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Sudragon

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Posts posted by Sudragon

  1. 3 hours ago, Angel-125 said:

    There was a change to KIS/KAS awhile ago, and the Wheeljack can no longer be the root part. Try putting down a ground pylon first, then setting the wheeljack on top of that. If that doesn't work, add the following to the Wheeljack config file:

        MODULE
        {
            name = WBISelfDestruct
        }


    and simply blow up the wheeljack when you're done. See if that helps. :)

    Boom. Crash. Fade to black.

  2. I'm having a little trouble building rovers in the field using KAS. I lock the wheeljack down and add parts, then try to remove the wheeljack. Problem is, It's now a wheeljack 'with attached parts' and wont remove. I've tried removing the vehicle from the 'jack, but then I wind up with something that won't go wheels down properly on the surface, but clips halfway up the chassis part, then kicks it up.

  3. At the risk of this being a duplicate request, would it be possible to develop add on Hypergolic RCS blocks? Or perhaps convert the SSTU add on units to Aerozine50/NTO? This would simplify construction of vehicles that have the SSTU command pods with their Hypergolic RCS systems attached to standard SSTU tankage and engines, but having to use monoprop RCS and either tr and squeeze a small amount of mono into the main tank configuration, or attach an external cannister.

  4. 8 minutes ago, MisterFister said:

    For the record, these forums are unparalleled in breadth of topic discussed, the diversity in the game-modding ecosystem, and the support tools that modders and game devs alike put in place.  This is MAYBE the second or third time the forums have been significantly disrupted since 2011, I believe.  2011, you might benefit from noting, was back before there existed a GameData folder -- which meant that individual mods could only be installed by overwriting hard-coded game files, which pretty much meant you could run one MAYBE two mods at a time without something borking out.  Fast forward, you now have SpaceDock [plus that other accursed respository that I try to avoid] to say nothing of CKAN, I estimate that a solid 20% of the modding community uses github, fully deployed cross-platform mod support across Windows / Linux / Mac, and one of the healthiest overall YouTube landscapes there is by game title, second perhaps only to things like Rust or Minecraft.  The fact that not only was Kerbal Space Program the first major success story to come out of the horrors of The Age of Fly By Night For-Profit Early Access, but still remains a standout in a field of maybe 4 or 5 individual success stories in all of existence, and I'd say that you'll likely feel differently a few weeks from now.

    If you'd care to PM me, I'd be happy to individually show you anything you'd care to know.

    Including how not to use your second ever post to sound like a bad yelp review.

  5. 3 hours ago, Arcturusvfx said:

    This is one of the more " kerbal " things to happen around here in a while.

    luckily the forums have a quick save. 

    And those of us here can put 'I survived the forum outrage of 2017 and all i got was this lousy sig line' in our sigs and commerate the event

     

  6. 2 minutes ago, JoseEduardo said:

    are you using the APAS one? I've set it to behave just like the stand-alone CxAerospace parts, which means they will only dock with another APAS from the CxAerospace, and that other docking port must be female/passive

    another reason could be that since CxAerospace got updated @cxg2827 could have changed some stats of these docking ports, which will render them undockable, and I didn't have a chance to look at them yet

    I'll be changing these additional pods for a docking port-less version instead in a future release

    The 5 seat 'Apollo' capsule. (I'm progressing from 'Gemini-MOLE' to 'Apollo-Munlanding' and I'm in the market for higher capacity pods for station crew launches) 

  7. 4 minutes ago, Shadowmage said:

    Pics?

    The SSTU docking ports don't have probes.  They look like:

    D4pbd3r.png

     

    Sounds like you might be using another mod or patch set that is changing out the docking ports.  Would need to know which one, and either way, it doesn't sound like a problem with the SSTU parts.

    My apologies, It looks like it's coming out of the SSTU-Expansion mod box. 

  8. On 11/9/2016 at 0:39 AM, micha said:

    Exactly which bug do you mean - not completing missions? Also, what, if any, mods do you have installed (other than MM/KIS)? Finally - logfile?

    The POSA goes, the POSA comes down, loaded in a MOLE Appaloosa module. The mission recognises that the research has been done, but not the return.

    https://www.dropbox.com/s/00wopjfzoucjhfd/output_log 2DEC2016.txt?dl=0

     

  9. I'm having problems with the KEES contracts from Nehemia Engineering Orbital Science . The contract is not recognising the 'recovery' portion of the contract after landing and capsule recovery. This may be due to a glitch in NEOS so I'm crossposting there as well.

    Link to the log: 
    https://www.dropbox.com/s/00wopjfzoucjhfd/output_log 2DEC2016.txt?dl=0

    Any light you can shine on this would be helpful as this pack is very useful in the early game.

  10. I'm having problems with KEES contracts. The contract is not recognising the 'recovery' portion of the contract after landing and capsule recovery. This may be due to a glitch in Contract Configurator so I'm crossposting there as well.

    Link to the log: 
    https://www.dropbox.com/s/00wopjfzoucjhfd/output_log 2DEC2016.txt?dl=0

    Any light you can shine on this would be helpful as this pack is very useful in the early game.

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