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M3Man03

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Everything posted by M3Man03

  1. I'm not sure what you mean by "click the option". What option? And why would changing any option in the game menu change the sound for 1 part? Its literally just the F1 engine from this pack that has its sound much louder than any other engine.
  2. I'm also getting the following error: [ERR 2019-07-18 20:13:49.662] Error - node name does not have balanced brackets (or a space - if so replace with ?): CST-100/Patches/PP_RCS/@PART[CST-100 [ERR 2019-07-18 20:13:49.662] Error - node name does not have balanced brackets (or a space - if so replace with ?): CST-100/Patches/PP_RCS/@PART[CST-100
  3. Thanks! That helps a ton! One issue bugging me - how come there aren't any lights in the command module? Always looks sooo dark! Do you do the IVA as well for the command module or is that coming from another mod I'm using?
  4. Is it me or do the RCS plooms appear to be going the wrong direction when they fire? I think the RCS force goes in the right direction but the exhaust from them comes out the wrong side.
  5. I've tried many suggestions, but I cannot get addons:tr:hasimpact or addons:tr:impactpos to work. "addons:tr:available" also says false. I have the latest versions of everything.
  6. I can't seem to use the Falcon Heavy separator. It doesn't hold on launch and always blows up on the pad. Heard of this before?
  7. Just wanted to say that the version of this mod on CKAN majorly conflicts with a lot of the docking ports/rings from many other mods - possibly avoid this for now.
  8. Can someone confirm this for me... Kerbal Joint Reinforcement doesn't work with this 64bit method.
  9. Sarbian, Like some others have said, I don't post much but without your work - I don't think I'd be playing KSP because MechJeb makes this game infinitely more enjoyable! I have a question though - when I do a launch to rendezvous - more often than not at the end of the auto-warp and countdown it won't launch the ship, I have to do it manually. It'll just sit there and wait for me. A bug? Auto-staging is turned on.
  10. Shouldn't the Apollo CM have the detailed interior from RPM? My Apollo only has a very small number of switches/dials.
  11. The interior of my Apollo CM only has a very small number of instruments/switches.
  12. Something that I find extremely annoying is when you are in the VAB - trying to modify the stage orders and if your stage button is ontop of a part - it selects the part. It's almost like the stage button is transparent and you get both, the stage and the part behind it. It should really be if you are hovered over a stage item, it should not select the part behind it.
  13. My oh my, what a big umm, rocket you have there. What is it? Sure looks awkward - you sure it'll fly? Sure! Put enough motors on it and you can get anything to fly! Not exactly ZIPPY at first! But got the job done! Now uncovered! Now landing at Minmus - last stop for now! Time for that prospecting - but I don't think I'm going to find anything but gross green rocks. Well, at least the crew is having fun! GET OFF THAT SOLAR PANEL!!! Vehicle was 2,558 tons at lift off, 77.7m tall and 351 parts. When landed it was 109.833 tons, still had 4481/5476 of LqFuel/Ox and 3940 of MonoP and carries 13 crew.
  14. I'm seeing about the same as I had previously. Anything above 500 or so starts to get pretty slow. Not sure why either, my CPU isn't maxed, nor is my GPU.
  15. Now with all the focus on Aero since the v1.0 update, I'd like to know if anyone has any better ideas on how to separate external booster stages since sticking sepratrons out in the open causing a ton of drag. Also with the added aero, any tendency for the booster stages to come in towards the center tank is even more affected now. Why hasn't anyone come up with booster nose cones or aero dynamic separation motors yet? Or have they and I just haven't heard about it?
  16. Another thing I'm seeing, is that when I use the FASA launch towers, they seem to magically re-appear at about 6k meters, often hitting my rocket and destroying it. I managed to catch it in a screenshot:
  17. Ever since I installed Kerbal Joint Reinforcement with my new 1.0, I'm having an odd behavior. When I launch, about 30 seconds into the flight the launch towers appear for a split second like they are just now falling off. If I'm pitched over or not perfectly straight, they impact the rocket and blow it up. It's almost like the game thinks that the towers never let go and I was carrying them with. - - - Updated - - - I managed to capture it this time. I was using the FASA Apollo launch clamps in this launch, but it has done it with the stock ones as well. You can see them falling down in the exhaust below. This is about 30 seconds into the flight.
  18. Has anyone mentioned yet that settings for things like parachutes and other pieces set in the VAB do not save? When you get to the pad, they're reset to defaults.
  19. I may have found a potential bug that you may have fixed or not. When I have the Apollo CM with it's heat shield at the top of a craft, with another heat shield lower down (ie: if I had the Apollo CM->Heatshield->Fuel Tank->Heatshield) I find that the Apollo CM heatshield still takes damage/heating when entering along with the one on the very bottom. This behavior isn't the case with the stock heatshields. - - - Updated - - - Oh and another one. If you have the Apollo CM->Heatshield->CM Decoupler and when you trigger the decoupler it makes the Apollo capsule go flying and spinning. Lastly, it seems that that Apollo heatshield is no where near as durable as the stock heatshield - I barely make it in the atmosphere where with the stock one I have lots of room to spare.
  20. In regards to the RasterPropMonitor initialization error, I think I finally got the debug message for it in hopes you can provide a simple fix while you work on the latest update. In the debug console, it says: RasterPropMonitor: Trying to locate "JSI/RasterPropMonitor/Example/ExampleMFD/MDF40x15004" in GameDatabase... [Error]: RasterPropMonitor: INITIALIZATION ERROR, CHECK CONFIGURATION. [Exception]: NullReferenceException: Object reference not set to an instance of an object. This is with the latest RasterPropMonitor and the latest version of your mod. I would assume this just means that something was moved in the hierarchy of RPM and you just need to tweak some config file to either remove it temporarily or something like this. Thanks again for one of the best looking mods out!
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