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Excrubulent

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  1. @MisterFister: If you read my statements carefully, I think you'll find that they don't actually disagree with anything you've said.
  2. I'll have to give that a go. I just updated texture management, used the aggressive version, and now I'm down around 2.5GB. It's a much nicer feeling Also, since people seemed interested in my dropship (I call it that because its rear ramp allows it to drop off cargo at landing sites), here are some more pictures. On its way to orbit. Delivered payload, brakes deployed for reentry. Landed with nearly 50% fuel left. Also, I love this cockpit. RasterPropMod gives the camera displays. It makes landing so easy. Now for a proper payload. This is the kind of thing I designed it for. Removing the science & crew module. I love IVA. Long-range science mission deployed. Used a grappling hook to recapture the previous mission. Returning a vessel from the surface of Minmus would be worth some tasty science, however I haven't packed any KAS parts that will allow me to dock with it. That's an issue because it drifts in warp, so I need some more supplies. Docking the supply ship. RPM's docking cams and MechJeb's Smart ASS make this possible. I don't trust MechJeb's autopilot to dock, though. I've never docked like this before. Wow, some of those bay doors wouldn't open again if they had clipping enabled.
  3. EDIT: With the latest update, this issue is resolved for me. Cheers, Nathan & DYJ! I'm having the same issue. This happens for me after saving certain craft, then loading them again after closing and reopening KSP. It happens to pWings. I've also had it with two different craft, both times the craft saved & loaded just fine, but after exiting the game and coming back, they exploded/shed their wings on reload. The wings also behaved as though still attached when looking at the fuel lines. I X'd out of the game just after I experienced the issue, so it's right at the end of the log. You can see that the wings actually have a relative velocity to the craft of about 27m/s when they collide with other parts of the craft. Right now I absolutely cannot reload this craft. It happens every single time. output log craft file Before exiting the game. Reloading after entering the game again.
  4. Okay, on the main thread for procedural wings, here, they're talking about the issue. I'll report back here if they find a fix.
  5. Just updated MechJeb to 2.4.0.0, no dice. Here's the log: https://www.dropbox.com/s/0rw0bwsfbhplzsu/output_log.7z?dl=0 I've never really trawled through these before, but from what I can see the procedural wings start with a different momentum to the rest of the craft. Any short term solution, so I can at least rescue my craft before this mod gets fixed? EDIT: I X'd out of the game right after the wings came off, so the incident is right at the end of the log.
  6. Okay, I've updated everything I've got now. Now apart from KM, NASAMission and Squad folders, everything in my GameData folder is newer than the 16th of this month. The problem remains, but looking at the mission log, it's different each time, and it's not clipped parts that are colliding with each other, it's parts that are directly connected to one another. I've also had once or twice where the wings flew off, but there were no explosions, and nothing in the log. Nope. Nothing has gone wrong at all. Also, your wings are over there now. Should I start a new thread about this?
  7. Oh, wow. I was just going by what ModuleManager was flagging. I need a better way to keep track of this stuff.
  8. What do you mean I haven't installed it correctly? Do you mean it's got a notification in the screenshot telling me it's outdated, or is there something else? EDIT: Okay, I figured it out. The folder should be TriggerTech, not the mod name.
  9. I am using part clipping. I'm using a shape that clips through the wings to make the engines more aerodynamic. I need to do that because I'm using FAR. This never happened before 0.25, and now it's happened twice in a row. I've updated all my mods, including the 0.25 updated Firespitter dll. EDIT: Didn't see Master Tao's post. I'll try updating those parts. The Klockheed Martian parts are included in B9, if I'm not mistaken.
  10. Got the same issue, except it only happens after closing the game and reloading a flight in progress. Got this beast into orbit: Then the next day loading it back in: Ouch. That's approximately a 350,000 monies ship lost there, plus my most senior of Kerbals, unless I can figure out how to stop this bug. I don't have modular fuel tanks installed myself, here's my GameData folder: It also happened with another spaceplane I was using, much smaller and simpler. I got it into orbit around the Mun, including a bunch of reloads along the way. Then after closing the game and reloading the ship later, kaboom. Sometimes bits explode and sometimes they don't, but it always winds up as an unrecoverable mess.
  11. Fixed it - FAR doesn't play nice with the 64-bit Windows version of KSP, which is a bit annoying. I kinda don't like having to skate along the 3.5GB 32-bit RAM limit, with only a few hundred MB to play with.
  12. Yup, there's also a similar part in the Firespitter pack. I think the only difference is the colour - B9's is blue and Firespitter's is red. I do sometimes use Firespitter when I need certain wheel shapes & sizes. For instance, I've made fuel tank buggies with the big orange tanks that can drive in & out of the back ramp on this plane. Just tie them down using KAS parts and they're good for suborbital hops to Kerbin City, and whatever else you can think of. EDIT: While I'm here, my new problem is that the control surfaces on the plane aren't moving. This is new since 0.25, is this a problem with FAR, B9, or what? I'll have to go through and make sure all my mods are updated, but just thought I'd ask. I initially only updated the ones that I was told were incompatible with 0.25.
  13. They might not be precisely the same height, but I've used both wheel sizes in B9 to make them level. Eyeballing it in the SPH, I couldn't say which was higher. They certainly look the same height to me. Just a bit of body flex would undo the difference, in my opinion. Besides which, on landing you have to land rear wheels first, so there's just no getting around it. EDIT, because I didn't see all the replies before my first reply: In fact, just to take off, I've got extra wheels at the back to stop tail strike, and the rearmost landing gear can be raised independently to assist with rotation on takeoff - see action group 2 in my first photo.
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