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Rafael acevedo

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Everything posted by Rafael acevedo

  1. Thanks for your hard work. Have you been able to gain any insight about why the concrete slab turns invisible once placed?
  2. It fit coming out, could not get back in, but perhaps rover length has something to do will try shorter rover
  3. Rover dude, hope wife comes back safe, as someone with multiple deployments I appreciate what you go through. My hat is of to you
  4. thanks for the suggestion to warp, will try it next time it happens
  5. In my case it was kpbs to kpbs docking port ( conformal) although I am using other mods in my game. Have not tri d pure stock parts, although I have my suspicions that this is probably why rover dude included and deploy able bumper on his new docking port on the malamute rover mod.
  6. Nils talking about the one described by steel dragons post. You dock two parts together, suddenly the vehicle you just dock stars vibrating. This vibration stars replicating across the structure until the structure shakes itself apart. Surprisingly is following physics completely, vibration initiates a frequency that replicates in waveform thru the structure and then bounces back, and just like real physics is amplified exponentially as the waveform travels up and down the structure. Too bad that there is no reason the structure should start vibrating in the first place. Otherwise it would be a great tool for a physics class. Possibility exist that the docking ports were not perfectly along, and the magnetic attraction between them introduced the vibration. If this is the case, it can probably be fixed by introducing a soft dock, wait for motions to stabilized, followed by hard dock. Which is exactly what real spacecraft do
  7. I can confirm both the shaking behavior after docking ( I am glad for quick saves, after 9 tries it workaday) ( I had had 6 previous dockings with no issues) and the MK I habitat behavior. Also kerbal on mk1 doesn't show in portrait.
  8. As a workaround you can bolt the standard kis ground base to the ground and then attach the switchback (old) to it ( or the pathfinder) .
  9. I found an interesting behavior with the patio slab. I am practicing on kerbin setting up base. Position either a saddle or kids concrete slab and bolt to ground. Then I s lecture a patio slab and attach it to it using h key. Now the slab is attached but it becomes invisible, if you try to walk though the space it should occupy it won't let you, vehicles collide and bounce back ( however climb option never appears). You can press the g key and it recognizes the patio slab in the correct position, and allows you to reposition it where it dissapears again. I have even been able to attach it to the top of a vehicle and it attaches, but becomes invisible
  10. Can you guys please update Ven stock part revamp. Thanks https://github.com/VenVen/Stock-Revamp/releases/tag/v1.9.2
  11. No logs since game never crashes. I got a high level engineer with tool equipped with electric wrench and carrying switchback in the number two inventory slot. Select number two slot, place switchback on ground and bolt using h key. Switchback appears bolted for about a second them boom it explodes. It happens about 50 percent of the time. With the old saddle switchback combination, the installation was successful 95 percent of the time, and on the few occasion it didn't it was probably because I had forgotten to equip kerbal with wrench. Don't know if this is related but placing a switchback on kerbals back sends him flying. I believe it is due to the fact that it rest to low on the kerbal, kerbal feet not on ground, but the switchback is touching,so I guess collisions are being registered, which is then sending kerbal flying
  12. Angel 125 thanks for the great mod. However, since you brought the new switchback I am getting hit by the Kia/ kas explosion kraken. This is a situation I did not have with the old switchback saddle combination. On the plus side the attachment nodes are way more robust. Rafa
  13. Added latest version and attempted to play 1.1.2, however while it worked, I experienced a drop in frame rate from 14 fps to 1.9 fps. Game return to normal after unistall of mod
  14. Have the same issu, I don't have realism overhaul installed. Hac the same issue under 1.1 also
  15. Had same problem workaround on cold settings select allow unrestricted transfers
  16. #1135 will address KerBalloons. Kerbal Planetary Base Systems will need a cache flush of KerbalPlanetaryBaseSystems. @techman83
  17. Can you please upload the newest version of kerbal planetary base system into ckan. Thanks https://github.com/Nils277/KerbalPlanetaryBaseSystems/releases/tag/1.0.10
  18. Nils, can you check your ckan index ( sorry if I should address this on the ckan forum) it has been over 24 hours since the update and it is not showing up as 1.1.2 compatible.
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