plot the best encounter for the Mun when orbiting Kerbin ? Edit: NM, now i see it... wasnt able to on previous versions.
  8. Thing to keep in mind though is most of these mods have been around for quite a while, except for OPT. Prior to installing OPT, everything was running smooth and happy.
  9. Was only able to get a full uninstall by following this: https://github.com/KSP-CKAN/CKAN/wiki/Clean-and-reinstall-process
  10. Received the following error in CKAN while trying to purge all my mods...
  11. Had an issue recently where the game hard crashed, when the KWT mod was clicked on: Mods Loaded... Error Log... https://drive.google.com/file/d/1XrgIV6UBY3qY08chOZXbmuKqtZiQAoCv/view?usp=sharing
  12. @linuxgurugamer Recently Installed AFBW (v 1.8.3.2) for use with a PlayStations style of USB controller, only to have the Yaw / Roll axis intermittently pegging to an extreme. (Joystick works otherwise) I've tried adjusting the AFBW config and have calibrated the Joystick within Windows yet the issue persists. From what I see the mod is for use with KSP 1.91 while my KSP is current 1.10 or better I believe. Q: Is there an update planned to correct the above issue? Thank you in advance! -Redacted
  13. Anyone know how to setup a Taranis for use with KSP? Note: I regularly play Liftoff with my Taranis but never have gotten KSP to detect the controller. Thank in advance! Redacted
  14. Would it be possible to include the option to have the turbo-props be run from electric?
  15. I really like the concept of the ramjet-ring as this will allow the user to mix and match what goes inside the ring. Case in point... want to add a Nerv or an ion-engine. Maybe add a docking point or tail cone to reduce drag. Lots of options with potential synergy here!
  16. One thing i see missing from the game is viable "small" jet motors for 1.25 or less. It's likely that your work could help here.
  17. Any design discussion of a Prop based craft is pointless so long as the motors induce Yaw when spinning in twin configuration. (CW and CCW)
  18. This is akin to saying that there isn't a problem with propeller based aircraft, when its clear via direct observation that this is indeed the case. Hell, it's not like we can build an aircraft "around" the problem to take advantage of the mechanics to make something that sorta flies as expected. With the game as it is currently there is no reliable in-game application for the Prop / Rotor system period! In the best of situations is a novelty and a poorly scripted one at that. Side note: Yes, I realize that the propeller angle / flutter is also part of the problem. That being said, on a test-stand with it's rotational axis locked, the props will still flutter about without the motors Yaw-Torque compounding things. From that I'm of the opinion that the problem has more to do with the games handling of physic's not being able to keep up with the rotational speed of the propellers. (Game tick rate limitations)
  19. @michaelbezos1 I'd much prefer that the motors rotational torque not also include a forward vector. (This is what propellers are for) Not the absolute spaghetti mess that passes for a propeller system under KSP. In a nutshell, what the current game mechanics mean is that any rear-ward facing motor would induce negative thrust with / without a propeller attached. Which if you think about it is bloody bonkers. Yeah granted, the motors should still induce rotational forces but those can easily be countered by adding a 2nd counter-rotating motor. Side Note: In a perfect system with the aircraft flying straight , the torque / thrust should be equal across both motors. (see preceding image) However this is not currently possible within KSP mechanics. Even on a test stand the entire system goes nuts as the angle of attack changes while the stand rotates from the induced Yaw. Its why a prop driven aircraft in KSP flies like poopy, no matter how well built they are.
  20. @jrodriguez Do you know if the same is true for the KAL-1000 ?
  21. @jrodriguez Strange thing is that I can see the AI providing Axis inputs via the games GUI, which if you think about it, is the same "input" I provide manually. Guessing there is a scripting disconnect between whats being input and the resulting behavior of the aircraft. Well anyways, BD Armory is missing out on being able to do some really cool things by not having the AI able to control a hinge or servo.
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