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Castun

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Posts posted by Castun

  1. 27 minutes ago, Galileo said:

    if you are talking about not having clouds in the main menu, that is normal and is listed in the known issues section of the OP.  If you go in game, there are clouds

     

    Sorry I don't mean the main menu, I mean in game itself.

    I also had Kopernicus installed, which killed the clouds in game.  But both CKAN and KSP AVC show it as 1.2.2 compatible, unless you meant by itself it is compatible, but it breaks the clouds in SVE.

  2. On 11/17/2015, 8:22:05, Alshain said:

    What happened to steering on these landing gear? It seems to be missing.

    EDIT: Figured it out, that stupid CKAN has a bad copy of BDAnimationModules. I don't know why I started using that dumb program.

    This happens quite often with CKAN it seems, but the problem as I understand it is because the mod repository is mainly community maintained and not by the mod's own devs.  Last I checked Ferram won't even offer support if you installed any of his mods with CKAN.

  3. You could add this bit of code to the part configs (or create a module manager patch yourself so you don't change the original at all) :

    You probably need to tweak the camera position settings though, as each one is a little different.


    {
    MODULE
    {
    name = MuMechModuleHullCameraZoom
    cameraName = NavCam
    cameraForward = 0, 1, 0
    cameraUp = 0, 0, -1
    cameraPosition = 0, 0.07, 0
    cameraFoVMax = 60
    cameraFoVMin = 60
    cameraMode = 1
    }
    }

  4. none of my Science Cameras have them, and although all my current craft were ported over from 0.90 I did re-build one in 1.0.4 but that doesn't have crosshairs either. Check the PART{} in the VESSEL{} in the SFS file and see if there are any MODULE{} named for docking and removing them might get rid of the crosshairs. Best guess right now, will be able to investigate more if I ever come across this issue myself

    Anyone know what's up with AlbertVDS these days? I don't recall him posting that he'd be taking time off for a while, but haven't seen him around lately either

    OK, so it's not actually all the cameras, it seems to just be the boostercam that has crosshairs.

  5. Love the update Albert VDS. I'm just wondering though, am I meant to have cross hairs on all cameras? I can see that the docking ports should have them, but all of mine do. Like this:

    http://www.hostpic.org/images/1508161137010099.jpg

    I also have the same problem and nobody gave an answer. Definitely a bug because the other cameras shouldn't have the crosshairs, just the docking camera. FYI I'm using the CKAN version.

  6. Has this happened to anyone else?

    Really odd bug here, and I've got a bunch of relatively standard mods installed and no clue when the issue even happened.

    Landed a probe lander on Duna in a career mode save, after a brief flyby with Ike was able to net me some extra science. Direct interplanetary entry, landed unpowered with chutes, though the lander tipped over from the swaying in the thin atmosphere.

    Do some science and transmit, go back to VAB and work on another rocket. Messed around with a couple of launches along with some quicksaving & loading to mess around with the exploding heat bug. Close the game.

    Tonight, I load up KSP and am checking out the tracking station and notice the probe lander shows as landed on Ike instead of Duna. Load up the craft, and sure enough, it's on the surface toppled over on its side just like it was on Duna.

    Not really sure what could've caused it or if logs would even help now since it's after the fact. Not so much trying to figure out the issue as seeing if anyone has seen it happen before.

    Full CKAN Mod list:

    x-science

    Adjustable Landing Gear

    Alternate Resource Panel

    Astronomer's Pack

    Atmospheric Sound Enhancement

    BahamutoD Animation Modules

    Better Emissives

    Chatterer

    CollisionFX

    Community Resource Pack

    Contract Configurator

    Contract Pack : SCANSat

    Distant Object Enhancement

    Editor Extensions

    Engine Lighting

    Enhanced Navball

    EVA Parachutes (Vanguard)

    EVAManager

    Ferram Aerospace Research

    Final Frontier

    Hullcam VDS

    Kerbal Alarm Clock

    Kerbal Attachment System

    Kerbal Engineer Redux

    Kerbal Inventory System

    Kerbal Joint Reinforcement

    KerboKatz - Disable Tempgauges

    KerboKatz Utilities

    Kopernicus Planetary System Modifier (for better atmospheric coloring)

    Kronal Vessel Viewer

    KSP AVC

    KSPRC (mostly just certain textures)

    KSPX

    MechJeb2

    MechJeb Modules for FAR

    ModularFlightIntegrator

    Module Manager

    ModuleRCSFX

    PersistentRotation

    PlanetShine

    Precise Node

    Procedural Fairings

    QuantumStruts Continued

    RasterPropMonitor & Core

    RCS Build Aid

    RCS Sounds

    Real Plume & Stock Configs

    RealChutes

    SCANSat

    ScienceAlert

    SmartStage

    SmokeScreen

    StageRecovery

    Stock Bug Fix Modules

    TAC Fuel Balancer

    Toadicus Tools

    Toolbar

    Tweakable Everything (w/ Staging & Fairing Toggle)

    Vanguard Tech Core

    Vessel Viewer (RPM plugin)

  7. It should be 288K, not 288C.

    Oh, well that makes a lot more sense then. 288K would be 15'C...so are all the parts being red normal for the low end of the temperature spectrum then? The exploding parts seem that much more goofy then. Jettisoning fairings or opening service bays seems to trigger it the most often I've noticed.

  8. I've suddenly ran into this bug on my current career out of nowhere.

    It certainly seems like some parts get bugged and generate enormous amounts of heat. Even putting a new vessel on the launchpad instantly shows red with the temperature overlay enabled. Radiators don't make any difference. Using KER or the thermometer shows ambient temperature at launchpad is 288'C which is....wrong. This is also with a new test sandbox game.

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