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vardicd

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Everything posted by vardicd

  1. Just a thought, only the cockpit shows the name, wouldn't it be possible to just change the name of the cockpit part, and assign it the different skin with the alternate name, and then you can have multiple shuttles, and only add one part?
  2. Okay, finally tracked this bug down to my life support mod.
  3. So I don't know if this has been posted before, and I realize there's a new version in the works, but, I have discovered a bug, and I was wondering if there's a way to fix, this: If you leave a Kerbal EVA and go back to the space center, the ship he came out of explodes, and he loses all semblance of structure? I don't know if the fault is in this mod, or a conflict with other mods I use, but without this mod, this doesn't happen. I love this mod. Can anyone help?
  4. I'm not so sure that's the issue, it could be, but my mod install list is three times longer, and this mod works fine for me, without texture reduction.
  5. I can tell you it works fine with all that you have listed, except: Magic smoke, laztek, KW, Kerbaltek, extraplanetary and ASET. I don't have those, try removing them one at a time, and if it loads, you know you have a conflict.
  6. I find it much easier to build the payload separately, then save it as a subassembly, then load the shuttle and fit the subassembly into the bay
  7. --Never mind- further testing shows it does still happen without this mod. Anyone else seen this, and know where its coming from?-- {So I seem to have found a random bug, and I'm not sure that its with this mod, but if not, this mod is conflicting with another, some where. With this mod if you leave a Kerbal EVA and go to the space center, when you come back to him, this happens> By the way, anyone tell me how I can post the actual pics here, and not just the link? - figured that out.
  8. its got two attach nodes in close proximity, pull them farther apart and see if it locks to the correct node.
  9. Yep, I get that for the right wing flap, but the left one goes on just fine.
  10. Yeah, I seeing some save file breakage in this update. I forgot I had exploded shuttle debris around the launch pad when I upgraded, and now if I try to launch anything its a stutter-fest, and I can't reclaim or abort the debris One more career mode up in flames, and a new one is born from the ashes!!
  11. Geez, I have to re-download this mod again, because someone went and added another amazing part to my already favorite habitat pack? Yes please, Moar!!!
  12. I've solved the sas torque problem by just adding another in the cargo bay.
  13. I used deadly reentry, and I haven't had this problem, but I set my periapsis to 20km, and hold a 20 degree angle of attack on reentry
  14. Fractal, I just started a new game, and I play with Yargnit's tech tree, which ramps the science cost of parts considerably. I'm not sure if you are familiar with it or not, but it means I haven't unlocked the accelerometer yet. I've seen quite a few people react negatively to your change in the stock accelerometer, Personally I like the idea. it sounds new, cool, and fun, and since I've got a habit of smashing spent rocket stages into the ground, to keep my debris from building up in orbits, this will give me science for something I already do. How easy would it be to tweak the science return value up, if I find its return value a little low for use in my favorite tech tree? Edit: one other thing, the thermal helper in the VAB, has a slider for distance from the sun in AU's. In real life this is the distance from the Earth to the sun, In KSP, would this be the distance from Kerbin to the sun, or the real world AU? Edit of the edit: The very next time I loaded into the VAB I saw the thermal helper says 1 Au= Kerbin on it. {Facepalm} Feel like such a ******.
  15. A question, I looked in the FAQ and I couldn't find it in the posts themselves, though Im sure someone must have asked already, does this change the values for the default parachutes as well, or do they retain the stock parachute values?
  16. I never really had any crashes before trying to use this mod, and I only use the basic, not aggressive version. Also, I redownloaded, and tried it again, and this time it worked no problem, so maybe I just had a bad download before?
  17. Okay, I haven't found anywhere in this where it is posted, so I'll ask, is there any known mod conflicts with this, cause every time I try to run it on my game, I crash before loading, and I am 36 different mods. figuring out if one is conflicting is becoming a nightmare.
  18. Just got home from work and gave it a go. This fixed it up nicely, thanks so much!
  19. The reason this breaks with DRE is because the modulemanager patch in DRE expects ModuleEngines, not ModuleEnginesFX. To fix this for now, for each engine that this modifies, find its entry in DeadlyReentry.cfg and 1. change @PART[whatever] to @PART[whatever]:Final 2. Right below, change @MODULE[ModuleEngines] to @MODULE[ModuleEnginesFX] Note that what *really* won't work with this is Real Fuels. In fact, Bad Things could happen if you try to run them both together. Ok, this, way beyond my modding level. This mod is amazing, but I'm going to have to pass, unless the author makes some kind of fix for this with instructions, drag into gamedata folder.... also I noticed that when my engines do get hot, the heat glow doesn't show like in the base game, is that also do to this^ issue or is that something else?
  20. Okay, some one help me please, I installed this mod, and suddenly I'm having engine overheat issues, and I think I read somewhere that if you use deadly reentry, you need the latest version. If this is my issue, can someone tell me what version I need? I thought I had the latest. If this isn't my issue, and someone knows what's going on, can you tell me?
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