StarkRG Posted May 8, 2017 Share Posted May 8, 2017 (edited) The recompile doesn't seem to have fixed the issue, at least not for me. I don't know if there's any debugging options we could try, I'm willing to assist in that regard if you want. In the meantime I've installed the last pre-actuators version of Buffalo, 1.2.3. Update: Ok, no, so that's not working either... I'm guessing it must be one of the other mods interfering to cause this problem... this is going to be one hell of a pain in the ass to troubleshoot... Edited May 8, 2017 by StarkRG Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 8, 2017 Author Share Posted May 8, 2017 12 hours ago, Abstract223 said: im having some trouble with the jet wing no matter what u do it always spins uncontrollably,i even tried lining up the COM with the COT and it flips out, i think the issue is atmospheric is there anything i can do. Does FAR help? My guess is that it needs to be rebalanced after the aerodynamic changes. I assume you aren't using hover mode? 4 hours ago, StarkRG said: The recompile doesn't seem to have fixed the issue, at least not for me. I don't know if there's any debugging options we could try, I'm willing to assist in that regard if you want. In the meantime I've installed the last pre-actuators version of Buffalo, 1.2.3. Update: Ok, no, so that's not working either... I'm guessing it must be one of the other mods interfering to cause this problem... this is going to be one hell of a pain in the ass to troubleshoot... Yeah there's not much I can do at this point. Linux is a whole different beast. I know it works on Windows and the dlls are in sync. Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted May 8, 2017 Share Posted May 8, 2017 So, I have discovered a coupke things with both Buffalo and Heisenberg: 1- both are way cool. Thanks! 2- I can mostly fly the V-22, I can even sometimes land it. Yay 3- I can't seem to aim/land on the airships (PEBCAK) boo! Good thing I've been practicing in a sandbox save ! Quote Link to comment Share on other sites More sharing options...
Abstract_Kerman Posted May 8, 2017 Share Posted May 8, 2017 3 hours ago, Angel-125 said: My guess is that it needs to be rebalanced after the aerodynamic changes. I assume you aren't using hover mode? I'm not using hover mode. Quote Link to comment Share on other sites More sharing options...
Apaseall Posted May 8, 2017 Share Posted May 8, 2017 Spoiler Non platform assembly: C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\WildBlueIndustries\000WildBlueTools\Plugins\WildBlueTools.dll (this message is harmless) Non platform assembly: C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\WildBlueIndustries\Buffalo\Plugins\Buffalo.dll (this message is harmless) ADDON BINDER: Cannot resolve assembly: KerbalActuators, Culture=neutral, PublicKeyToken=null (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ADDON BINDER: Cannot resolve assembly: KerbalActuators, Culture=neutral, PublicKeyToken=null (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) AssemblyLoader: Exception loading 'Buffalo': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'WildBlueIndustries.JetWing' from assembly 'Buffalo, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'WildBlueIndustries.WBIMultiEngineHover' from assembly 'Buffalo, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Non platform assembly: C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\WildBlueIndustries\Heisenberg\Plugin\AirshipUtils.dll (this message is harmless) Non platform assembly: C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\WildBlueIndustries\KerbalActuators\Plugins\KerbalActuators.dll (this message is harmless) So I started to take a look through my output_log and noticed this. Looks like I am not the only one seeing this message. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 8, 2017 Author Share Posted May 8, 2017 11 minutes ago, Apaseall said: Hide contents Non platform assembly: C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\WildBlueIndustries\000WildBlueTools\Plugins\WildBlueTools.dll (this message is harmless) Non platform assembly: C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\WildBlueIndustries\Buffalo\Plugins\Buffalo.dll (this message is harmless) ADDON BINDER: Cannot resolve assembly: KerbalActuators, Culture=neutral, PublicKeyToken=null (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ADDON BINDER: Cannot resolve assembly: KerbalActuators, Culture=neutral, PublicKeyToken=null (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) AssemblyLoader: Exception loading 'Buffalo': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'WildBlueIndustries.JetWing' from assembly 'Buffalo, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'WildBlueIndustries.WBIMultiEngineHover' from assembly 'Buffalo, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Non platform assembly: C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\WildBlueIndustries\Heisenberg\Plugin\AirshipUtils.dll (this message is harmless) Non platform assembly: C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\WildBlueIndustries\KerbalActuators\Plugins\KerbalActuators.dll (this message is harmless) So I started to take a look through my output_log and noticed this. Looks like I am not the only one seeing this message. Try renaming the folder to 000KerbalActuators. Really grasping at straws here.. 3 hours ago, smotheredrun said: So, I have discovered a coupke things with both Buffalo and Heisenberg: 1- both are way cool. Thanks! 2- I can mostly fly the V-22, I can even sometimes land it. Yay 3- I can't seem to aim/land on the airships (PEBCAK) boo! Good thing I've been practicing in a sandbox save ! Definitely doable. Check out my KEEP story for examples. Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted May 8, 2017 Share Posted May 8, 2017 25 minutes ago, Angel-125 said: Try renaming the folder to 000KerbalActuators. Really grasping at straws here.. Definitely doable. Check out my KEEP story for examples. Yeah totally know it's doable. I just need more practice. And more Kerbals.. . Sigh.... always more Kerbals... they just keep dying when I crash! My last attempt I at least HIT the flight deck, so improvement! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 8, 2017 Author Share Posted May 8, 2017 1 hour ago, smotheredrun said: Yeah totally know it's doable. I just need more practice. And more Kerbals.. . Sigh.... always more Kerbals... they just keep dying when I crash! My last attempt I at least HIT the flight deck, so improvement! Two things that help me are the CompressedAir rcs thrusters and the VTOL Manager. I have landed aircraft without either, just takes practice. Quote Link to comment Share on other sites More sharing options...
Apaseall Posted May 9, 2017 Share Posted May 9, 2017 Renaming with the three zeros seems to have stopped the error message, or during this load it did Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 9, 2017 Author Share Posted May 9, 2017 3 minutes ago, Apaseall said: Renaming with the three zeros seems to have stopped the error message, or during this load it did Ok, do me a favor and run it that way for a few days and report back. If no problems then I'll chane that for the next release. Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted May 9, 2017 Share Posted May 9, 2017 6 hours ago, Angel-125 said: Two things that help me are the CompressedAir rcs thrusters and the VTOL Manager. I have landed aircraft without either, just takes practice. My issue with the Compressed air RCS is again a PEBCAK*, that being I keep misjudging their potency - which is the same problem I always have when trying out new RCS thrusters on orbit; I'll get it eventually... VTOL Manager is the only reason I even hit the flight deck in the first place... And then I turned it off and forgot to kill my throttle first, which sent poor Doodford Kerman up, up and away, and then back down again, into the flight deck's control tower. So now the next test flight will be with Shurman Kerman and a rebuilt Macon IV (I have done some serious damage to the first 3 Macon's - think original Star Trek series and movies). On the plus side, I have managed several, well 2, successful landings with the V-22 on the ground, so go me! *PEBCAK for those whom don't know: Spoiler Problem Exists Between Chair And Keyboard Quote Link to comment Share on other sites More sharing options...
Guest Posted May 10, 2017 Share Posted May 10, 2017 Hi @Angel-125 Renaming the folder did the magic No errors at all. Thanks Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 11, 2017 Author Share Posted May 11, 2017 22 hours ago, bice said: Hi @Angel-125 Renaming the folder did the magic No errors at all. Thanks Nice! Ok, I'll make sure the next update has that fix for everybody. Quote Link to comment Share on other sites More sharing options...
StarkRG Posted May 12, 2017 Share Posted May 12, 2017 (edited) On 09/05/2017 at 0:03 AM, Angel-125 said: Yeah there's not much I can do at this point. Linux is a whole different beast. I know it works on Windows and the dlls are in sync. For the record, it appears the problem is the result of RasterPropMonitor. Edit: it's ASET causing the issue, and it's a known bug. Edited May 12, 2017 by StarkRG Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted May 12, 2017 Share Posted May 12, 2017 Not sure if this is log-worthy, but I'm back to having trouble with the JetWing. The VTOL manager is just giving me the button to activate engines, and if I stage to the engines being active, they flameout from lack of air intake (using LF on Kerbin) after a few seconds. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 14, 2017 Author Share Posted May 14, 2017 Buffalo 2.0.8 is now available: - Fixed Crash To Desktop issues experienced at startup that are associated with Kerbal Actuators. - Revised Kerbal Actuators GUI. - Fixed NRE issues with the JetWing. Quote Link to comment Share on other sites More sharing options...
Apaseall Posted May 14, 2017 Share Posted May 14, 2017 (edited) Spoiler WBIPropStateHelper [FFE9266A][196.3795]: Config node added for WBI.GondoGarden2WBIPropStateHelper (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartLoader: Part 'WildBlueIndustries/Heisenberg/Parts/Gondola/GondoGarden2/WBI_GondoGarden2' has no database record. Creating. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) DragCubeSystem: Part 'WBI.GondoGarden2' has defined a procedural drag cube setup (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at PartLoader.GetDatabaseConfig (.Part p) [0x00000] in <filename unknown>:0 at PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) [0x00000] in <filename unknown>:0 at DragCubeSystem.LoadDragCubes (.Part p) [0x00000] in <filename unknown>:0 at Part+<Start>c__Iterator38.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 (Filename: Line: -1) PartLoader: Compiling Part 'WildBlueIndustries/Heisenberg/Parts/Gondola/GondoHab/WBI_GondoHab' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartLoader: Encountered exception during compilation. System.ArgumentException: The requested value 'None' was not found. at System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) [0x00000] in <filename unknown>:0 at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <filename unknown>:0 at ConfigNode.ParseEnum (System.Type enumType, System.String vectorString) [0x00000] in <filename unknown>:0 at ConfigNode.ReadValue (System.Type fieldType, System.String value) [0x00000] in <filename unknown>:0 at ConfigNode.ReadObject (System.Object obj, .ConfigNode node) [0x00000] in <filename unknown>:0 at ConfigNode.LoadObjectFromConfig (System.Object obj, .ConfigNode node, Int32 pass, Boolean removeAfterUse) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator62.MoveNext () [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartCompiler: Cannot compile part (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartLoader: Compiling Part 'WildBlueIndustries/Heisenberg/Parts/Gondola/GondoHab2/WBI_GondoHab2' Spoiler WBIMeshToggle [FFE930E0][196.3795]: Config node added for WBI.HL10GondoDrillWBIMeshToggle (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartLoader: Part 'WildBlueIndustries/Heisenberg/Parts/Gondola/GondoDrill/WBI_HL10GondoDrill' has no database record. Creating. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartLoader: Compiling Part 'WildBlueIndustries/Heisenberg/Parts/Gondola/GondoGarden/WBI_GondoGarden' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartLoader: Encountered exception during compilation. System.ArgumentException: The requested value 'None' was not found. at System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) [0x00000] in <filename unknown>:0 at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <filename unknown>:0 at ConfigNode.ParseEnum (System.Type enumType, System.String vectorString) [0x00000] in <filename unknown>:0 at ConfigNode.ReadValue (System.Type fieldType, System.String value) [0x00000] in <filename unknown>:0 at ConfigNode.ReadObject (System.Object obj, .ConfigNode node) [0x00000] in <filename unknown>:0 at ConfigNode.LoadObjectFromConfig (System.Object obj, .ConfigNode node, Int32 pass, Boolean removeAfterUse) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator62.MoveNext () [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartCompiler: Cannot compile part (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartLoader: Compiling Part 'WildBlueIndustries/Heisenberg/Parts/Gondola/GondoGarden2/WBI_GondoGarden2' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) WBIMeshHelper [FFE9267A][196.3795]: Looking for proto node for WBI.GondoGarden2WBIMeshHelper v2.0.8 have a few error messages you might want to take a look at. and thank you for releasing an update. Edited May 14, 2017 by Apaseall Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted May 16, 2017 Share Posted May 16, 2017 (edited) @Angel-125 I have been goofing around with Buffalo and Heisenberg for a few days now in both my almost vanilla install and my modded install. In the almost vanilla (HL Airships, Buffalo, Heisenberg, KSO, Airpark, Firespitter, CRP, Mechjeb, KER) everything appears to be functioning within expected parameters. In my modded (heavily) install, both the Buffalo RCS Compressed Air and the bigger Heiseberg Compressed Air RCS continually drain to zero with only one press of an RCS control; which makes fine maneuvering next to impossible. With my vanilla install I can park on the roofs of KSC and even make some landings on the Macon Airship! The RCS appears to function correctly. So, my question is, do you know of any obvious mod conflicts? KSP info and Mod list: Spoiler KSP 1.2.2 Build 1622 Win Player x64 [x] Science 000 Filter Extensions 000 Filter Extensions configs Airpartk ASET Auto Screenshots B9 Aero B9 Aero Legacy B9 Animation Modules B9 Part Switch Better Time Warp CactEye Chatterer Coatl Aerospace CCK CRP CTT Contract Configurator Contract Packs - SETI Unmanned Before Manned Cormorant Aeronology Crowd Sourced Science CTN - MAV CTTP Custom Barn Kit Dark Side Tech Decaying RTGs Deployable Engines DOE DMagic Orbit Science DMagic Science Animate Extrasolar FASA Lauch Towers 1.2.x fix Firespitter Hided Empty Tech nodes HL Airships Interstellar Fuel Switch Janitor's closet JSI - Camera KAS KEI KCT dev KER KJR KIS Kopernicus KSO KSP - AVC KW Rocketry Mk IV Spaceplane MechJeb2 MK3 Crew Mid Deck IVA Modular Flight Integrator Monthly budgests Navy Fish DPAI NF Constructions NF Electrical NF Props NF Propulsion NF Solar NF Spacecraft Nebula Decals and Nebula Handrails Nehemiah Orbital Material Science Neried Final Frontier OPM Persistant Rotation Precise Node REPO Soft TEcth Deep Freeze Cont'd ScanSat Science Relay SETI Greeebhouse smoke screen SPD Hex Trusses Texture Replacer Thunder Aerospace TAC -LS Toadius Tools Trajectories Trigger Tech KAC and TWP Universal Storage Vanguard Astrodynamics Vanguard Tech - Ejection Seats KSPI-E WBI - Buffalo, Actuators, DSEV, Heisenberg,. WBT, Kerbal Komets, Mobile Emitter Xenon Hall Thrusters from NF Propulstion Module Manager 2.7.6 I'll see if I can get you a log "soon" If you;d like. Log in reply below. Edited May 17, 2017 by smotheredrun Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted May 17, 2017 Share Posted May 17, 2017 @Angel-125 Here are some more details: When using the V-22 sample craft or using a build similar to your rescue Buffalo you posted in the KAS Beta thread ( very cool ) I had the gas turbines running, and of course the rotors running. This is true in both my installs. In my vanilla install mentioned above, both worked perfectly - compressed air was being generated at a constant rate based upon gas turbine throttle, usually about 50 - 60% when using the ascend/descend functions in the VTOL manager or 20-30% when using the 0 - middle button - setting (not running KSP atm) In my modded install, with with turbines running at same throttle settings, the compressed air starts fully charged and then when using RCS controls the charge completely depletes, and begins recharging at a much slower rate. Each subsequent RCS input depletes the air "charge" again. Shutting off RCS the air recharges again, but still slower than in my mostly Vanilla install. Here is the log from my modded install: https://www.dropbox.com/s/xcr8pprnfh37p9x/output_log.txt?dl=0 If you need any more info, let me know. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 17, 2017 Author Share Posted May 17, 2017 19 minutes ago, smotheredrun said: @Angel-125 Here are some more details: When using the V-22 sample craft or using a build similar to your rescue Buffalo you posted in the KAS Beta thread ( very cool ) I had the gas turbines running, and of course the rotors running. This is true in both my installs. In my vanilla install mentioned above, both worked perfectly - compressed air was being generated at a constant rate based upon gas turbine throttle, usually about 50 - 60% when using the ascend/descend functions in the VTOL manager or 20-30% when using the 0 - middle button - setting (not running KSP atm) In my modded install, with with turbines running at same throttle settings, the compressed air starts fully charged and then when using RCS controls the charge completely depletes, and begins recharging at a much slower rate. Each subsequent RCS input depletes the air "charge" again. Shutting off RCS the air recharges again, but still slower than in my mostly Vanilla install. Here is the log from my modded install: https://www.dropbox.com/s/xcr8pprnfh37p9x/output_log.txt?dl=0 If you need any more info, let me know. My suggestion is to take half your mods out of your game data folder, and see if the problem occurrs. If not, put them back and take the other half out. Keep repeating that until you can isolate the mod(s) that are causing you problems. I don't see the issues that you're describing. Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted May 17, 2017 Share Posted May 17, 2017 4 minutes ago, Angel-125 said: My suggestion is to take half your mods out of your game data folder, and see if the problem occurrs. If not, put them back and take the other half out. Keep repeating that until you can isolate the mod(s) that are causing you problems. I don't see the issues that you're describing. Already started. I looked through the log and can't really see anything that says "HEY!! This is the problem!!" I just eliminated KIS and KAS. (yay!) I was able to replicate it in both my career and sandbox saves, so doing the binary search looks like the path to take. Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted May 20, 2017 Share Posted May 20, 2017 @Angel-125, I have been slammed at work this pas week, and working in the wind outdoors while holding a jackhammer above my head is not what I'd call a great way to keep my energy levels up for evening KSP bug hunting. Buuuuttt..... I have nothing booked this weekend, and the munchkin is off at the lake, so all of a sudden, I have some free time! I was doing some brain-working though and was thinking that'd I'd start with a slightly more targeted search. I really only need to eliminate a few mods from my main install, as my test install has already eliminated about 1/3 of the mods I usually use. Thinking it may be related to a resource issue... not sure why but I have a hunch, and well, I need to start somewhere. Obviously CRP can be eliminated, your mods all use seem to work with it/almost require it for optimal exploration experience. I'll see what I come up with. Quote Link to comment Share on other sites More sharing options...
just johnny Posted May 20, 2017 Share Posted May 20, 2017 Hello been a while. saw the jetwing parachute missing texture. found current release 2.0.8 missing jetwing2.mbm file Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 21, 2017 Author Share Posted May 21, 2017 5 hours ago, just johnny said: Hello been a while. saw the jetwing parachute missing texture. found current release 2.0.8 missing jetwing2.mbm file Thanks, I noticed that too and will fix it in the next release. Also, heads up, I think I accidentally enabled the AirPark in the latest update. It is NOT ready for prime time and is still in testing. Use it at your own risk. Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted May 21, 2017 Share Posted May 21, 2017 (edited) 4 minutes ago, Angel-125 said: Also, heads up, I think I accidentally enabled the AirPark in the latest update. It is NOT ready for prime time and is still in testing. Use it at your own risk. So far I haven't found anything explody. Are you thinking of adding that into the Heisenberg mod? Update regarding the Compressed Air RCS: Issue is with Interstellar Fuel Switch for some reason. I just deleted it grabbed a V-22 from the SPH, activated SAS and RCS, opened the VTOL manage. Activate the Gas Turbines, throttle up, use RCS and WOOOOO!!!! no recharge issues! Now what? lol EDIT: I'm getting beer! Edited May 21, 2017 by smotheredrun Quote Link to comment Share on other sites More sharing options...
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