WDZOrangeJuice
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Everything posted by WDZOrangeJuice
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
WDZOrangeJuice replied to bac9's topic in KSP1 Mod Releases
That's what I thought after I posted; I realized how many mods I had that weren't updated. So I guess it's just my KSP then, not B9. Outside docking though, part actions work fine. I can still transfer fuel between crafts and such. Also, I never knew running KSP in Program Files wouldn't be recommended. Another thing is that I know that Steam updates regardless of incompatible mods, it is just my fault for not updating all of my mods (since I started building my station between 1.1.2 and 1.1.3. Sorry for causing all this trouble, I should've known better.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
WDZOrangeJuice replied to bac9's topic in KSP1 Mod Releases
https://www.dropbox.com/s/b3d1ruc51vex3nc/output_log.txt?dl=0 My bad, I gave you the wrong log I guess.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
WDZOrangeJuice replied to bac9's topic in KSP1 Mod Releases
The undock action only appears on the CDP docking port. But after attempting the action, the craft remains docked and I no longer have the action to undock.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
WDZOrangeJuice replied to bac9's topic in KSP1 Mod Releases
The undock action only appears for the CDP port. I was able to load a quick save file that put me before I attempted to undock, however I received the same results.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
WDZOrangeJuice replied to bac9's topic in KSP1 Mod Releases
KSP: 1.1.3 Windows 64bit Problem: S2 Docking Port does not undock after asking it to undock Mods Installed: B9 Aerospace, DistantObject, DMagicOrbitalScience, EnvironmentalVisualEnhancements, FuelTanksPlus, HeatControl, InterstellarFuelSwitch, JSI, KerbalConstructionTime, KerbalEngineer, KerbalJointReinforcement, KWRocketry, NearFutureConstruction, NearFutureElectrical, NearFuturePropulsion, NearFutureSolar, PlanetaryBaseInc, PlanetShine, ProceduralFairings, ProceduralParts, RealChute, RealPlume, RLA Stockalike, SDHI, SmokeScreen, StageRecovery, StationPartsExpansion, StationScience, Tantares, TextureReplacer, Trajectories, TweakScale Reproduction Steps: Dock a craft using an S2 Docking Port with another craft (using any other docking port). Attempt to undock afterwards. Log: https://www.dropbox.com/s/k4nbmk3vu8vmtg7/output_log.txt?dl=0- 4,460 replies
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I'm not sure if it is the compatibility issue with the pack or if it a bug in the pack itself, but once the centrifuge part starts spinning, the centrifuge cannot be boarded (it will say that the centrifuge is full).
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I used a different antennae (the V-RE "Needle" Rendezvous Antenna), and it was able to work, so I don't know what is going on. Also, I deleted parts of the pack (the ones I won't use) so my catalog isn't cluttered, resulting in the antennae that worked to not have a texture, but when I had the full mod pack, the antennas (with the exception with the V-RE) didn't want to extend both in the VAB and in-flight.
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- totm march 2020
- mod
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I don't know if this is solved, but whenever I try to extend the Soyuz's satellite dish, it wouldn't extend (in VAB). I did it manually (outside VAB) and the option isn't there, so I don't know if it is a plugin interfering with it or something else is happening.
- 22,616 replies
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- totm march 2020
- mod
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
WDZOrangeJuice replied to ferram4's topic in KSP1 Mod Releases
I came across a bug, and I think KJR is the culprit for it. So the bug involves the docking ports, and when I stick it to a surface and press "Decouple", it would still stick and I can't really do anything.- 2,647 replies
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- kerbal joint reinforcement
- kjr
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So I took a look at the .cfg file for the docking port parachutes and found the values in which they should fully deploy (700 m it says), and in game it changes to 2000 m, and since I would be too fast to deploy the drogue parachutes to deploy, the main parachutes would take over and after predeploying, they would fully deploy in <2 seconds, going from ~200 m/s to ~6 m/s (and g-force going to the red zone). Is something conflicting with the SDHI pack to cause this issue?
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From the article I read about (http://www.dvice.com/2013-9-23/nasa-will-pay-you-18000-stay-bed-70-days), NASA wants people to lay in bed for 70 days. And they pay you $18k in doing so. Also here's another link for the experience of doing the experiment: http://www.vice.com/read/nasa-patient-8179-100
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[WIP] US Probes - Old and New - Dev Thread
WDZOrangeJuice replied to raidernick's topic in KSP1 Mod Development
If you have time, can you make New Horizons? http://en.wikipedia.org/wiki/New_Horizons -
[0.25] Astronomer's Visual Pack - Interstellar V2
WDZOrangeJuice replied to Astronomer's topic in KSP1 Mod Releases
I don't know if anyone was able to solve this, but even with DDS Loader and ATM, KSP would still crash on me when I open the Tracking Station. I tried to use OpenGL, it works but when I build it would lag a lot and when I try to tab out it would freeze.