SilentGunner13
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Everything posted by SilentGunner13
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
SilentGunner13 replied to SuicidalInsanity's topic in KSP1 Mod Releases
I'm also receiving this error. It seems that a part has been removed in the latest release, whether by accident or otherwise. It seems to be the MK2 Inline Reaction Wheel/RCS Combo Part @SuicidalInsanity was this intentional?- 1,507 replies
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hi, As the issue says, I am having problems with building fairings in the new KSP 1.10 and its probably down to one of the mods I had carried over from 1.9 breaking the new fairing features. I need help figuring out which one it might be. As my mod list is long, I will include it in the link to the Dropbox below so as not to clutter the thread itself. Steps to reproduce are simple. Build or load a craft that contains one or more of the "Airstream Protective Shell" family of fairing bases Right click the part Note that all options from Build, Edit and Delete fairing are present at once Click Build Fairing Nothing happens Click Edit Fairing Nothing happens Click Delete Fairing, then repeat 3 & 4 Nothing happens I have tried the above steps with KW Rocketry fairings also, and encountered the same problem. Also tried placing a brand new fairing rather than the current one that was there from loading the craft to see if that would fix it - no change. Issue also persists in brand new craft. Dropbox folder with mod list and log file is here Thanks for the help in advance!
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KSP Crashes on Startup
SilentGunner13 replied to SilentGunner13's topic in KSP1 Technical Support (PC, modded installs)
Seems this particular issue was caused by Kerbal Optical Alignment System (KOAS). Don't know how it relates to the antenna in any way but no matter. Fixed now. Thanks for the help. -
KSP Crashes on Startup
SilentGunner13 replied to SilentGunner13's topic in KSP1 Technical Support (PC, modded installs)
Thanks for the tip. I'm in the process of reinstalling my mods in batches of ten to try and narrow it down. I think the number I was on at the time was close to 150. -
KSP Crashes on Startup
SilentGunner13 replied to SilentGunner13's topic in KSP1 Technical Support (PC, modded installs)
If it isn't relevant to my issue then please take it somewhere else. kthnxbai -
KSP Crashes on Startup
SilentGunner13 posted a topic in KSP1 Technical Support (PC, modded installs)
Sup, I've just got my new computer and tried to start KSP after redownloading all of my mods via CKAN. I have KSP through steam and when I try to launch it (64 bit) it spends about 5 minutes loading then crashes. I've read through the logs to try to pinpoint which mod(s) were causing the issue and (this is embarrassing for me as a software engineer...) I can't make sense of them for the life of me. One thing I'm fairly confident on is that it's not a memory issue. I've got 16GB of it running on the 64-bit version of the game so it really shouldn't be an issue. I also noticed that it always seems to crash as the game is trying to load the HG-5 High Gain antenna from the Squad folder but i don't know if that's at all relevant. Output log: https://drive.google.com/open?id=0B_S4qYaOhDc1Z0VacUQyeDlnRG8 -
[0.90] KSP Interstellar port maintance thread
SilentGunner13 replied to Boris-Barboris's topic in KSP1 Mod Development
I have a bug with the Tech Tree. Unsure if anyone else has posted about it but when I click and research a node the actual node doesn't show that it has been researched. However the science is deducted and everything in the node is shown as "Purchased" so functionally its working fine, but the node does not progress and the new nodes that follow it do not show up. To get around this I have to back out of the Science complex and return to it, where the tech tree is fine. Any fix for this? -
Sorted the pitching by moving my wings to align the CoM and CoL. My throttle is still at 100%. But the thrust in kN falls. I built a small plane with a single jet, two stock radial intakes, wings etc and the problem still occurs. I had built my thrust up to 120kN, but as soon as I set off it dropped and it took only 20 seconds to drop to 40kN. It's an odd behaviour and I can't see what is causing it. I'm going to post to Ferram Aerospace and see if anyone else has this problem.
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Thought so, I figured the fact that I mount my wings low to try and keep my landing gear level had something to do with it. Yes, I have the menu opened and I usually see a drop in thrust, starts quickly and then slows down, but still drops. The most baffling thing is that this happens only when the brakes are let off and the craft begins rolling. Until then thrust still rises! It could be FAR or it could be B9 intakes. I'm using community fixes on the B9 parts as there hasn't been an official release since 0.22. The cockpits, gear and wings seem to work fine, but it could be the intakes. I'm no coding genius. I'll try the stock intakes and see if the problem persists.
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I've been moderately successful in designing planes. And by moderately successful I mean they don't fall to bits or explode on physics load. However. Getting it off the runway is another matter entirely. I have a few problems. Firstly, I don't know what the heck is the deal with my engine. I'm using the basic jet engine with B9 air intakes. My normal takeoff config is to keep on the brakes, stick the jets to full throttle and wait for them to reach peak thrust. When the jets begin to defeat the brakes, I come off the brakes and start rolling. However, as soon as I do, my thrust drops and so too does my acceleration. Even if I get airborne it still drops gradually. At some stage this usually ends in an explosion of some description. Usually in a botched takeoff abort attempt at the end of the runway. How do I stop my thrust from suddenly dropping? Is it something to do with Ferram Aerospace? Do I need even more intakes? Or is it something else entirely? Also, I find that my aircraft very rarely fly in a straight line. I think it may be to do with my wing placement. I usually find that my aircraft violently pitch up or pitch down with no control input. Are my wings off? Again, I'm using Ferram Aerospace and also B9 Aerospace parts. Thanks for the help!
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Can someone tell me where the coding for the Petal adapter is? I want to tone down the first decoupler force a bit. When I decoupled the command module on my Apollo replica it shot the thing off at 4 m/s, which took a fair bit of reverse burn on the RCS to cancel out. Want to just lower the decoupler force a small amount. Thanks!
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I have to say that KW is a great mod, but I was really excited for the petal adapter. Its just not long enough! Sure you can take a lander with a capsule, a small fuel tank, a small engine and a couple of legs, but good luck taking any more than that. The docking port goes into the engine above and docks to it and also shrouds it so it not only looks stupid, but doesn't work properly. If the 3.5m section of the adapter was a bit longer I could fit my lander in there no problem. But right now I can't take any additional RCS, science experiments or engines longer than my toenail. Anything that does makes the node attach to the engine above and render the whole thing redundant.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
SilentGunner13 replied to stupid_chris's topic in KSP1 Mod Releases
I just want to put it out there that stupid_chris has got to be one of the best add-on developers in KSP. The guy puts tireless hours into creating and fixing RealChute! Stay awesome, stupid_chris! -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
SilentGunner13 replied to stupid_chris's topic in KSP1 Mod Releases
Yeah. Hopefully they sort that out in a future release. Also still waiting for 64 bit support. Thanks again! -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
SilentGunner13 replied to ethernet's topic in KSP1 Mod Releases
This is a nice mod, but can it have integration with Connected Living Space so Kerbals can man and move between them? If I try to put it on my space station it essentially acts as a separator. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
SilentGunner13 replied to stupid_chris's topic in KSP1 Mod Releases
Did the following changes, as recommended: Updated ModuleManager Changed folder location to C:/Games Removed duplicate toolbar and any nested gamedata files Changed KSP to windowed mode All of these fixed the bugs and all of my mods are again working normally. Thanks stupid_chris -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
SilentGunner13 replied to stupid_chris's topic in KSP1 Mod Releases
If its any help this is a similar problem to mine. Not appearing in staging, tweakables unavailable and on stock parachutes the tweakable menu is default.