

rottielover
Members-
Posts
850 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by rottielover
-
*Facepalm*. I have the stock alike configs. My engines work. The stock RCS ports don't (unless I only use Monoprop / as per my fist post about this). Never mind just forget I said anything.
-
Stock RCS quad. Is the 4.1 fix what I need then?
-
1 - I attempted to do so in the vab the same way I do it with the engines, go into action edit mode, click the part, but no menu was displayed for the rcs thruster ports, (hence why I asked if they were required to be in the engine config or not). 2 - yes
-
Hopefully a quick question... After reading the original post a couple times, I figured that I could take a stock mono tank, place stock RCS ports directly on it (like radial engines) and then use say, hydrazine, but that doesn't work. Is that a function of needing to add something to the engine configs for the RCS ports, or is there something else I'm missing?
-
Well I just got done with about 6 missions in the new version. I did not experiance a single bug (amazing game session actually, considering I have quite a few mods going). Bravo sir! I was starting to get a little bored with ksp, but your mod re-ignighted my fire for this game. Well done. I fully admit this was a new career save, so no mission went beyond the bop (I used the "bop as moonlet" option). I plan to hit it again tomorrow, but things are looking very promising. My congratulations sir.
-
I just experienced the same thing, set resolution to 15 and took RL shot, and *smack*! lol. I'll stop doing that!
-
Question (as I'm not familiar with how this works). I downloaded RemoteTech2, AIES, and JohnsonWax's AIES module manager files for AIES. I made certain that I only have the ModuleManager 1.5.6 .dll file and no other module manager dll's anywhere in GameData. I'm getting 2 antenna modules in each of the antenna anyway? It's as if there are two module managers, but I've done both Windows Search and visually went into each folder and could not find any more Module Manager DLL files. Any thoughts on what could be causing this?
-
[1.1.x] Space Shuttle Engines (2016-07-03)
rottielover replied to sarbian's topic in KSP1 Mod Releases
Awesome, thank you! One other question. I'm not sure what's causing this but in the VAB my COM icon (Yellow Ball) disappears sometimes. Once this bug happens, it's repeatable, but I haven't seen anything in my output log that points at a culprit. I'm hoping that someone here might know what causes this? It's a little hard to build a shuttle without knowing where the COM is. -
[1.1.x] Space Shuttle Engines (2016-07-03)
rottielover replied to sarbian's topic in KSP1 Mod Releases
I'm having trouble with the Firefly example craft. I keep loosing control. Does anyone have any tips for how to make the shuttles work while using FAR ? -
Question. I got the "stockalike" engine config file, but it looks like the Shuttle Engines part pack might be missing? The "FSX0 Micro Shuttle Engine" won't let me change what Fuels it can use (load up the Example Craft "KM Firefly" to see. Is that something I can easily add to the cfg file?
-
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
rottielover replied to stupid_chris's topic in KSP1 Mod Releases
I can only give you stories, cause there's nothing in the logs. When I'm playing on my custom built computer, I can run 4x physics warp with ANY of the chutes and nothing bad happens. When I play on my laptop, bad stuff happens. Both machines have the same KSP install because I cloned the DIR's over after letting steam install it. My only thought is that CPU power must have something to do with it. Anyway, I'll be careful with the laptop, and fly recklessly with the desktop. -
I broke down and did a complete wipe of my ksp folder and re-installed all the mods. It's working fine now. High time to dump my mod manager program and doing this by hand now.
-
What mods are supported? I tried using this with Shuttle Engines and got an error that "tank cannot hold resources". I also got this error on one of the KW Rocketry tanks. My AIES tanks seem to work fine, as do the stock fuel tanks.
-
[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
rottielover replied to Firov's topic in KSP1 Mod Releases
COOL! (10 char limit ahhhH!) -
Now-defunct-thread-that-should-not-appear-in-google-search.
rottielover replied to Cilph's topic in KSP1 Mod Releases
Feature Request: Now that you've fixed the feature where if you do not have a connection nothing works, I have a specific request: SCANsat (I suppose maybe ISA Mapsat as well)... SCANsat usually works in the background and allows for multiple satellites to do the mapping. However, now if I do not have a connection, that portion of the body doesn't get mapped. I would like to know if there is a way to exclude SCANsat from the "won't work if no connection" under the therory of it should work like flight computer, activate it when/if you have a connection and let it do it's thing while it's out of communications, then when you have a connection again, you can upload the data (IE do the "analyzie data dialoge to get your Science points). Hopefully this made sense.. -
I have to agree. From a gameplay "feel" perspective, science in .22 was super easy. You just spammed the transmit button. Now it feels like the pendulum has swung back full force the other way and transmitting anything is just about worthless waste of time. Needs balance, needs polish.
-
Now-defunct-thread-that-should-not-appear-in-google-search.
rottielover replied to Cilph's topic in KSP1 Mod Releases
Anyone else having issues with the link lines showing up? It only happens randomly, sometimes turning off the path then turning it back on fixes it (sometimes not), and I've looked through output_log.txt and the Alt+F2 menu and there's nothing that shows up there PS I signed up at github and created an issue to track this. If I manage to get any kind of log output I will post it there. -
So modular fuels and real fuels are now separate? Do I still need to download both for it to work?
-
Just my humble opinion, with scoop-O-matic and the other one (sorry don't remeber the name), I think you can safely avoid the "collect surface sample" thing, unless you want to make it way more interesting somehow. The camera thing, simply awesome, excellent job sir!
-
Now-defunct-thread-that-should-not-appear-in-google-search.
rottielover replied to Cilph's topic in KSP1 Mod Releases
Nice work!! -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
rottielover replied to stupid_chris's topic in KSP1 Mod Releases
But I always land with 4x physics warp on the chutes that sumghai made just fine. For me, the mercury chute is the only one that does this. The rest of the chutes I've used (drogue and mains, and the combo's, and the stock chutes) all work perfectly for me at 4x physic's warp. I'll just avoid the mercury chute from now on. -
Now-defunct-thread-that-should-not-appear-in-google-search.
rottielover replied to Cilph's topic in KSP1 Mod Releases
"EVA Radio (okay, there, you win.)" -and there was much rejoicing and dancing in the streets! -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
rottielover replied to stupid_chris's topic in KSP1 Mod Releases
I'm not sure if this is the right place, but seemed like a good place to start. I'm having issues with the FASA Mercury Chute. At 4x physics warp I get a phantom sideways force that pushes the capsule sideways and rips the chute off. It only happens with this one parachute ? Here is a link to my output log file, it's got a bunch of NullRef spam in it. I'm using a ton of mods like FAR, Deadly Reentry, Remote Tech, etc. RealChutes seemed like the logical place to start with troubleshooting. If anyone could direct me to some documentation on reading these output logs maybe I can find my own answer? Link: https://www.dropbox.com/s/wsyvqkpt0dd9kcw/output_log.txt -
Now-defunct-thread-that-should-not-appear-in-google-search.
rottielover replied to Cilph's topic in KSP1 Mod Releases
I'm a little stupid so let me make sure I understand... Let's say I have 4 of the 500km omni's (the dipole whatever it's called now). So it would be 500+(500+500+500)*0 = zero? Or did you mean 500 + ((500+500+500)*0) = 500 ? In any case, what would the recommended setting for the Multiplier be? Maybe 0.25 ? Wouldn't that yield a total range of 875km in my scenario above? Many thanks in advance.