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Figglezworth

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Everything posted by Figglezworth

  1. I've been playing with this mod for a while now, and just wanted to post and say It's Amazing! I love KSP, but I'm often un-motivated to accomplish things in it. This gives me tasks and gives me endless entertainment, while making me more conscious of my ship costs and kerbals' lives (I've lost none in my entire space program! ) I've encountered no problems, and it's a wonderful mod!
  2. I am using the 0.23 update posted above. Without it the editor never had the load button, ever. I'm looking forward to having a new stable version
  3. I'd love to be able to use this mod but it's so buggy its unusable. about half the time I try to weld parts together the game freezes when I click 'weld it', the attachment nodes don't work (I can get one to work by moving it to the bottom of the list in the .cfg file), it enduces phantom VAB glitches, makes KSP grey out the save or load or vessel name buttons, and others. (btw I'm using B9, quantum struts, FAR, proc. fairings, proc. wings, and ARM (0.23.5), and I don't get these issues when not using the welder/welded parts)
  4. I've previously had a problem with this mod where loading up the KMP save in singleplayer made me lose my science. That was in a previous version of this mod, but it just happened again. I had 20 ships active in the world (mostly flags) and lots of science unlocked, but I was testing a VTOL plane and wanted the revert to launch option, so I loaded up the KMP world in singleplayer. I still couldn't revert, so I went into a normal ksp save file. Later, I went back on server, and there's no ships, and my science is gone.
  5. Hey! Found a little bug/weird behavior. In my KMP version of KSP, I loaded up the 'KMP' save in single player mode just for fun. Left after about 30 seconds. Then I went and joined my own server, and notice I have 0 science, and 0 science thingies unlocked. That's a drag. And I haven't been able to cheat myself it back by editing my persistence file (which is good, in most cases, but not in mine ) I'm pretty sure its the loading in single player which caused this affect.
  6. Thanks, that makes it very clear. However, the safety bubble for me is 20km across. I just changed the config to 2km like you said (I suppose its 2km be default in the dev version)
  7. Could someone explain this to me please? I understand I don't see my friends ships when they're near the KSC, and when we're not synced. And I do see them when we're in orbit and synced. Is there a way to see my friends ships/EVA'd kerbals/etc on the ground/in atmosphere, when we're near the KSC?
  8. Ferram works fine The server didn't need touching, just involved me putting in the client-side stuff. I was playing it last night and it was working perfectly (along with B9)
  9. FAR parts? But FAR doesn't add parts. It just ads functionality. I'm adding B9 right now, but I don't know how to install FAR (on the server). Anyone? Do I copy paste the FAR files into the server folder? Or does it even need to be on the server?
  10. Hey, is there any chance that this works with feram aerospace?
  11. The thing is, it sometimes works, sometimes it doesn't. When I go to the carrier from the tracking station, with 2 planes on its about 50/50 that it will stay intact, or turn to soup. However, when I actually load a new plane, its about 25/75. With 3 planes (these planes have ~ 40 parts) its like 10/90 chance that it will stay together when you go to the carrier from the tracking station. Trying to launch a new plane, I couldn't get the carrier to not turn to soup. I'm going to go try it on Ubuntu (64bit KSP) and see if that helps. Edit: My mods currently are FAR, Procedural wings, procedural fairings, Boatparts R3 (duh), infernal robotics (or whatever its called). And the problem still occurred without FAR installed. AND on Ubuntu.
  12. Thanks dice! I'll try that. For some reason every plane I've flown in the past few days stalls at 50m/s. I'm using FAR, and even a really minimalist plane with massive wings stalls at 50m/s. I'll try harder. Is there a way for me to increase that speed limit? Would it be wise, or would I rip my plane apart? Edit: Just did it. It works. Now I need to find out how to get my Mig-17 and F-14 high speed jets to go 50m/s :/ Edit2: I now have two of my amazing Migs on the deck! Great mod ID. Now I need to get my american jet on! Edit 3: I have two Migs on the deck (one above deck, docked, one below deck, docked), I'm trying to land a third, but whenever I get close (like 100m) the think literally falls apart! When I press F3 it says 'Structural failure on linkage between this part and that part' for about every part on the carrier. It falls apart like jello. Has this happened before? KSP's using about 1.1Gbs of ram, according to task manager. Edit 4: By fooling around a bit (going to tracking station, loading it, space centre, load plane, press ']' to switch to carrier, switch back, land, dock), I managed to land another plane without the carrier going to soup If problems like this persist for me I'll go back to my Ubuntu partition to see if that fixes it.
  13. My game doesn't lag at all, and it did the same thing with the grasshopper (I couldn't check with runabout, I deleted those parts from my game as I don't use them). However, I did find a solution. Its in the post above yours, by doing a quick save edit I moved it to the correct place. However, I'm having yet another bug. The landing cable assist thingy isn't working. At first I thought it was me, but I lowered the arm thing on my plane, and I've had several 'landings' on the carrier where the extended arm passes straight through the cable on the carrier. Nothing happens at all. I'll reboot my system and see if that fixes it. Edit: I rebooted and it still happens. I have tried it with several other planes. Still nothing. Is there a maximum speed to engage the landing system? My landings have been at 60-80 m/s
  14. Well, I found my own solution. I simply flew my amazing F-14 over the coast, engaged the 'abort' action group, the decoupled pod parachuted into the water, and with some simple quicksave-editing by copy-pasting the pod's position and orientation, I now have a fully functional carrier! In the past half hour I crashed my Mig-17 two dozen times into the back of it at least trying to land it
  15. So... you have no solution to the bug where the carrier spawns in a black void, seemingly 3700m below the surface, tumbling slowly and rising between 1.0 and 3.0 m/s upwards? This is with KSP 0.22 career with the Narwhal carrier that comes with the pack.
  16. Hey guys, I've got to report a bug. Its a bug I've experienced in the past with some planes, one specific in my mind is a 'stuka' plane I made with firespitter propeller. I'm flying my helicopter (firespitter rotor) around, I landed and docked it to my carrier. I made sure that the control point was my chopper, I undocked it, and took off. It flew straight up, a didn`t respond to inputs. Its a bug where the thing doesn't seem to rotate at all. It can fly up and down, forward back, etc, but doesn't rotate. I smack one wing on the side of the carrier, and it still is just sitting straight up and down. Another thing I noticed, is when I undocked the helicopter, the carrier was the control point by default, so I used [ and ] to switch to the heli. However, it decided to switch to some floating debris nearby, and when I cycled through all of it with ], I got back to the carrier, and the heli was gone. Thankfully I had quicksaved. One last thing, in previous versions of boat parts, I could land plane, quick save, switch to carrier, lower ramp, switch to plane, etc. Now, you can't quicksave or even switch because I'm 'in atmosphere'.
  17. I'm so excited for R3! Thanks so much to all of you developers working on it! It's an amazing mod which adds a whole new aspect to an already fantastic game! It makes me really want to have multiplayer KSP so that my friend and I can do carrier-based aircraft wars! Further, the picture on the first page for the R3 release looks AMAZING! Very well done
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