Jump to content

Midnight Jade

Members
  • Posts

    84
  • Joined

  • Last visited

Everything posted by Midnight Jade

  1. Windows 10. Nvidia card. Happens in both 32bit and 64bit of KSP 1.1. Version 1.0.5 displays everything fine.
  2. I think yours are worse than mine, but mine are still bad. In the hangar, strange gray color that does not match the MK2 body. Outside, blindly white:
  3. When you mention texture problems, do you mean the wings being ultra super white when outside of the hangar? (although even in the hangar they look weird compared to other parts). I've got a problem where my wings are so blindly white I can't even look at them. Otherwise everything works. It's just ugly
  4. Alright that fixed it. Are there any side effects to deleting that though? What is that line for if it can be safely removed?
  5. Ok I can confirm the procedural wings are now working, even on imported saved crafts from 1.0.5. However, the symmetry on control surfaces is messed up. The all-moving control surface for example that I have set for pitch at the back of my spaceplane, one goes up and the other goes down. Roll and yaw are also messed up. It seems to be only visual though? Aerodynamic forces overlay (F12) displays the correct direction of forces for both sides, with both stock aerodynamics and FAR. Still, my spaceplane behaves reaaaally weird when flying, and I'm not sure yet what is going on. I'll keep testing.
  6. This is like the best mod ever and something I've needed ever since I first played KSP. Thank you!
  7. Holy crap, how did I not see this mod before? Excellent work! God knows this game needs more fighter-looking cockpits.
  8. Damn spaces. There`s only one space I want to go to now, and it sits above Kerbin. Thank you all for the support! Now I`m going to enjoy building some vtols
  9. OH. MY. GOD. IT WORKS. IT'S ALIIIIIIIVE! I got it to work on the stock app bar!!! And it's controlling my engines! Omg!!! Only took 5 months to get it working!!! Had a new installation, was trying different combinations of Module Manager + toolbar + KSP settings... Nothing. You guys won't believe this... You know what I changed? MY PLAYER NAME. I've been playing with the name "Mad Powers" for like an eternity. Pretty much since I started playing KSP. For the hell of it, I decided to create a new player: "Mad". Because... I was mad. And BAM. It worked. What the hell? Why??? It's a new installation. I went back to Mad Powers, doesn't work. So I deleted Mad Powers (the folder even), recreated it under the same name. Doesn't work. Go back to Mad, it works. Huh??? Is it something about compound names? Or is my name just stupid? This is insane. This is how my Gamedata looks like right now: I'm so scared of changing anything now.
  10. No it cannot be that. I had a huge gamedata full of mods + module manager but it still wasn't working before. I deleted everything and reinstalled the game in order to diagnose the problem. Right now I'm trying every combination possible of settings and folders and files to see what works and what doesn't. The toolbar and TCA don't like each other on my KSP. Whenever I set my toolbar to display the TCA icon, and if I have ONLY TCA set to show on my toolbar, the toolbar disappears completely and I can only get it back by deleting the toolbar-settings.dat =_= Even without the toolbar, TCA should still appear on the App Bar up top I think.
  11. I can't for the life of me make TCA work since KSP 1.0. I already posted here before but nobody could help me. I cannot even make the TCA button appear, so TCA doesn't work. I've tried everything, even running this mod on just a stock game plus toolbar. I don't play career. It simply doesn't work. Maybe it is because KSP is 1.0.4 and toolbar is for 1.0.2? I don't know what else to try. TCA used to be a must-have long ago, but for 5 months now I've been struggling to even make its icon appear, much less make it work lol I'm on the verge of giving up and just going old-style: manual control.
  12. Some pages back there was a screenshot of new parts entirely comprised of MK2 expansion parts, including some new nosecone shapes. I downloaded the dev version but didn't see them. I'm guessing they are still being worked on?
  13. WOW!! What a complete change SSAS is now! It obeys pitch, heading, and roll immediately without a hitch. I was wondering if it was due to an additional SAS unit I put in my spaceplane... Does this mod even use SAS parts to do its job? Does adding more SAS units help it?
  14. Insanity you nailed it! I looked up in my KSP.log and it complained about this: [LOG 18:03:42.858] PartLoader: Compiling Part 'Mk2Expansion/Parts/Engines/Aerospike/part/Mk2LinearAerospike' [ERR 18:03:42.859] PartCompiler: Cannot replace texture 'model002' as cannot find texture 'Squad/Parts/Engine/liquidEngineMainsail/model002' to replace with I don't use the revamp, but I do tend to delete parts I don't use or don't like, to make Kerbal use less memory since I use a lot of mods. I reinstalled the Mainsail from stock KSP, and now it loads the aerospike fine Pretty! I like most of your parts, thank you for your work
  15. I really liked the idea of the MK2 aerospike and rushed to use it on my spaceplane. But it's not loading the texture at the tip: I'm using ATM basic mode. Any ideas?
  16. I also don't get the TCA button... and I only play sandbox Now what? I do get the option in the toolbar to add the button. And I see the icon there. Then I check it to add the TCA button to the toolbar. But it doesn't appear. So I can't configure it. So I thought TCA had become a fully automated thing where you just fly and it balances engines for you. Nothing. I press Y, T, nothing happens to the engines. The only thing changing my angle is reaction wheels. Thoughts?
  17. Oh really? The active vessel limitation thing seems to affect so many mods... It prevents quite a few good ideas from coming to fruition
  18. That's quite an ambitious project... I guess the easiest way is you could have the tanker airplane controlled by Pilot Assistant, with 0 vertical speed and a horizontal speed of your choice (if I'm not mistaken there's a throttle option for that. I'm not in game right now), and then you switch to your other craft and approach manually. At least you know the tanker will have a stable and predictable flight path, with a constant speed and altitude, and the only unknown element is you with the other craft approaching. Wouldn't be much different in concept from a real world refueling I guess. The tanker pretty much goes on rails. If you want to make it even more automatic and minimize risk of collision, you can set up the following craft with the same heading and try to match speed slowly until you dock. Docking will still have to be made manually of course.
  19. Thanks for your reply. Yeah I can kinda force it to work in some situations, doesn't work all the time. Even by specifying a heading and leveling the aircraft (in Pilot Assistant options), the pitch in SSAS goes up and down a lot. I tried decreasing the control authority of the elevons (from 8 to 4), but that simply makes it take longer for the wobbling to become unbearable. It DOES try to stay at the specified angle though, but it keeps overpassing it up and down over and over. I guess if you consider it an "average pitch", it IS going where I told it to in the end, it just looks ugly doing it lol. All the other options are really good and work great though My reason for wanting a specific pitch option is for my spaceplanes flight profiles. Even if I set a vertical speed that makes it stay on the desired pitch angle for some time, the increasing horizontal speed makes the Pilot Assistant pitch down slowly to compensate since I'm going faster, so then I need to keep raising the vertical speed to make it pitch up... I'll be looking forward to your updates
  20. Pilot Assistant works flawlessly. But activating SSAS makes the controls instantly go all crazy... yaw all the way to the left, all the way to the right, up, down, cumulatively, until the airplane is almost flying sideways () and then stalls and falls. I'm using FAR by the way.
  21. I really like this mod! It replaced a feature that MechJeb had long long ago but is not present anymore (or at least, it changed so much that I cannot recognize it anymore). I especially like the heading and vertical speed options, but is there any way I can specify a pitch? For example, let's say I want a pitch of 8º. Can I input that somewhere?
  22. Wow this is really beautiful! I tried making a B1 before but just as with every other plane replica I had trouble with the cockpit section. Dropped many projects due to the front. Will you be making the .craft available?
×
×
  • Create New...