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e-dog

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Everything posted by e-dog

  1. That means PF DLL was not loaded or crashed, check error log. Most likely it's KAE conflict or wrong KSP/PF version.
  2. The decoupler is for the topmost floating node only, not for the nodes on the part itself. It's only there so delta-v calculators like MechJeb and KER won't get confused with its function. It's designed to be decoupled when you eject side fairings that "support" the part at the floating node.
  3. Yes, FAR uses side fairing models to compute the shielding. I didn't know about that, I'll look into it. They should be in Flight Control node, with Stayputnik core. "Purchase" them in the tech tree, the number on the node doesn't always show up for some reason. If it doesn't help, make sure you have the latest mod version (and KSP version) and send me the saved game files.
  4. How about this: The adapter is attached to the engine by its topmost (floating) node, and the fairing is extended up to the pod using "extra height".
  5. PF DLL is not loaded because you have an old version of KSP. Update to KSP 0.24.2.
  6. Yes, or KSP_x64_Data for 64-bit. You can also see it in the game by pressing Alt-F2. The issue you have means something crashed and PF code had no chance to do its job. Or that there's no PF DLL You can also try it in 32-bit.
  7. It looks like PF DLL was not loaded or crashed for some reason. Try reinstalling and removing mods to find what causes it.
  8. KSP 0.24.2 is released, fixing right-click issue. And I just updated PF for 0.24.1 a few hours ago
  9. Yes, the resize option should appear in tweakables. If it doesn't, something is wrong with code, PF or KAE. The latest PF (3.07) would have trouble working in 0.24.0 since it uses the new interface for procedural costs. Use PF 3.06 or update to KSP 0.24.1.
  10. Updated to 3.07: Added procedural costs for PF parts, KSP 0.24.1 is required. Added workaround for Win64 decoupler bug. Made "removed" node markers much less visible (they are still somewhere 10km from the VAB). Updated KAE DLL.
  11. I suppose you use FAR? Enable shielding display in its debug options (in KSC screen), and check whether the dishes are considered shielded by FAR.
  12. Maybe later. I'm disappointed Squad didn't add support for procedural costs despite being asked in advance, so I don't want to play KSP or do anything with it now, sorry. I get no issues with PF alone, but there might be problems if you have other mods which use KSPAPIExtensions if they didn't update yet or were "hacked" to replace their KAE dll with a new one.
  13. Actually, 64-bit code is usually larger, and since languages like C# use a lot of object addressing, there are a lot of pointers that become 64-bit vs 32-bit, so there's increase in memory needed when switching to 64-bit.
  14. It should work, but KSPAPIExtensions will complain about the KSP version. I'll update it when there'll be new KAE dll released. As for the costs, there's no way to make them procedural for now. I asked Squad to add support for it when it was in experimentals (and before too), but here we are.
  15. That'd be decouplers with shroud when I'll finally make them. Low mass inline parts for heavy rockets have issues with physics simulation though, because of imperfect joints and high-frequency oscillations caused by high mass ratio of connected parts which are not properly captured with high time step of realtime physics.
  16. If you want to get rid of thrust plate, mod engines to have surface attachment. AIES does that for some of its engines. Interstages are real world structural parts though, I don't see why they should be massless.
  17. It looks okay to me since its only about x2 heavier, mostly in line with other KSP (stock) stuff. If you want it more realistic for RSS or something, you can adjust the specificMass parameter. The four numbers are the coefficients for cube of size, square of size, linear size, and constant respectively.
  18. I have no idea from your description too. Did you research Flight Control? Are all the parts in that tech node marked as "purchased"?
  19. It should detach immediately if you have no side fairings holding it at the topmost node. Or do you mean it detaches with side fairings still attached to the adapter?
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