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chris-kerbal

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Everything posted by chris-kerbal

  1. I have tons of mods installed, the full list is here: https://pastebin.com/9je5i0tt For Tantares specifically the NewTantares (v22.2) and NewTantaresLV (v12.1) from CKAN. EDIT: If I can help and put a test setup together, let me know.
  2. Ah ok, installed it via CKAN. Just checked again, now there is a warning. Must have installed it when that was not yet updated.
  3. So after testing on 1.9.1 I can confirm, that with 1.8.1.2 the crafts work as expected. Stock and Tantares parts. Using 1.8.1.4 stock craft still work like expected, however a Tantares craft will just sit on the pad and switch throttle between 0 and 100%. For Tantares I was using following craft: https://pastebin.com/qGr0Kvjd
  4. Apparently today is funny day.... But no, I am not in the craft, soo.... The craft flies perfectly fine if I do a manual start. Something seems to irritate gravityturn. Is there a log I could switch on, that would show, why it throttles up or down? I suspect, that it is something specific to @Beale Tantares engines, as it is the first time I use them. I flew other crafts (stock, knes) before without problems. Will verify tomorrow, if it is just that.
  5. I just tried to do a Soyuz start with gravity turn. However the rocket sits on the pad going to full speed, throttling down to 0, back to full... and so on. I am not sure on what to make out of this? Anyone experienced similar problems?
  6. Habtech Legacy and Habtech2 are two separate add-ons. Habtech2 is not an upgrade to Habtech. Hence you need to handle them separate. If you have ships/structures with Habtech Legacy components and you delete Habtech Legacy, they will disappear and not be upgraded (or sth.) to Habtech2.
  7. I don't think there is one. Wikipedia has a good overview on the parts which you should be able to find in the mod to build it yourself.
  8. Can't say anything about the Habtech Legacy parts. Benjee mentioned in this thread, that he wants to do IVAs. They will be done when they are done. If you want to add IVAs, you can add the Habtech Legacy IVAs to the modules. They fit somewhat. @Gordon Dry did that in his repository. You will need to edit the mod for that.
  9. You can also attach them in the VAB, but in an EVA, yes you move them with Kerbals.
  10. [snip] If there is an update to the mod it will be posted here, so you will not miss anything. [snip] Currently the big solar panel (slowly floating away from station) and the big thermal one (messes with drag cubes, hence SSTOs will not be able to lift off, if part is installed) are broken. You can work around that currently, by deleting "ht2_solarArray_duo.cfg" and "ht2_radiatorTriple.cfg" from the trusses folder. If you delete them in an active save, make sure you have no crafts/stations with that part active.
  11. I also found the issue, that the marker is not scaling with the navball. Could that be added?
  12. Yes, I understood that for the initial adding to the repository. Do I then have to resent the netkan file for every release or change in the metadata? I could understand that a bot finds new github releases, but metadata, like compatible KSP versions or dependencies were in the netkan file. Couldn't I store that somewhere in the repository so it gets picked up by the bot as well?
  13. Is there any information, on how to "auto update" with new releases? I read the wiki on how to create netkan files and how to submit it. As I understand, the bot will check github for newer versions? Do I have to place the .netkan file somewhere specific, so changes, e.g. in supported versions get picked up?
  14. ok, that is good to know... I guess for changing the animation you need the source material, right?
  15. @benjee10 I checked a few more things. First I found, that the radiator is not generating a drag cube at all. Its parts database entry is empty. Editing the parts database does not work, however as you suggested editing the part config file itself will work. I compared your config with @Nertea config out of the heat control mod. It actually incudes a very similar part, just different in size. I couldn't spot anything obvious, why his part is not giving these problems. However I am no modder and just started to try to understand the different things in the mods. What struck me: He seems to use a auto-generated cube and is not having cube values in the part config file.
  16. To what workaround do you refer? Could you elaborate what you are trying to do? I do not understand what you are asking.
  17. Yes you can load it in 1.10, however will most likely have the issues in the posts above.
  18. Aww damn... :-D At least we went from exploding to wandering around... We could label it the zombie panels, just for Halloween. :-D Did this occur right after you replaced them or was some time in between/maybe a save and load?
  19. That is why it is called "un-broken (mostly)". ;-) The floating away panels only occurred - so far - with ones out of older saves. If you remove them and attach new ones it should work.
  20. Docking this abomination can probably teach kids, that it is not about the size... but how you use your RCS... ;-D
  21. The initial release post said, that habtech2 is different to habtech and will exist in a new folder alongside habtech. So I guess it is not upgrading parts or anything. As habtech hasn't been updated for a while, I would probably not advise to use it in new KSP versions. Regarding the loading of the game, what versions are you using? I yesterday started 1.10.1 + github version without any loading issues
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