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bigyihsuan

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Everything posted by bigyihsuan

  1. See EDIT 2. I reverified the game files and that fixed the issue. A better question now is what happened to my install that needed me to reverify?
  2. So how does the bloc numbering work? Is it based on saved changes to the actual ship? Or is it based on something else?
  3. Mod list and KSP.log are here: https://gist.github.com/bigyihsuan/f5138bd03dd95fd3cf5adafaf3d42324 KSP is crashing consistently at about 70% of the Module Manager patches being applied. I am trying to play JNSQ (+ the extra 10x rescale and part performance configs), but I've ruled it out after uninstalling it and getting the same problem. It shouldn't be a lack of RAM; I have 64GB installed and KSP never fills it up. A quick skim through KSP.log doesn't say anything helpful. I should note that I used a good 99% of this mod list with Infinite Discoveries, and it loaded into the game just fine. EDIT: New findings. I removed EVERYTHING from the GameData folder except for Squad and SquadExpansion and this is still happening. EDIT 2: I uninstalled everything, reverified game files, and launched as stock and it works. Reinstalled my mods and it's working again. Very strange, so it's not a mod issue.
  4. The forum doesn't support uploading images directly, you need to upload it to a site like Imgur and share the link to the photo.
  5. You have it upside down: the small part is where the payload is, and the large part is where you attach the rest of the rocket.
  6. Ah, I see the issue. Your interstage is successfully separating, but since it's 1 piece, it gets stuck inside the upper stage. Use at least 2 pieces so it clamshell deploys when staged. You will also need to increase the top diameter to match the upper stage diameter. It's a bit fiddly, so use the number input for fine adjustments.
  7. Are you using the fairing shell part and not the interstage shell part? The interstage shells aren't stageable and stay on the fairing base. Fairings should release when staged. Screenshots are appreciated.
  8. You arm it similar to a parachute (via staging or action group); then you go for a landing. When the conditions are met (depends on mode), it will auto-fire the landertrons to slow the craft down (like how a parachute auto-deploys and inflates).
  9. I keep seeing this RedGiantThing object in Distant Object Enhancement and other in-game planet lists. What is it?
  10. Can there be an option to have the planets use their fantasy names as internal names? A lot of mods (Transfer Window Planner, Mechjeb, etc) use the internal, non-fantasy names which makes it difficult to figure out what is what.
  11. Weird. I wonder why. Log and modlist here: https://gist.github.com/bigyihsuan/b5dac3cfc981b732cc4702e36b890774
  12. How long should the burnout plume last then? I let it continue to "burnout" and time warped it at least a day, and the plume didn't go away.
  13. I'm having an issue with all SRBs not turning off their plume when fuel runs out. It has no fuel and no thrust (as expected), but it continues to have a plume. Logs and modlist here:
  14. I'm also getting invisible water. This image is with Scatterer v0.0838 installed. Note the weird "water" that's actually blue terrain. And this is with Scatter uninstalled: More info here:
  15. Update: Scatterer was the mod making the water invisible. This screenshot is with Scatterer uninstalled.
  16. Another weird graphical bug. Shiny things cause a massive flare, and these are rapidly flickering, too. EDIT: This was due to the selected TUFX profile.
  17. Mod list here: https://gist.github.com/bigyihsuan/9154add3375ccce953a84e26001e23c6#file-modlist-txt KSP.log here: https://gist.github.com/bigyihsuan/9154add3375ccce953a84e26001e23c6#file-ksp-log Issue 1: SRB plumes are not flaming out when out of fuel. SRBs also keep acting like they have fuel and still make noise, but (correctly) no thrust. Issue 2: Water on Kerbin is invisible and has weird behavior. That is not water; that's merely blue-colored ground. I also landed with parachutes on it, and instead of floating to the surface like expected, the probe sank at ~30m/s until it got destroyed when it collided with the sea floor. Another image. This image has Parallax uninstalled.
  18. There's quite a bit of space between the ring and (usually) the instrument unit underneath. Would a hidden node in the Block III+/IV part work for this?
  19. How do you attach the Block III+ and IV orbital modules to the adapter without it "floating" like this? The module is attached to the base on the docking port.
  20. Excellent, thanks for the guide. EDIT: It works! (though I flubbed the script to change the referenceBody's so all the moons are also orbiting the sun, haha)
  21. Please do, so that others in my situation can do it as well
  22. Can this generate a system and replace the Kerbol system? I want to use this as a randomly-generated system replacer.
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