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vardicd

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Everything posted by vardicd

  1. Ah that makes sense, from the angle of the picture I couldn't tell it was part of a larger part, thanks.
  2. That would be amazing, looking now @theonegalen I just download the base mod from the forum post your link takes me to, then download the configs found in your dropbox link and over write the configs in the base mod's patches file, yes? MM is alerting me I have 72 config errors for the jet engine sound patches after installing that mod. Not sure what I've done wrong here. EDIT: Nevermind, forgot I'd deleted the sound config patches from realplume trying to get the Airplaneplus sounds to work, once I restored the realplume stock mod folder to its original state It error messages went away.
  3. Well, that makes me feel better that I'm not the only one seeing some of the wonky-ness. Every time I report something crazy and everyone's "I can't reproduce this. No idea what you're talking about." I feel like an absolute moron. And, what are those solar panels from?
  4. Yeah I thought of that, but I found that if I built a craft in the SPH and then moved it to the VAB to attach boosters, the minute I would rotate it vertically, the parts would randomly start flipping their orientation. It was only really noticeable with the passenger compartments, I'd get one that would flip the windows 'down' or both would. But I also saw a cargo bay do it once too. Fuel tanks I can't tell. they seem to be the same both ways.
  5. Currently re-installing KSP and all my mods. I broke the world.... I broke everything Apparently My KSP did not like it when I decided to remove all of RoverDude's mods. It may be tomorrow before I get a chance to resume testing the passenger cabin's symmetry. I will get there though.
  6. @blackheart612 It seems that the Real Plume mod {stock} contains configs for stock jet engines that may be undoing the changes your optional patch is supposed to do to the sound files of the stock jet engines. This is probably why I could never manually change the sound files on my own, when you were trying to help me do it on my own. I've posted in the Real plume thread to see if there's anyone who knows how to safely stoop realplume from undoing custom changes to jet engine sounds and effects, without breaking real plume.
  7. Always glad to help test out mods that I love and this one is quickly turning into one of my favorites I just always feel a little bad asking for help, or bringing issues forward in these forums because I'm afraid the mod authors are going to think I'm annoying or complaining. But maybe that's just my anxiety.
  8. I haven't noticed any such issues with the passenger cabin, but I can test more when I get off work tonight.
  9. Oh there's definitely files for them in there I was just worried that if I started removing things out of there is end up breaking realplume somehow.
  10. I have a question for anyone in the thread that may know, I'm trying to replace the stock jet engine sounds with custom modded sounds from airplane plus mod, and Blackheart was kind enough to even provide an optional custom MM config to do just that in his latest mod update. The problem is, it doesn't work in my game, and as far as I'm aware, real plume is the only mod I have that affects stock engines, in any way. Does anyone know of any files in realplume that may be preventing the application of the airplane plus mod sounds to the stock jet engines? Something that's either undoing the changes after they are applied, or stopping them from being applied at all? And if so, how do I stop this from occurring, without breaking real plume?
  11. Well that's one possibility, but in the video I posted it was the flapjack cockpit that was the root part, not the passenger cabin. I'm reasonably sure there wasn't even passenger cabins on that craft, only the cockpit, 2 cargo bays, 2 flapjack fuel tanks and the engine mount. It may very well be fine for everyone else, and only broken for me. I've got a mod, or combo of mods that's breaking things, even stock things. I discovered the other day that none of the stock fuel cells, nor any of the mod fuel cells that used an exact copy of the stock fuel cell's module code worked. I had to make alterations to the stock config files, and all mod parts not working, to get them to function. It may very well be the same situation with this symmetry fix.
  12. All right, no worries, it's a relatively minor issue anyway, and I'm not sure if the mod author is still around and keeping the mod up, I think last I checked it hadn't been updated since pre- 1.3, unless someone's made their own version and is keeping up with it, and I'm a numpty pulling the old version off the dead mod, without realizing there's a live one. {it's happened before}
  13. @Angel-125 oh. I hadn't realized you put in a fix for the symmetry bug. We'll have to add that to the list of strange things {like fuel cells} not working in my game. {unless the issue in the video below isn't the issue you're referring too.} This is the latest build with the placeholder mother ship parts, and when I updated I deleted the old version folder and re-installed clean, so if this is what you're referring too, I have no clue why it wouldn't be working for me, but then again, I have no idea why the stock fuel cells were broken either? {Unless somehow in one of your updates, the fix for symmetry got broken somehow? but you'd need someone else to verify that?}
  14. @Angel-125 Not sure, may have a bug for you, or maybe I'm doing something wrong, but here's a video of it. When you try and build vertical launch flapjack designs, the crew cabins sometimes refuse to go a certain way. Does not happen in the SPH. Also seems that the IVA for the crew cabin becomes detatched from the actual part when this occurs.: This also seems to happen if you build it in the SPH and then save and load it in the VAB. Not sure why.
  15. @Angel-125 question, are the crew compartments for the flapjack intended to not be able to store science? the cockpit can, but not the passenger compartments.
  16. That's sweet. Already downloaded MAS, and it seems to function without the lag spikes that Raster gave me, so that's a plus.
  17. @MOARdV Carrying this over here from the flying saucer mod so I'm not cross-mod posting, So far I'm not seeing the lag spikes I get from Raster Prop, So it seems like I'll be able to use MAS. I did however run into one strange issue right away. When using Kerbal flight indicators, the KFI hud icon for where the nose is pointing is mirrored on MAS prop monitors for some reason. Not a major issue, but Thought I'd mention it>
  18. Okay, Strange I could have sworn I remembered reading raster prop was a requirement for the mod, and I have assumed it meant for the cockpit props, but perhaps I misunderstood. I'm not entirely certain what MAS is, or encompasses, what it does, or if i'll have a problem with it. I know with Raster Prop, I've always had a reaction issue with one of my core, must have mods, and I don't recall now what mod it is off the top of my head. I sat down once a long time ago loading a clean version of Kerbal and raster adding one other mod at a time, removing it and then trying the next, repeating till I found the culprit, and what ever other mod it was, just the 2 of them in a game with no other mods, the game would lag so bad I'd only get handful of frames a second. it was horrid. I remember I had reported the issue, but it wasn't fixable, or they never got around to it, or something. I'll download MAS and give it a try, let you know if I have any problems. {just checked the front page, Raster isn't listed anymore, but I swear it was there. Guess it got replaced by MAS? Or maybe I'm crazy?}
  19. Excellent. Sadly i'll miss out on the IVA updates probably. the Raster prop dependency causes bugs with another mod I use. {I don't remember which mod off the top of my head. I've been having this issue with RPM for well over a year, and so far no update has fixed it. I re-downloaded it to try when I first downloaded the saucer mod, but instantly got the lag spikes that made KSP unplayable.} So all the IVA props aren't there in the saucer, sadly I don't get to enjoy it.
  20. Stranded Kerbals on the Mun, playing with monthly budgets and kerbal construction time. 30 days away from my next funds injection, and no funds to build anything. all I've got is one pre-built unlaunched flapjack and an old Mun transfer stage rocket docked in orbit at Space lab 2. Do I wait 30 days for funds and build something that can safely make the trip [which would probably take another 30 days or more after that to build] to rescue my guys, or do I play risky? Oh yeah, we're not going to wait to save these guys. Now.... I just need to get my guys to the landing zone. which is like 40 Km away from where they are. Fortunately I have a couple of rovers on the Mun right now. Farlands Voyager Mk2 is too far south to be of any use right now, but the abandoned Farlands Voyager can be remote controlled to pick my guys up and get them to their ride home. going to have to wait till morning, since it lacks the Nuclear reactor of the Mk2, but we'll get these Kerbals home. I'm having so much fun with this mod. can't wait for those mothership parts to play around with too. Keep up the amazing work @Angel-125!
  21. I realize it's kind of dark and difficult to see, but this bad boy didn't even break a sweat at -60 degree pitch on the Mun going down this crater cliff 34 game days of roving across the Mun. real time, leaving the mechjeb rover autopilot on and guiding it when I'm asleep or at work. {the lighted path on the scansat map is it's path thus far.}:
  22. A question, has anyone noticed that with the latest KSP update, that the "to boldly go" rewards for transmitting/collecting science from new biomes isn't working? Everything else seems to be working, though i'll find out more In a few days I've got some probes heading to eve from the eve probes strategy, so we'll see if it counts that. I'd already done the Mun, Minmus and Duna ones before the update. I ask, because I'm not sure if this is just because I was mid career when the update hit, and I've not started a new career to see if the problem continues.
  23. Interesting, I wonder why I have both sets showing up then. {rhetorically} What have I done wrong now.
  24. Okay, so if I understand what you're saying correctly, the SAFER just becomes dead weight after the Enriched Uranium runs out?
  25. @Angel-125 I have a question about the S.A.F.E.R. nuclear reactor, it requires enriched uranium and nuclear fuel to function, while producing nuclear waste and depleted uranium. Is the buckboards the only storage medium that comes bundled with your mod that stores Nuclear fuel? I'm only using Heisenberg Airship Parts, Kerbal Flying Saucers, KerbalKomets, and the Wild Blue Tools that comes with your mods, and also, will the SAFER auto drain resources it needs to function, or will I need to manually manage the resources, or provide an engineer to do so? I tried looking in the ingame KSPedia but found no entries relevant.
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