Weatherman159
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Spacecraft Engineer
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MAJOR Heating Bug
Weatherman159 replied to davidy12's topic in KSP1 Technical Support (PC, modded installs)
Had a solar panel causing my whole ship to overheat and explode in a matter of seconds when extended. Setting conductivity to 1 solved this. Thanks to whoever posted that. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Weatherman159 replied to Claw's topic in KSP1 Mod Releases
I have a reliably reproducible occasion of a solar panel causing the entire ship to overheat in a matter of seconds. It uses some parts from RemoteTech, but I'm fairly certain those could be taken off and the issue would still occur. Only happens in orbit, not on the launchpad. Gonna do a few more tests, see if I can narrow it down even more. Edit: The same craft, minus the RT antennas, hyperedited into the same orbit, does not do this. Do you want a .craft file of the one with the RT parts? -
D'oh. I almost smacked myself for that. All is well now. Thank you, I'm of to sail the high seas. (Definitions of "well" may vary)
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First off, I love this. I love boats, and this pack is exactly for me. Having said that, I really need some help. I tried building a bog-standard carrier, and, well, I am having control issues. Specifically, no matter what I do, I can't seem to make the game recognize the CVE bridge as a command module. I'm fairly certain I've managed to set it as the vessel root part, but when I try to launch the game tells me something along the lines of: "No command module present, the vessel will not be controllable" What do? This is with the mouse hovered over the bridge, and the green highlight seems to indicate that it is indeed the root. I'm a bit stumped by this one folks.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Weatherman159 replied to ferram4's topic in KSP1 Mod Releases
I'm having the same problem as Jasmir, but I don't really understand your solution. Use launch clamps on what? Stage them when or how? I already have launch clamps on the vessel and this problem still occurs.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Weatherman159 replied to ferram4's topic in KSP1 Mod Releases
I don't think it's feasible for Squad to add anything like FAR to the stock game. All the people who fly bricks to space would go nuts, and that's a good percentage of players.- 14,073 replies
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Had this happen a couple of times, but only when I tabbed out during the transition from the hangar to the flight scene. Not using Lazor btw.
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[WIP Plugin] Braking Parachutes 0.1 - modelers needed
Weatherman159 replied to Weatherman159's topic in KSP1 Mod Development
Exactly that. A box the parachutes are deployed from. Also, thanks. I was starting to think nobody would step up and I'd have to learn to model myself -
[WIP Plugin] Braking Parachutes 0.1 - modelers needed
Weatherman159 replied to Weatherman159's topic in KSP1 Mod Development
That's really all that is needed here. The stock parachutes don't have any physics like that either. Hell, they don't even have colliders (hence the phasing of parachutes through each other). Just a simple, round parachute model is all I need. EDIT: Well, that and a new model for the deployer so it doesn't use the RCS port one, but that doesn't need to be terribly complicated either. -
Since EdTools no longer extends the hangar, how viable is building carriers going to be?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Weatherman159 replied to ferram4's topic in KSP1 Mod Releases
Gah, running into rocket problems again. I'm doing my own take on the Apollo moon mission, but no matter what I do, at some point after launch the rocket tips end over end. I suspect it could be due to the CoM shifting up because fuel is burned, but there's really nothing I can do about that (other than building a short fat rocket instead of a tall thin one, but FAR rockets are supposed to be tall and thin). Help?- 14,073 replies
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