Kerbal410 Posted November 6, 2022 Share Posted November 6, 2022 (edited) 11 hours ago, ColdJ said: 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.. I don't have a save folder for some reason. would it be in GameData? edit: never mind. Edited November 6, 2022 by Kerbal410 Quote Link to comment Share on other sites More sharing options...
Pie Guy Posted November 13, 2022 Share Posted November 13, 2022 Is there a Waterfall addon for this mod? Quote Link to comment Share on other sites More sharing options...
desert Posted January 22, 2023 Share Posted January 22, 2023 On 11/13/2022 at 8:39 PM, Pie Guy said: Is there a Waterfall addon for this mod? I've made it a year ago, you can download it from here. Still waiting for @SuicidalInsanity to add it to the mod itself. On 1/22/2022 at 7:34 PM, desert said: 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...
JadeOfMaar Posted January 22, 2023 Share Posted January 22, 2023 Just now, desert said: I've made it a year ago, you can download it from here. Still waiting for @SuicidalInsanity to add it to the mod itself. You're better off releasing it standalone if you're gonna wait that long for the other modder to respond, sorry. Then describe its relationship to other mods so the CKAN folks can set that up for you. Quote Link to comment Share on other sites More sharing options...
desert Posted January 22, 2023 Share Posted January 22, 2023 1 hour ago, JadeOfMaar said: You're better off releasing it standalone if you're gonna wait that long for the other modder to respond, sorry. Then describe its relationship to other mods so the CKAN folks can set that up for you. Good idea, I'll do it, hopefully, when I have free time. Quote Link to comment Share on other sites More sharing options...
Jeffery Kerman Posted March 16, 2023 Share Posted March 16, 2023 Does the GitHub download come with the dependencies? Quote Link to comment Share on other sites More sharing options...
BGYT Posted April 11, 2023 Share Posted April 11, 2023 is there a possibility of adding both a horizontal and vertical half mk2 fuselage, nosecone ,cargo/service bay etc... Quote Link to comment Share on other sites More sharing options...
Awesomesauce1337 Posted April 12, 2023 Share Posted April 12, 2023 Unless I'm reading the question wrong, can't you just rotate the desired part? Correct me if I'm reading it incorrectly. Quote Link to comment Share on other sites More sharing options...
BGYT Posted April 29, 2023 Share Posted April 29, 2023 no it's not that i would like parts that a basically cut in half both horizontaly so from left to rigth and parts that are basically cut verticaly so from top to bot and if possible that those parts are like the otherpart included in this mod and that they are engine, cargobays, servicebays, fuselages etc etc... Quote Link to comment Share on other sites More sharing options...
Davi SDF Posted April 29, 2023 Share Posted April 29, 2023 5 hours ago, BGYT said: no it's not that i would like parts that a basically cut in half both horizontaly so from left to rigth and parts that are basically cut verticaly so from top to bot and if possible that those parts are like the otherpart included in this mod and that they are engine, cargobays, servicebays, fuselages etc etc... I think the mod Kerbonov has those Mk2 side Cargobays, pretty useful if used with Mk2 expansion. Quote Link to comment Share on other sites More sharing options...
BGYT Posted April 29, 2023 Share Posted April 29, 2023 3 hours ago, Davi SDF said: I think the mod Kerbonov has those Mk2 side Cargobays, pretty useful if used with Mk2 expansion. no it's not that but they are almost 50% there in one aspect and that is that they and that is that they open to the side not bottom /top but they're still full size mk2 parts not cut in half what i would like is as i said a set of mk2 part that are both basically cut in half one set that is cut from top to bottom lengthwise and one set that is cut from side to side sort of like some of the part from Nice MKseries Body but that both set of part i.e the vertically cut and horizontally cut part have a few different types such as cargobays,servicebays, fuselage adapters, engines,nosecones etc etc etc... and if some of the parts could be hollow so that one could have two of them that could splitt that would be super cool Quote Link to comment Share on other sites More sharing options...
RobbieBaja Posted July 2, 2023 Share Posted July 2, 2023 For some reason, I'm having trouble with some of the parts. In the case of the parts with multiple versions, they load as every version at once, and there's no apparent option to change the variant. I know it's a problem with something on my end, but I can't seem to figure it out? Quote Link to comment Share on other sites More sharing options...
Manul Posted July 2, 2023 Share Posted July 2, 2023 1 hour ago, RobbieBaja said: but I can't seem to figure it out? Part variants are switched using B9PartSwitch. It might be missing so you get all variants at the same time. Quote Link to comment Share on other sites More sharing options...
RobbieBaja Posted July 2, 2023 Share Posted July 2, 2023 9 hours ago, Manul said: Part variants are switched using B9PartSwitch. It might be missing so you get all variants at the same time. Oooh, okay, yea, that makes sense. I had to remove B9 Part Switch because it kept breaking whenever I loaded the game. Kept getting stuck with this window on the screen. Quote Link to comment Share on other sites More sharing options...
Newhxc154 Posted September 5, 2023 Share Posted September 5, 2023 Is this currently compatible with Interstellar Expanded? There's a compatibility patch mentioned in the description but that link seems dead Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 8, 2023 Share Posted September 8, 2023 On 9/5/2023 at 11:49 AM, Newhxc154 said: Is this currently compatible with Interstellar Expanded? There's a compatibility patch mentioned in the description but that link seems dead This mod contains some compatibility but only (afaik) in that its B9 fuel configs won't run when IFS is installed, preventing fuel switch conflict. Anything beyond that is not in this mod and might be waiting for you to write it. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted January 19 Share Posted January 19 The most recent update mistakenly changed some of the `name` fields to `title` - this breaks a lot of stuff. https://github.com/SuicidalInsanity/Mk2Expansion/issues/67 Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted January 19 Share Posted January 19 I haven't unlocked the parts yet in my new save, so I saw the error on loading the game but didn't see any problems immediately. Thanks, JonnyOThan for figuring this out! Quote Link to comment Share on other sites More sharing options...
glibbo Posted February 7 Share Posted February 7 (edited) So, can anyone please say if this update is ok on 12.5 ?..... I ask because there seems to be issues from users, I don't know if I should update or not ..... Edited February 7 by glibbo more info Quote Link to comment Share on other sites More sharing options...
The Dressian Exploder Posted February 7 Share Posted February 7 It should be fine, I've used it and not run into any problems. Quote Link to comment Share on other sites More sharing options...
glibbo Posted February 13 Share Posted February 13 Thanks . Quote Link to comment Share on other sites More sharing options...
METHUSMIT Posted April 9 Share Posted April 9 (edited) hi, for some reason the gimbal direction of the rontgen engine is reverted on all the 3 axis which is weird since, to my knowledge, it happen only with this engine and not with other engine. (i tested other engine of this mod and other mod as well as stock engine) does anyone know why or as a fix for it ? edit: i did manage to fix it by changing the gimbal range to -4 instead of 4 but it would still be cool to know the "right" way of fixing it Edited April 10 by METHUSMIT i found half the answers Quote Link to comment Share on other sites More sharing options...
miklkit Posted April 29 Share Posted April 29 Hi! I just got this mod and have been playing with it and have 2 questions. 1. There are multiple versions of items but I see no way to change them. Also, the stock parts with multiple versions no longer can be changed. The icon in their window no longer works. 2. So far I have only used the MATTOCK and ESTOC engines with those big NERV engines. They are stages separately with the NERVs in the bottom stage but both types show the same thrust and when planning a maneuver it shows a much longer burn time than needed. If I wait long enough the burn time does come down to reality but it makes me nervous. On V1.12.5 Quote Link to comment Share on other sites More sharing options...
RunaDacino Posted May 1 Share Posted May 1 (edited) Heya, for people in the future: Phantom Forces. I do not know if it's due to this mod or B9 procedural wings or FAR continued, but the following scenario led to phantom forces: This design was stable...ish. Spoiler Then I upgraded from panthers to the whiplash and suddenly, I started turning to the right HORRIBLY. Spoiler I thought it was the cockpit/intakes, so I went and rebuilt the plane from scratch with bigger wheels and whatnot. I kept the same vertical stabilizer/rudder design of a split V. Spoiler And the issue persisted. I'd start turning right on the runway, and if I did manage to take-off... I'd begin to yaw uncontrollably. I then began to uninstall spaceplane parts mods, remove parts one by one and keep trying and trying and... nothing seemed to work. Finally, I looked at the rudder. It was attached to the fuel tank, not the tricoupler. I could remove the tricoupler and the vertical stabilizers remained. I then deleted the stabilizers and attached them NOT to the tricoupler, but to the whiplashes directly. Now, I was able to take off! Spoiler Long-story short: if you are running this mod and procedural wings and FAR and experience really weird veering to the right/left on the runway and on take off, experience unexplainable yaw instability that seems to persist even without thrust (I'd have my engines off and parachuting and... I'd be spinning faster and faster in place)... Do not put your procedural wing on the tricoupler. Put it on your very long whiplash engines or rapier or such. Or if you do put it on the bi/tricoupler, make SUPER CERTAIN it is attached to the coupler and not the fuel tank in front of it. I've no idea what or why this is an issue (stock bicoupler seems fine), but... this is the fix I found. The new design flies wonderfully (altho I'll shift the rudders into a V shape again) This causes phantom forces: Spoiler This doesn't cause phantom forces: Spoiler Edited May 1 by RunaDacino Found it's not about attaching to engines, it's about proc wing hitboxes and how they attach. Quote Link to comment Share on other sites More sharing options...
Pauver Posted May 10 Share Posted May 10 I'm having trouble with the Mattock engine. Whenever I'm flying it sometimes flames out (the prop. requirement reaches below 65%) and I don't know how to fix it. Can anyone help me? Quote Link to comment Share on other sites More sharing options...
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