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NoXion

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Everything posted by NoXion

  1. Your suggestion is a good one, but I was hoping to avoid having to do that because I didn't want to go through the hassle of going through all the visual mods to see which one is screwing things up. As it happens, I resigned myself to doing that in lieu of a quick fix, and it turned out that the very first mod I chose to remove was the one responsible. Apparently Scatterer by blackrack doesn't play nice with OPM. Shame really, because it really does make atmospheres more realistic looking.
  2. I think I may be having a visual problem with this mod. Are all the planets beyond Sarnus along with all their moons meant to be pitch black? Even on the sunlit sides? I'm running the 2.2.9 version on CKAN for KSP 1.10.1. I have some visual enhancement mods running. Here's a screenshot of my GameData folder: And here's a screenshot of what Urlum looks like in the Tracking Station: It looks exactly the same in-game. Bodies without atmosphere are completely dark.
  3. Tweakscale is great, once you edit the config so it applies to all parts that can pass the sanity check. Otherwise the limitations feel too arbitrary.
  4. I too just discovered that I can no longer play 1.3! Can I still run my 1.3 mods on 1.3.1? If not, then Steam has actually broken my game. Which isn't acceptable. EDIT: Nope! It seems that KSP players on Steam can no longer play 1.3.0 or make use of mods for it. I just don't get it. Not all the mods I've got have been updated. If I want to play 1.3.0 again, I'll have to pay if I want it legally. Come on! I've already paid for it once!
  5. Amazing. It seems to be working so far. I didn't do the XML edit and I couldn't find whatever the world stabiliser is, but I did take apart and rebuild one of the smaller supplied craft files which is now doing an orbital insertion burn. Will report back if I encounter further difficulties.
  6. That's really weird, I thought I had KerbalJointReinforcement already installed! Must have been on my old computer.
  7. Yeah, I'm having problems with these parts. The ships that come pre-made explode during physics easing on the launchpad, and adding autostruts just seems to delay the problem. I tried building a partial rocket myself, and it started exploding once I added the boosters. Adding autostrut and launch clamps then prevents my custom ship exploding on the pad, but it then explodes about five seconds after launch anyway. Something is way wrong, the parts seem to be ridiculously fragile despite me going through the part config files and greatly increasing all the breakingForce and breakingTorque values I could find. I'm playing 1.3.0, here's my modlist:
  8. Thank you very much! I know this could result in all sorts of wierdness, but I'm happy to try and engineer around them.
  9. So I'm wondering how I'm supposed to get this to work, there appears to an option in this .cfg file to enable TweakScale for all parts, but the instructions are unclear. It says "remove the leading "//" to activate", but since I am unfamiliar with the syntax it just looks like a jumbled mess and I have no idea which set of of double slashes to delete.
  10. Is there a way of preventing hydrogen boil-off when using stock tanks? As in, can I do something like add radiators to keep the hydrogen cool? I'm not bothered if it uses up EC/MegaJoules while doing so.
  11. Being able to tell how much delta-V a rocket has made me better at rocket design. I'm not too bothered by the lack of such a readout in stock because I'm more than happy to use mods, but this idea that having less information somehow makes one a better rocket designer just makes absolutely no sense in my experience.
  12. I play Sandbox mode 98% of the time, so I have no reason to feel dirty about using the Mobile Processing Lab. It makes for a pretty good-looking habitation section for my space station.
  13. Well, I've tried re-installing the mod and it still says that the ships are incompatible with 1.3.0.
  14. I've found that if I drag around the box that comes up when right-clicking a part, I can access the rest of it. Problem solved.
  15. I've also encountered another problem. I have Kerbal Inventory System installed, and right-clicking on SpaceX BFR command module causes this to happen: This presumably obscures a fair amount of options and information.
  16. When I installed this mod, the pre-made ships are apparently incompatible, and I'm fairly sure that some of the parts are missing. I'm running 1.3.0, but I assume the 1.3.X in the OP means that it's supposed to work. What's going on?
  17. There don't appear to be separate rover controls when I look in the settings. What should I be looking for exactly?
  18. So I designed this rover and managed to design an interplanetary transport vehicle for it. But while it handled fine during test on Kerbin, it behaves very strangely when in low gravity: http://steamcommunity.com/sharedfiles/filedetails/?id=1308598810 Hitting W to make it go forward also cause it to tip forward, as illustrated. How do I get it to stop doing that? I just want the wheels to turn.
  19. I guessed as much. Still, I had to laugh when I worked out that the Attack Ship had basically fragged itself. I replaced the B-83 with the smaller yield B-61. Preliminary tests are promising! I think also what got me was the fact that I was expecting the shockwave to be reduced in a vacuum, like in real life.
  20. So I recently installed BDarmory, North Kerbin Dynamics and Future Weapons and have been playing around with them in sandbox mode. I made a missile that could deliver a Tsar Bomba-style weapon to the Kerbin-facing surface of the Mun in five minutes. I played around my own armoured vehicle designs. I tried making a smaller rocket that could deliver a smaller nuclear bomb to a target in Kerbin orbit, but I couldn't get it to work for some reason. All part of the fun. It was during the testing phases of a trans-atmospheric Attack Ship design that I encountered an oddity. The prototype craft was approaching the periapsis of its Munar orbit, the plan being to release the rail-mounted B-83 nuclear bomb. However, when I selected that bomb in the weapon manager, KSP froze and I had to kill it with the Task Manager. Which was weird, because the aforementioned Silver Death missile had managed to light up a significant chunk of Kerbin's largest natural satellite with no issues. So while writing this I've loaded up KSP so I can try a different approach. OK, I'm back. So I managed to successfully impact the bomb on the Mun's surface by using the fire button on the right-click menu to release it while on a trajectory intersecting the Mun, and then using the powerful engines of the craft to regain a higher orbit. It was all going swimmingly, although I was having some concerns about possibly hitting a particularly prominent mountain or crater rim before being able to jet back up to the big black. As it turned out, such concerns were academic. While I was worrying about the harsh and torturous terrain rushing past in an uncomfortably close fashion given the circumstances, the B-83 had continued its descent and had, so I thought at the time, dropped out of sight behind one of the many grey promontories that criss-crossed the Mun's pitted dustscape. Some seconds later a mighty explosion was heard booming out into the empty vacuum of space, and the mushroom cloud began to take form. However, no sooner was I celebrating this obvious sign of success when many parts of the Attack Ship prototype (quite possibly all of them - this happened fast) suddenly developed a nasty rash of angry red bars along with a structural integrity crisis, and with a rapid series of loud bangs the surviving fragments of the erstwhile vessel shot off into the Heavens with great celerity. So I guess space nukes in KSP don't act like Atomic Rockets says they should, eh? I'd be interested in hearing the experiences of others who have BDarmory and other weapon packs in space.
  21. I like building things and then watching them fly with the help of MechJeb. I don't plan ahead; I prefer to use trial and error to refine a design until I get something that does the job. Sometimes this means I have to rethink my approach entirely, and/or put the project on the back burner until inspiration strikes. Maybe that's more like art than engineering.
  22. You could combine those with the B9 HX parts which are plenty big enough. I'm kind of tempted to give it a try myself, since I have both sets of parts.
  23. The Handwavium drives in the Space Opera parts pack would seem to fit the bill. You might even have to limit their thrust.
  24. It's a clickable thumbnail. In any case, I managed to do it last night. I think the problem was that the RCS thrusters I initially used were too weak. I reverted the flight to the VAB and swapped them out for beefier ones and that seems to have done the trick. Only problem now is that the monoprop gets used up very quickly - I just about managed to dock before running out. Might have to see if I have any RCS thrusters that are more fuel efficient.
  25. So I'm trying to use a small taxi craft to retrieve Jeb from a ship that I put in Kerbin orbit: But it's being really incredibly slow. Am I missing something? I remember successfully docking once before using the Autopilot, and it wasn't this bad. I wish it was easier to learn how to manoeuvre for docking in this game, because it's really limiting my options as I'm limited to launching vehicles all in one piece.
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