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Jonathan_C_W

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Everything posted by Jonathan_C_W

  1. Just tried it on the basic (required) mods. Same problems when RO installed. Problems absent when RO not installed.
  2. Hey guys, I'm using tweakscale 1.43 among many other mods and I'm encountering a major set of annoyances. 1. I tweak an engine in the VAB and everything appears fine and dandy. MechJeb is happy and gives me a sensible TWR for the rescaled engine. All stats are present and correct. I'm using real fuels and all sorts, but it all seems happy. With high hopes I then proceed to the launchpad and the ship loads with the engine visibly rescaled, so far so good. I launch. 30g! The tweaked engine loads in with original (un-tweaked) physics rather than giving me the rescaled physics. The same reversion also occurs if I save a ship and load it back up in the VAB. My gameplay is consequently ruined. In addition, I note that the RO mod has taken to removing engine gimbaling (for me at least). I somewhat fixed this by throwing the Gimbaling config file from SFJBRealEngines into my game folder. But that just won't do. Point of interest, this problem does not occur with the "Little Mother" engine although that's the only exception I've discovered so far. 2. Stack decouplers are totally broken. I spent ages trying to work out why my first and second stage engines were both firing at launch, only to find that none of my decouplers work. I fire the decoupler and the second stage engine base just sticks to the damn thing. So I can't launch anything multi-staged. I note that the decoupler graphic that usually connects the stages and shrouds the rocket engine does not execute when I connect a decoupler. Probably because the game isn't registering the fact I've connected a decoupler. What joy. These problems have rendered my game unplayable. Mod (heavily slimmed down but no fancy config edits outside of Planet Factory): https://www.dropbox.com/lightbox/home/Screenshots Output Log: https://www.dropbox.com/s/dw1wwx358u3agpq/output_log.txt?dl=0 If this is a known issue with a simple fix please, please let me know. If not any thoughts would be be highly appreciated. I've been working forever trying to construct a perfect enhanced realism mod. I've even edited the Planet Factory configs to death to create a sensible solar system and nearby star system on a pass (not an orbit). This is the final hurdle. All I need is Tweakscale to function and these damn decouplers to get their act together so I can finally waste the rest of my life playing KSP. Thanks J
  3. Hey guys, I'm using 1.43 and I'm encountering a major annoyance in 0.24.2 which I can't make sense of. Basically, I tweak an engine in the VAB and everything's fine and dandy. MechJeb is happy and gives me a sensible TWR for the rescaled engine. I'm using real fuels and all sorts, but it all seems happy. With high hopes I then proceed to the launchpad and the ship loads with the engine visibly rescaled, so far so good. I launch. 30g! It appears that the tweak engine loads in with original physics rather than the rescaled model. My pre-launch MechJeb readings confirm this. Consequently I end up with insane an TWR etc. and my gameplay is ruined. I run a fairly extensive mod but I don't run anything obscure. I'm therefore hoping this a known issue and that you guys can fashion me with some much needed help? Point of interest, this problem does not occur with the "Little Mother" engine although that's the only exception I've discovered so far. Mod: https://www.dropbox.com/s/t5x1we94my6v226/Screenshot%202014-10-11%2009.51.10.png?dl=0 Output Log: https://www.dropbox.com/s/dw1wwx358u3agpq/output_log.txt?dl=0 If this is a known issue with a simple fix please, please let me know. If not any thoughts would be be highly appreciated. I've been working forever trying to construct a perfect enhanced realism mod. This is the final hurdle. All I need is Tweakscale to function and then I can finally waste the rest of my life playing KSP. Thanks J
  4. Hey guys! So here is the problem: I have yet to compile a mods pack that doesn't cause crashes on take-off or other such bugs (I am not a modder, I am just interested in improving the game). What I am after then, is the DEFINITIVE mod pack. That is, the DEFINITIVE mod pack of 20 mods that are sufficient for all the joy to be had from Kerbal, but without the crashes. The demand is simple: 20 mods that work well together Here is the criteria: parts (lots of them), autopilots, kethane is a must and then anything else that works great and isn't prohibitively buggy. If you happen to run what YOU think is the DEFINITIVE mod pack, simply post them here so I can try them out and at last enjoy Kerbal bug-free! Jonathan
  5. Hey guys, So I have this problem with MechJeb 2. Everything used to be fine, I pop the little MechJeb 2 control module thing on my craft and boom, I have the MechJeb 2 tab on launch and everything is great. Recently however, if I put the MechJeb 2 control module on any craft, on launch I do not get the tab. Moreover the MechJeb 2 module itself appears to be off (the little red light is shining). I don't have a clue how to turn it on now that its not on automatically. What gives!? Am I being stupid? Note that MechJeb 1 works just fine. I pop it on any craft, its green light shines and I get the MechJeb 1 tab. I can't work it out! Jon
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