Kerbal01 Posted May 23, 2017 Share Posted May 23, 2017 It uses the stock "Advanced Tweakables" to toggle in flight. Need to have it enabled Quote Link to comment Share on other sites More sharing options...
Pak Posted May 26, 2017 Author Share Posted May 26, 2017 Updated bundled Firespitter and Module Manger to 1.3 Fixed Buran cockpit specular map Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted May 28, 2017 Share Posted May 28, 2017 Hm, with the latest version of Cormorant KSP 1.3 crash during starting the Game. Output_Log Quote Link to comment Share on other sites More sharing options...
Miguel_overlord Posted May 28, 2017 Share Posted May 28, 2017 (edited) Temp fix for 1.3 crash, (for me atleast) Go to \GameData\Cormorant Aeronology\Assets\mk3_Shuttle and delete the Cormorant Aeronology 1.2.2b it fixed it for me Edited May 28, 2017 by Miguel_overlord Quote Link to comment Share on other sites More sharing options...
ApolloOgre Posted May 29, 2017 Share Posted May 29, 2017 i love the idea behind this mod but for some reason. None of the parts for the mod will show up. could anyone provide install instructions. i am kinda new at this. thank you in advance! Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted May 29, 2017 Share Posted May 29, 2017 On 5/28/2017 at 10:19 PM, Miguel_overlord said: Temp fix for 1.3 crash, (for me atleast) Go to \GameData\Cormorant Aeronology\Assets\mk3_Shuttle and delete the Cormorant Aeronology 1.2.2b it fixed it for me Expand Thank you, I will test it later. On 5/29/2017 at 6:08 AM, ApolloOgre said: i love the idea behind this mod but for some reason. None of the parts for the mod will show up. could anyone provide install instructions. i am kinda new at this. thank you in advance! Expand Copy the Cormorant-Folder into your GameData. You also need Firespitter and Module Manager. Thats it. Quote Link to comment Share on other sites More sharing options...
Slainte Maith Posted May 29, 2017 Share Posted May 29, 2017 Forgive my ignorance, but how would one use this with Realism Overhaul--or at the very least, a non RO Real Solar System? Engine ISP x 2 doesn't cut it, I fear... Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted May 29, 2017 Share Posted May 29, 2017 On 5/29/2017 at 5:09 PM, Slainte Maith said: Forgive my ignorance, but how would one use this with Realism Overhaul--or at the very least, a non RO Real Solar System? Engine ISP x 2 doesn't cut it, I fear... Expand Look at page 1: Quote RO configs by @DrLicor In progress for new update Expand It's in progress. Quote Link to comment Share on other sites More sharing options...
Slainte Maith Posted May 29, 2017 Share Posted May 29, 2017 Is there an ~old~ update? =P Quote Link to comment Share on other sites More sharing options...
minepagan Posted May 29, 2017 Share Posted May 29, 2017 On 5/29/2017 at 5:42 PM, Slainte Maith said: Is there an ~old~ update? =P Expand Um....what? Quote Link to comment Share on other sites More sharing options...
Slainte Maith Posted May 29, 2017 Share Posted May 29, 2017 It says it's in progress for a new update. That implies there's an existing version. One doesn't update something that doesn't already exist. Quote Link to comment Share on other sites More sharing options...
minepagan Posted May 29, 2017 Share Posted May 29, 2017 On 5/29/2017 at 8:00 PM, Slainte Maith said: It says it's in progress for a new update. That implies there's an existing version. One doesn't update something that doesn't already exist. Expand No, it means that there is one that is in progress, and will be included in the new update. Quote Link to comment Share on other sites More sharing options...
Slainte Maith Posted May 29, 2017 Share Posted May 29, 2017 Well that's different, then. Thanks for clearing the ambiguity. My finger isn't exactly on the pulse of the mod community, so it might be understandable that it could be misconstrued. Then again, maybe not. Quote Link to comment Share on other sites More sharing options...
DrLicor Posted May 29, 2017 Share Posted May 29, 2017 Yep indeed, When RO gets updated to the current version, I'll make the RO configs again for the shuttle. With the right amount of fuel, the right fuel etc.. I think it's a bit of waste of time to make them voor 1.2.2 now.. 1.3 hasn't that big impact as 1.1.3 to 1.2.2. So I quess it will be matter of time (weeks/month) untill RO is back up to date. Quote Link to comment Share on other sites More sharing options...
PmThay Posted May 30, 2017 Share Posted May 30, 2017 On 5/28/2017 at 10:19 PM, Miguel_overlord said: Temp fix for 1.3 crash, (for me atleast) Go to \GameData\Cormorant Aeronology\Assets\mk3_Shuttle and delete the Cormorant Aeronology 1.2.2b it fixed it for me Expand @Pak, Miguel_overlord is right, inside the update there's a folder of an older version, Cormorant Aeronology 1.2.2b. Quote Link to comment Share on other sites More sharing options...
Pak Posted May 30, 2017 Author Share Posted May 30, 2017 Weird. Removed the files and reposted on Spacedock. Thanks Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted May 31, 2017 Share Posted May 31, 2017 CKAN is still pulling the file with the extra folder... maybe just needs more time to update, but just a heads up. Quote Link to comment Share on other sites More sharing options...
StevieC Posted May 31, 2017 Share Posted May 31, 2017 On 5/31/2017 at 4:11 AM, Bit Fiddler said: CKAN is still pulling the file with the extra folder... maybe just needs more time to update, but just a heads up. Expand that may be CKAN's cache on your HDD Quote Link to comment Share on other sites More sharing options...
nowylepszyszatan Posted May 31, 2017 Share Posted May 31, 2017 Hi, I'm trying to make this mod work for some time, but still have some issues. I have actually two problems: 1. Lifting body object is too long. I guess that it should fit to 4 segment cargo bay, but in my game it has something like 4 and half segments (see attached photo) Problem exists only for a lifting body with back engine mount. The part with it works fine (is shorter). Images below: 2. The heat shield tiles texture is not displayed correctly on mesh. See attached: Also, I cannot see the button to switch tiles between wing sides. So my question to you all is does someone faced similar problems before and know what to do with them? Till now I tried to: 1. Reinstall the Mod. 2. Install fresh KSP with no other mods 3. Update KSP from 1.1 to 1.2 No of this helped. Any ideas? Quote Link to comment Share on other sites More sharing options...
Z3R0_0NL1N3 Posted June 1, 2017 Share Posted June 1, 2017 On 5/31/2017 at 8:31 PM, nowylepszyszatan said: No of this helped. Any ideas? Expand Your Firespitter plugin seems like it's not working. You should make sure that if you're running KSP 1.2 (though 1.3 is now the most current) that your versions of this mod and Firespitter are for 1.2. You can see older versions on Spacedock. The heat shield wings use a "texture switch" from Firespitter, and the lifting body part uses a mesh switch, so on right click it should have multiple options for length. That longer one is intentional, it's for the CRG-150 cargo bay from this mod: Its purpose is to make properly scaled shuttles in length as well as extra shuttle parts. You should be able to switch to the normal CRG-100 length when your Firespitter works, however. Quote Link to comment Share on other sites More sharing options...
notJebKerman Posted June 5, 2017 Share Posted June 5, 2017 Any updates on IUS? It'd been said that it would be released as a separate mod so I'm just interested if I'm missing out on it for the whole time... Quote Link to comment Share on other sites More sharing options...
Pak Posted June 7, 2017 Author Share Posted June 7, 2017 @notJebKerman oh no worries. It'll be released and maintained on this thread. I got a bit frustrated with it so I'm working on some other things right now. I'll be going back to it though. The other things: I'm starting to get the Shuttle Block 2 LRBs in game. The LRBs were the first step in the Block 2 program and offer increased crew safety and larger payload mass. The 3.125m part set is the Nosecone with sep motors, mid size tank, long tank, quad engine, sep motor pack, and a larger booster decoupler. Just starting testing, then I'll go back and finish the textures. Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted June 8, 2017 Share Posted June 8, 2017 On 6/7/2017 at 7:28 PM, Pak said: @notJebKerman oh no worries. It'll be released and maintained on this thread. I got a bit frustrated with it so I'm working on some other things right now. I'll be going back to it though. The other things: I'm starting to get the Shuttle Block 2 LRBs in game. The LRBs were the first step in the Block 2 program and offer increased crew safety and larger payload mass. The 3.125m part set is the Nosecone with sep motors, mid size tank, long tank, quad engine, sep motor pack, and a larger booster decoupler. Just starting testing, then I'll go back and finish the textures. Expand Very cool @Pak. Can't wait for this. That sure is a lot of ORANGE though! Quote Link to comment Share on other sites More sharing options...
minepagan Posted June 8, 2017 Share Posted June 8, 2017 On 6/8/2017 at 2:57 AM, smotheredrun said: Very cool @Pak. Can't wait for this. That sure is a lot of ORANGE though! Expand Orange you glad he's making LRBs? Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted June 8, 2017 Share Posted June 8, 2017 Was waiting for that one. Normally I don't set myself up like that ... it's usually me whom is making the "Dad Jokes" Quote Link to comment Share on other sites More sharing options...
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