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Failer

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  1. Is there a setting to increase recovery time depending on distance to KSC? I can't to find anything in the options, and I think this is ridiculous that I fly to the pole for few hours, and recovery takes only 15 minutes.
  2. I'm having some problems with 1.9.1 1st of all, some parts don't have proper collision. Namely the landing skid. When launched, the skid will sink into the runway, and helicopter will fall untill it hits the runway with its belly. Also I can't make a working helicopter. It always seem to weer to left or right, never increase altitude straight up. When enabling SAS it put maximum yaw in direction opposite to my control rotor, like if it was counteracting some massive phantom force. But there's no phantom force, so it ends up spinningu around like a real life helicopter with broken rear rotor. Is there any tutorial for marking helicopters with APP? Or am I doing something wrong? Maybe it has something to do with FAR? I am using it
  3. I might have found a bug. I installed your mod yesterday, and I was developing a plane in sandbox game. Yesterday everything was fine, but today (after the update) when I returned to the very same vessel a strange bug started occuring. Whenever I revert the flight to the hangar, I can't do anything. Neither of "launch", "load vessel" "exit hangar" buttons work. Clicking them does nothing. The only thing I could do was ALT + F4. I do use a dozen or two of mods, but after some troubleshooting I deleted CNC, and the bug stopped occurring. Now, I initially installed 1.5.3 version of your mod yesterday, but yesterday everything was fine. I don't know if it automatically updated itself to 1.5.4 (I installed from spacedock) but I assume it did, as the problem started today, which is after the update. The bug wasn't caused by the vessel itself, as the same thing happened with stock vessels. _____ Edit. Okay, I did some more testing. I deleted whole CNC mod folder, redownloaded clear isntall of 1.5.4. and started a new (3rd already) sandbox game. The bug is not happening. Then I loaded 2nd sandbox again, the one I started today in the morning, and reverting the flight yet again causes the bug. That is very strage. In both games I use exactly the same vessel, copied from one save to another. It may be some incompability with old 1.5.3 modules loaded into the vessel. That is very frightening, as in my main career save I have already used the 1.5.3 mod.
  4. @wyvernfink well, i failed then. I came back to ksp after a year or so, last time I played 1.6.something, and I wasn't aware of Mite and Shrimp. That's why I wanted the RT1 back. I'll check tomorrow if they are present anywhere in the tech tree. EDIT So, the RT was reintroduced, because it had @techrequired = start in the 1st place. Ive never changed it, and it was enabled. Mite and Shrimp do appear, but they are in Propulsion Systems and Precision Propulsion nodes, respectively. So I guess Squad must have renemed them in 1.9. taht's why they are not in the correct nodes, Where should they be placed? EDIT2 Derpy derpy, derp derp. The link in the OP post leading to the spacedock is leading to old version of UKS. Spacedock has 1.0.8 version of the mod as default download, which is made for KSP 1.7.X. This version of the mod had RT1 enabled, but it was probably overridden by a restock version of the engine. The restock engine however, was a 1.9.1 version, so it wasnt implemented into 1.0.8 USK tech tree properly, so did the Mite and Shrimp. Thats why the start node was empty. After isntalling proper version of USK (1.1.0) everything is fine. Mite is in tier 0, while Shrimp is in tier 1. (or 2?)
  5. IWith my 0 coding skills I managed to make ''cogswell'' and ''spacely'' appear, by a very dirty fix mentioned on page 15. But I can't make the RT1 to appear, and this is the one breaking the game. There is no other engine on node 0. EDIT: The RT1 appeared. Oh, boy but it is a dirty fix. I edited the UKSsolidBoosterRT1 file, by changing: +PART[solidBooster_v2]:NEEDS[!RLA_Reborn,!SETIprobeParts,!Taerobee,!ReStockPlus]:BEFORE[zzzUnKerballedStart] to +PART[solidBooster_v2]:AFTER[ReStockPlus] If I understand it corectly, it simply ignores all the mentioned mods, and simply loads the mod after restock, thus overwriting anything that restock does with this engine..? I hope it won't break anything important in the game itself. Im not using any of these mode though, except the restock plus, so it shouldn't.
  6. So, I reinstalled KSP, and the parts appeared. It must have been one of the mods being imcompatible. The problem is, I dont have any mod interacting with rocket engines, only ones interacting with plane parts (mk1, Mk2, Mk3 extensions, and OPT). Ill start debugging, adding mods one by one, I guess. EDIT: Well, that's pitty, Restock is breaking the ''basic rocketry'' node, while Restock Plus is making the RT-1 not to show up.
  7. Guys i've got a problem. Some engines dont show up for me. For example the tier 0 engine is non-existant. The same goes for the one available in basic rocetry node. The nod is simply empty. Anyone has any ideas why that might be happening? Its a fresh start with 1.9.1
  8. I thought so, so I tried removing all the mods, and I installed only physics' extender, no other mod. The same happens. No jumping between vessels to pre-load them. I got ksp 1.7.1, making ground, and breaking history. Am I missing some configs? I remember, back when I played 1.4.4. the mod, except for switching between vessels, also lifted them up a bit for a moment or two. Now it does neither of those things. When I install World Stabiliser, iti does lift things up, but after disabling WS, physics' extender does nothing to pre-load ships.
  9. Um Hello? Anyone else experiencing such problems ? Ive treid it even with a clean install of the game, only extender enabled, and glitches too.
  10. Is it imcompatible with World Stabiliser? I have both installed (and about a million other mods) and when i reach a landed vessel ( I have the range at 100, treid at 25 tho, the same problem) it goes underground, it does not collide with the ground. I do not experience the switching of ships I remember from when I played back in 1.4.4. But If I switch manually to the other ship, before World Stabiliser is done doing its thing, the ship is save and sound. Am I doing something wrong?
  11. You must have missed my post. There is some problem with Legacy and FAR compability.
  12. Are you still developing this mod? Does it work in 1.7+ ? I wanted to try it, but if it's abandoned, and with bugs in last stable, there's no point.
  13. I don't know if I do anything wrong, but Legacy pack doesn't work correctly for me. I play with FAR, normal OPT parts are fine, but all the Legacy parts are missing FAR settings. They get vanilla ''pitch/roll/yaw'' settings (FAR overwrites vanilla ones with FAR's ones), and in flight, (after pressing F12) they produce no lift at all. They do have working control surfaces though. I have OPT Main v2.0.1, OPT Legacy v1.3.1 and OPT Reconfig v1.5.0, KSP 1.7.0, no Breaking Grounds.
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