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Dermeister

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Posts posted by Dermeister

  1. Is it just me or is there invisible bumps in RSS on the runway? my shuttle bounces around and explodes every time. Or is it something todo with the new landing gear system?

     

    Soo I think there is a lil bump but! BUT!! I think it might of been user error... because my landing gear was 1Degree of of a perfect 90... so when I touched down my butt would bounce around like it hit a bump... This goes to say Folks use that angle snap @ 90 ..... an off landing gear can give you a Kerbeled up day!

  2. I have Realchutes and i'm building a shuttle No matter where on the tail I mount the chutes I keep getting a message saying the chute is in fairings and can't deploy O_O Help? Mods to fix this?  Ways to get around it? It's probably been asked in the past but the reedit posts I've found are from years ago with no fixes!

     

    oD6ecRk.jpg Here is where I have the chute.. ultimately I want to put it between the rudder fins so that when I deploy the airbreaks the parachute can slip out.

  3. 6 hours ago, SpannerMonkey(smce) said:

    I think you're all missing the point, I and everyone else knows you can srf attach to the inside of cargo bays, what the OP wants is for the solar panels to move with the animated doors, which can not be done without a funky plugin.

    ^^ what he said! I've attached parts to the cargo bay Doors before but they don't move with the doors! so it's pointless as they just hover there. So the original questions was to know if they had a mod for this or not and as most of the answers on here indicates... NO there is no mods for this yet.

  4. Has any 1  ever tried to mod Cargo bays ( shuttle) that allow you to attach things on the inside of the doors? Much like the Space shuttle radiator? Is it modable/Possible? because when I try on the bay doors it attaches but as soon as you open or close them the part just floats in mid air.

  5. 2 hours ago, blowfish said:

    MFT = Modular Fuel Tanks.  It's different than Procedural Parts.

    I'm not using MFT i'm using RealFuels and Proceedural parts. How ever in the Real fuels thread it says that real fuel split off from MFT. Could it be using a MFT module that's causing this bug?

    I started a new sandbox game. Uploaded my craft file... And behold the craft is no longer some 180 Tons... and more like 39 tons.... also I checked the wings .. no part is in the negative mass. I uninstalled Real fuels. SO this confirms your suspicion. Because Real Fuels uses MFT. Here's a screen you can compare the mass with the other pictures it's the same craft. So what's the next step? We go over to RF thread? or is this something you guys have to fix on your side by how it interacts with RF?

     

     

    OK so update.. after I uninstalled RF and realized it fixed the issue. I went and Re downloaded RF and I think I must of had the not most up to dater version or in the last few days they updated but I reinstalled and now everything seems to be behaving fine... So i'm sorry if this whole ordeal has taken up some of your time but it appears my issue is fixed. Well I might be speaking too soon because I din't play around with it a lot yet but it's looking good so far.6GK1Nlu.jpg 

  6.  

    %useRealisticMass = true
     %tankMassMultiplier = 4.807692308
     %unitLabel = L
    }

    RFSETTINGS
    {
     engineMassMultiplier = 4.0
     useRealisticMass = true
     heatMultiplier = 1.0
     
     globalConductionCompensation = True

    So if i'm using RSS without RO and i'm using stock engine configs should I use realisticmass or should I turn that to off?

  7. 37 minutes ago, Van Disaster said:
    
    [MFT] Part WeightedArea: B9.Aero.Wing.Procedural.TypeA = 0.00

    I suspect it's the same issue as the one explicitly related to ModularFuelTanks which showed up before. I don't actually know what that was, Crzyrndm might have some better idea if he gets any free time.

    xD-FireStriker: don't think there's been anything new except my shader update.

    Should I post the post with my logs in procedural parts thread and report it there?

  8. 19 hours ago, kcs123 said:

    You can find "output_log.txt" file in "..\KerbalSpaceProgram\KSP_x64_Data\" folder or in "..\KSP_Data\" in case you use 32 bit version.

    Craft file can be found in "..\KerbalSpaceProgram\saves\<chosen savename>\Ships\SPH\" folder.

    There is also "How to get support guide" with more detailed instructions.
    Thing that is also useful in debug procedure is "ModuleManager.ConfigCache" file that can be found in GameData folder.

    Was the log and craft file helpful?

    I added the link for them in my above post.! hope it will help you guys figure out what's going on.

  9. On ‎6‎/‎17‎/‎2016 at 6:57 PM, Van Disaster said:

    You appear to be using Realfuels,  correct? there's a known issue with MFT at least ( or was recently ).

    Upload your log to Dropbox or similar & link it here. I'd say do the same with as basic a craft as possible but I'm not sure how much help that will be with your moved game.

     

     

    G4V3lHY.jpg

    This part has negative mass O_o So there's something weird going on. Posted logs below and craft file.

    I noticed something as I was redoing my shuttle from scratch..... at first when I build the Wings the mass seemed fine like  let's say 500kg but then something interesting happened.... When I saved and reloaded the craft all the wing masses had tripled some even were in the negative mass.

    Here's a log of all the mods i'm using. If you need anything else let me know. But so far I was able to recreate this 3X on 3.

    KSP: 1.1.2 (Win64) - Unity: 5.2.4f1 - OS: Windows 10  (10.0.0) 64bit
    B9 Animation Modules - 1.0.2
    B9 Part Switch - 1.4.2
    B9 Aerospace - 6.1.1
    B9 Aerospace Procedural Parts - 0.40.7
    Chatterer - 0.9.8.1230
    Community Resource Pack - 0.5.2
    CryoEngines - 0.2.1
    DMagic Orbital Science - 1.3
    EditorExtensionsRedux - 3.2.4
    Ferram Aerospace Research - 0.15.6.5
    Firespitter - 7.2.3
    Interstellar Fuel Switch - 2.0.7
    RasterPropMonitor - 0.26
    Kerbal Attachment System - 0.5.8
    Kerbal Engineer Redux - 1.1.1
    Kerbal Joint Reinforcement - 3.1.7
    Kerbal Inventory System - 1.2.11
    KSP-AVC Plugin - 1.1.6.1
    ModularFlightIntegrator - 1.1.5
    Docking Port Alignment Indicator - 6.3
    NRAP - 1.5.1.1
    PlanetShine - 0.2.5
    Procedural Wings - 0.11.1
    Procedural Parts - 1.2.4
    RCS Build Aid - 0.8
    RCS Sounds - 5.0
    RealChute - 1.4.1.1
    RealSolarSystem - 11.2
    SCANsat - 1.1.6.1
    ShipManifest - 5.1
    SolverEngines - 2.1
    TextureReplacer - 2.4.13
    Trajectories - 1.6.2

     

    Here is a link to the Log file and the craft file. It's on drop box let me know if the link doesn't work.https://www.dropbox.com/s/j01n3m8zlnm59m8/Log and craft file For help with B9wings.rar?dl=0

  10. 3 minutes ago, Crzyrndm said:

    Wing mass is directly proportional to lifting power in stock aero. The same should be true for the stock wings (mass = 10% of lift coefficient for fixed wings, 20% for control surfaces). Possibly you have fuel in these wings? Otherwise example plane/logs/etc.

    NO I have 0 fuel and 0.3 structure strength... HOw do I provide logs ect? and example plane? I want ot help you guys help me as much as possible but i'm not a pro at knowing where to get the info you need. SO I need help  so that I can help you help me >_> It's a lot of helping to help I know :P! lol

    6GmccAb.jpg

     

    No fuel

  11. I created a wing pretty much the same size as 1 of the stock wings.... yet the mass of the b9 wing is like 1810 KG and the mass of the stock wing is 13kg... I'm curious why do you make you wings with so much mass?  it's like10x + times the weight for roughly the same size....

    Look at the mass.... of the part that I right click on.

    sawcgim.jpg

     

     

    and this b9 part

    iqe1oiD.jpg

     

     

     

    Why is roughly the same sized part weight so much more? Am I miss reading stuff? not understanding something? did I find a bug? is this intended?

     

     

     

     

  12. On ‎6‎/‎11‎/‎2016 at 0:59 PM, nanokarlo said:

    And here's my files I put them on dropbox on my system work.

     

    Thanks ill give it a go. And I forgot to delete the builder CO folder. Now it seems to work using your dropbox files. Thank you for the help :)   I remember being able to remove city lights in the old EVE by deleting the lights .dll now if I do that my game crashes... But that's my fault i'm probably breaking the mod. Other than that it works great. But if any of you know how to remove the city lights and city textures let me know i'm not a fan of those I just want the clouds :).

  13. 58 minutes ago, nanokarlo said:

    PlanetShine-Scattering and distant object enhancement are installed using Ckan. The RSS Visual Enhancements (RVE) must be installed manual. https://github.com/rbray89/EnvironmentalVisualEnhancements/releases/tag/EVE-1.1-2-1

    https://github.com/Pingopete/RVE-KSP-1.0.4/tree/Linux64

    first install PlanetShine-Scattering and distant object enhancement,and then these 2 files,and replace files when asks :D

    It's all just delete all of the prior install.

    Thanks ! Planetshine Scattering still cause water issues?

     

    P.S I installed all those mods... NO go. Still no clouds >_>. I can run clouds for kerbin NO problem but on RSS nothing works.

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