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Arrowmaster

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Everything posted by Arrowmaster

  1. I just noticed the release file on github includes a KSPUpgradeScriptFix.dll but this is not installed when installing AtmosphereAutopilot from CKAN. Could this be the cause of the failure to load old crafts?
  2. I just tested on a fresh copy of 1.12.1 with no other mods installed. With AtmosphereAutopilot installed older craft files fail to load including stock ones such as the Aeris 3A and Aeris 4A. NREs start at line 21059 in my Player.log. https://gist.github.com/arrowmaster/5ca20f675c1dee3a7424553db79afe01
  3. Same issue. Installed through CKAN and this started when it upgraded to the newest version.
  4. I'm still getting aerial survey contracts appearing and I don't have jet engines or air intakes yet. Am I really supposed to do these with only rocket engines?
  5. If it has no license then you are not allowed to post it anywhere.
  6. Anybody know how well the asteroid detector works with the Custom Asteroids mod?
  7. I've hosted on Curse for many years. There is no such thing in their T&C. Can we stop this blind uneducated Curse bashing.
  8. Offtopic but as a fellow WoW addon author I'd never heard of these and a google search turned up nothing relevent except for a github repo for a C++ wowproxy program. These sound more like external programs and things Blizzard would consider cheats than legitimate addons.
  9. Max thrust info and anything that depends on it like TWR is always wrong in the VAB and inflight unless the engines are on. As soon as you cut to 0% throttle the info is wrong again.
  10. I already use the covered one for going through atmo and the noncovered for stuff thats protected in fairings. Not being able to retract them is too big of a change for me so its gone from my local copy. It would be better if there was a way to make them break in atmo if not sheilded no matter if they were deployed or not.
  11. Don't like this change. I'm removing it locally. I think I'll remove the antenna changes too.
  12. Is there still an issue with antimatter crossing docking ports? Is it collector to tank, tank to reactor, or both that has the problem?
  13. I was just about to report that too. It should be the same issue that I already reported where an engine had the ModuleJettision for fairings but didn't have any in the model. Hopefully it will be fixed in the next version.
  14. Could the buttons on the tweakable sliders from ProcedualParts be added to the tweakables for ProcedualFairings? It would make them a lot easier to use. If you add a decoupler to the fairing bases (with a ModuleManager config for example), you can use the TweakableEverything mod to toggle them on and off.
  15. The TweakableEverything mod now has an option to disable engine shouds in the editor. The shouldless version of the 909 can be removed for anybody that uses TweakableEverything.
  16. This project and OCD Fixes Pack want to make different changes to rebalance the same parts. I like your changes better though and the other project doesn't seem to have a forum thread. Would you consider merging the non conflicting changes into this project?
  17. I talked to BlackNecro on IRC and he knows what to fix for the icons on linux. I just did a mass rename of all the _On and _Off filenames to _on and _off and they work now.
  18. The problem is that MM 1.5.x never supported the "@MODULE[FNModuleResourceExtraction[*]:HAS[#resourceName[LqdWater]]" syntax near the end of the KESA file. MM 2.0.x adds support for this but the KESA config doesn't have matching brackets so its probably getting confused on the bad syntax. Try changing the line to this. All I did was add another ] before the :HAS. @MODULE[FNModuleResourceExtraction[*]]:HAS[#resourceName[LqdWater]]
  19. Could you include the AIES engines in the comparison? I've had some suspisions about the balance of the probe engines.
  20. I updated my tree.cfg again HERE. All I did was remove parts from the tree.cfg if their location matched what was defined in their part.cfg and enabled anyParent on a lot of nodes to make them match the stock tree. I'm not sure if Fractal ment to make all those nodes anyParent = False or not but now the tree should match the stock tree behavior on all stock nodes. The folding WarpDrive has been added at the correct location. You can view the diff's for my revisions to know exactly which nodes I changed HERE.
  21. The Advanced Electronics node still exists, it was Large Probes that Squad removed.
  22. Thats stock. And yeah its a great little addition almost nobody has noticed.
  23. For me it was the non existent fairings on the AIES engines. I just removed all the ModuleJettison's like ferram suggested and it all works fine now.
  24. I had the same issue. I deleted the RealChute folder and reinstalled and its all better now.
  25. Using MFT together with AIES and KW. Both of those part mods have nosecones and MFT lets the nosecones store fuel. Starting with empty nosecones and adding fuel to them, KER telling me I have lost 999m/s of dV while MJ is saying I've gained 46m/s of dV. Could this be because the nosecones are "module = Strut" while normal tanks are "module = Part".
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