RedRoyal25 Posted October 5, 2021 Share Posted October 5, 2021 21 hours ago, Davi SDF said: You have to install a config for them to gimbal in a traditional way, normaly they are configured so they act like deployable lift surfaces. Oh, My bad, Thanks! are there any debuffs from the config? Quote Link to comment Share on other sites More sharing options...
Davi SDF Posted October 5, 2021 Share Posted October 5, 2021 4 hours ago, RedRoyal25 said: Oh, My bad, Thanks! are there any debuffs from the config? I never installed it, so i dont really know, sorry! Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 5, 2021 Author Share Posted October 5, 2021 Alright, been a while, and for that I apologize. Many thanks to Araym and others for helping support the mod in my absence. Update 1.9.1 is (finally) now up, which fixes the various texture issues that KSP 1.1.2 introduced - grab from SpaceDock or GitHub. Changelog: -Part Rework: fixes Aligned Docking port missing texture -Part Rework: fixes shrouded docking port missing texture -Fixes missing texture on Whirligig engine -Fixes missing texture on Vector engine -Fixes missing texture on MATTOCk engine -Fixes missing texture on Mongrel engine -Fixes missing texture on Service bay -Fixes mesh issue on Engine Shroud -Fixes spotlights on SC-TD cockpit Quote Link to comment Share on other sites More sharing options...
Awesomesauce1337 Posted October 8, 2021 Share Posted October 8, 2021 Don't know if its just me but the Rontgen jet always has the exhaust on even when the engine is off and throttle is zero image | \/ https://imgur.com/a/HXm6hSA logs -->https://drive.google.com/file/d/1T-VUMAHQQVFuuw4hFofNd6K5iA5c0Q2h/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 9, 2021 Author Share Posted October 9, 2021 A hotfix update has been uploaded (1.6.1.1) that fixes the Rontgen Engine FX Quote Link to comment Share on other sites More sharing options...
TOMMY (JEB 2.0) Posted October 12, 2021 Share Posted October 12, 2021 im having a problem with the rontgen and the sievert(mk3 version of the rontgen) engines being as i have near future electrical installed and the engine's reactors dont make it passed 0.01kw so i get no thrust any ideas to fix? Quote Link to comment Share on other sites More sharing options...
D3MONIC Posted October 19, 2021 Share Posted October 19, 2021 Love this mod! I noticed the Shielded Docking port (Mk2Expansion\Parts\Utility\DockingPort) having some z-fighting around the base. ' SDockingPort ' and ' Base ' meshes might be conflicting on the model? Quote Link to comment Share on other sites More sharing options...
To Be Called J Posted October 30, 2021 Share Posted October 30, 2021 Absolutely magnificent mod! I used it to make a submarine, and I think it looks so cool! Quote Link to comment Share on other sites More sharing options...
baldamundo Posted December 24, 2021 Share Posted December 24, 2021 Great mod, but has anyone got a workaround for symmetry on the modular chine segments? attaching them to the nodes, and the symmetry always gets loveed up Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 24, 2021 Share Posted December 24, 2021 1 hour ago, baldamundo said: Great mod, but has anyone got a workaround for symmetry on the modular chine segments? attaching them to the nodes, and the symmetry always gets loveed up You'll have to change the default orientation of the part, which means you have to take an extra step or 2 to orient it when you place it, but that will help with node-attaching things after. Rotate it so that the face that it attaches with is toward the ceiling, and the normally visible V faces are to the floor. That is, if its orientation is X+, change it to Z+/-. This might be all that you need to do. Spoiler Semi-related: Heat Control's graphene radiators need the same treatment. The triangle one's rotation is annoyingly asymmetric when placed and you have to break symmetry to fix it. Quote Link to comment Share on other sites More sharing options...
desert Posted January 6, 2022 Share Posted January 6, 2022 Hi, I love the mod but it lacked pretty engine exhausts, so I have added Waterfall configs for liquid-fuel engines. It is here: https://github.com/SuicidalInsanity/Mk2Expansion/pull/64 Pair of screenshots: https://imgur.com/a/COaUI4C Quote Link to comment Share on other sites More sharing options...
scottadges Posted January 21, 2022 Share Posted January 21, 2022 On 1/6/2022 at 10:19 AM, desert said: I have added Waterfall configs for liquid-fuel engines. Just checking if these updated Waterfall configs are included in the latest version of the MK2 Expansion download via CKAN and elsewhere? Or do I need to get these from GitHub? Quote Link to comment Share on other sites More sharing options...
desert Posted January 22, 2022 Share Posted January 22, 2022 18 hours ago, scottadges said: Just checking if these updated Waterfall configs are included in the latest version of the MK2 Expansion download via CKAN and elsewhere? Or do I need to get these from GitHub? It is currently a pull request waiting to be approved by @SuicidalInsanity , so it's not in CKAN or GitHub yet. But I've released it as downloadable file for those who don't want to wait: https://github.com/Tagir-1/Mk2Expansion/releases/tag/v0.1 Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted January 30, 2022 Share Posted January 30, 2022 Would be cool if we had an inline ISRU and drill. Quote Link to comment Share on other sites More sharing options...
Davi SDF Posted January 31, 2022 Share Posted January 31, 2022 8 hours ago, Nazalassa said: Would be cool if we had an inline ISRU and drill. Stockalike Mining Expansion (also made by SuicidalInsanity) does have at least an inline drill, and if i am not mistaken, an inline mk2 ISRU Quote Link to comment Share on other sites More sharing options...
Infinite_Maelstrom Posted February 8, 2022 Share Posted February 8, 2022 Sup @SuicidalInsanity The Mk2 engines seem to be ignoring crossfeed rules. eg if the part tree goes: Rockomax x200-16 fuel tank <-- Hydraulic Detachment Manifold <-- Mk2 Rocket Fuel Fuselage short <-- any M2X rocket engine The fuel in the Mk2 fuel tank will be used up first, but then instead of the engine flaming out, it will begin to consume the fuel in the Rockomax tank. I've checked that crossfeed is turned off on the detachment manifold, and also checked that other (non-M2X) engines work correctly. Quote Link to comment Share on other sites More sharing options...
krautbernd12 Posted February 17, 2022 Share Posted February 17, 2022 (edited) I'm running into issues with the Nuclear Reactor and NFE/SystemHeat integration - the reactor is throwing a NaN error an does not produce any heat, and the description lists waste heat production as "-500 kW". Trying to use it in conjunction with other parts results in a crash. Is this a known problem? EDIT: @SuicidalInsanity Looking at the patches for SystemHeat integration, none of the nuclear engines or the reactor appear to have any heat generation entries. Is this intended? Edited February 17, 2022 by krautbernd12 Quote Link to comment Share on other sites More sharing options...
tremonthedgehog Posted March 1, 2022 Share Posted March 1, 2022 Help for some reason I can't get any parts in the game to appear by that I mean I can't even see them in the editor do you know why this might be happening? Quote Link to comment Share on other sites More sharing options...
ColdJ Posted March 1, 2022 Share Posted March 1, 2022 The most obvious answer to this question is that you have not put the folders in the right place inside the GameData folder. Configs look at at very specific file path. If you have them in the wrong place they can't load them and nothing turns up. Check that you have unzipped into the correct place. Look at the model path of a config using a text editor. GameData is assumed and so won't be in the path but the pathway will show where it should be within that folder structure. Quote Link to comment Share on other sites More sharing options...
tremonthedgehog Posted March 1, 2022 Share Posted March 1, 2022 got it thanks Quote Link to comment Share on other sites More sharing options...
TBCN Posted April 17, 2022 Share Posted April 17, 2022 Is there engine velocity curve?(thrust/mach or thrust/altitude) Quote Link to comment Share on other sites More sharing options...
Frostiken Posted August 19, 2022 Share Posted August 19, 2022 Does anyone know how to get the RPM MFDs to work in the Fishhead? I noticed two things: 1) The TunaCockpit is the only one missing an "internal_RPM" file, and 2) In M2X_RPM_ASET.cfg, TunaCockpit is the only one missing a config. I added @PART[*]:HAS[@INTERNAL[TunaCockpit]]:NEEDS[ASET]:Final { @INTERNAL { @name = TunaCockpitASET } } But all that did was break the IVA such that you can't even go internal at all anymore. Quote Link to comment Share on other sites More sharing options...
Probird_23 Posted September 12, 2022 Share Posted September 12, 2022 (edited) Is there support for Waterfall? If not is there any planned support? Thanks! Edited September 12, 2022 by Probird_23 Quote Link to comment Share on other sites More sharing options...
Kerbal410 Posted November 6, 2022 Share Posted November 6, 2022 how do I access the prebuilt craft? where do I put that folder? Quote Link to comment Share on other sites More sharing options...
ColdJ Posted November 6, 2022 Share Posted November 6, 2022 15 minutes ago, Kerbal410 said: how do I access the prebuilt craft? where do I put that folder? Not the folder. You copy the craft files into your save folder. For example C:\KSP1.12.2\Kerbal Space Program\saves\Zap\Ships\SPH\ Zap being the name of my save file.. Quote Link to comment Share on other sites More sharing options...
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