littlekings Posted September 11, 2017 Share Posted September 11, 2017 1 hour ago, flywlyx said: Try using KSP_x64.EXE to start your game, log file looks OK, nothing goes wrong there. work great now, thanks, really cool mod. just a note if you try and boot your self into the water via hyper edit too quickly you will be launched out of the solar system in a fraction of a second xD Quote Link to comment Share on other sites More sharing options...
flywlyx Posted September 11, 2017 Author Share Posted September 11, 2017 13 minutes ago, littlekings said: work great now, thanks, really cool mod. just a note if you try and boot your self into the water via hyper edit too quickly you will be launched out of the solar system in a fraction of a second xD Do you have more details? The custom float system might cause some issue, But it also could be the stock floating system, I am always trying to figure out which one goes mad. Quote Link to comment Share on other sites More sharing options...
littlekings Posted September 11, 2017 Share Posted September 11, 2017 Just now, flywlyx said: Do you have more details? The custom float system might cause some issue, But it also could be the stock floating system, I am always trying to figure out which one goes mad. i think its bc of the speed i go at and how deep it goes, so when it floats back up it cataculpts pretty fast, it might not have any resistance when it goes underwater as i dont think i hear any on the items break, Quote Link to comment Share on other sites More sharing options...
XOC2008 Posted September 11, 2017 Share Posted September 11, 2017 1 hour ago, littlekings said: i think its bc of the speed i go at and how deep it goes, so when it floats back up it cataculpts pretty fast, it might not have any resistance when it goes underwater as i dont think i hear any on the items break, Use VesselMover instead of Hyperedit and it will set the carrier down nice and gentle. Quote Link to comment Share on other sites More sharing options...
DiscoveryPlanet Posted September 13, 2017 Share Posted September 13, 2017 On 9/12/2017 at 1:23 AM, flywlyx said: You mean Enterprise? I am still working on new parts for this MOD, more and better carrier will be added to future plan but not now. yes IVA for Enterprise maybe for 6 kerbal would be great hehehehehe , i mean 300 kerbal for 1 ship ??? that was a lot of kerbal that i cant even manage them all Quote Link to comment Share on other sites More sharing options...
flywlyx Posted September 14, 2017 Author Share Posted September 14, 2017 On 9/13/2017 at 3:08 AM, DiscoveryPlanet said: yes IVA for Enterprise maybe for 6 kerbal would be great hehehehehe , i mean 300 kerbal for 1 ship ??? that was a lot of kerbal that i cant even manage them all That was left for pilots from planes but seems not necessary now, I will reduce it to 6 (maybe 10?) soon. Quote Link to comment Share on other sites More sharing options...
Acvila Posted September 15, 2017 Share Posted September 15, 2017 is it any workaround to work with FAR? carrier with FAR installed start flipping till catapult in universe... Quote Link to comment Share on other sites More sharing options...
DiscoveryPlanet Posted September 15, 2017 Share Posted September 15, 2017 10 hours ago, flywlyx said: That was left for pilots from planes but seems not necessary now, I will reduce it to 6 (maybe 10?) soon. Great !!! General Jebediah will be ready for next update Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted September 23, 2017 Share Posted September 23, 2017 (edited) @flywlyx This mod and your other mod "GN Drive" are being all kinds of confused on KerbalX Maybe because they share the same folder name KFC? Not sure... If you look up a craft with the Aircraft Accessories mod, you also get ships like: https://kerbalx.com/JadeOfMaar/USS-Enterprise-D-T1 KerbalX shows the GN Drive is part of Aircraft Accessories... I love both these mods BTW Thanks for your unique work... it's AWESOME!! Edited September 23, 2017 by TheKurgan Quote Link to comment Share on other sites More sharing options...
mrvice Posted September 24, 2017 Share Posted September 24, 2017 What is CLLS and how would i use it? Quote Link to comment Share on other sites More sharing options...
mrvice Posted September 24, 2017 Share Posted September 24, 2017 (edited) Bug hangar Deploying the plane on the carrier out of the hangar results in plane spawns to high above carrier ends in broken parts on spawn or complete destroyed unflyable plane. EDIT: Ok its not the height it just messes the complete plane up, in point of parts missalined. EDIT2: Seems like after respawn on carrier pulling landing gear in and out again fixes all the missaligned part issues. (repeatable) stock landing gear at spawning plane dashing down into the carrier hitting it ( maybe to high spawn? ) --- very nice mod like it very much Edited September 24, 2017 by mrvice Quote Link to comment Share on other sites More sharing options...
flywlyx Posted September 25, 2017 Author Share Posted September 25, 2017 22 hours ago, mrvice said: Bug hangar Deploying the plane on the carrier out of the hangar results in plane spawns to high above carrier ends in broken parts on spawn or complete destroyed unflyable plane. EDIT: Ok its not the height it just messes the complete plane up, in point of parts missalined. EDIT2: Seems like after respawn on carrier pulling landing gear in and out again fixes all the missaligned part issues. (repeatable) stock landing gear at spawning plane dashing down into the carrier hitting it ( maybe to high spawn? ) --- very nice mod like it very much I couldn't spawn any stock plane, all of them will be disassembled in hangar. I assume it is a bug from Hangar, no idea how to fix it. Quote Link to comment Share on other sites More sharing options...
mrvice Posted September 25, 2017 Share Posted September 25, 2017 hmm interessting iam able to spawn the exact same plane inside the hangar mod hangars and respawn them without any problems ( except missing friction from wheels ) Quote Link to comment Share on other sites More sharing options...
flywlyx Posted September 26, 2017 Author Share Posted September 26, 2017 On 9/25/2017 at 2:38 PM, mrvice said: hmm interessting iam able to spawn the exact same plane inside the hangar mod hangars and respawn them without any problems ( except missing friction from wheels ) Maybe it is related to KJR or other MOD, but I am flying single part plane anyway, so whatever Quote Link to comment Share on other sites More sharing options...
SpaceEnthusiast23 Posted October 5, 2017 Share Posted October 5, 2017 (edited) Broken for me. game crashes when loading. Crashes at loading asset bundle definitions Edited October 5, 2017 by SpaceEnthusiast23 Quote Link to comment Share on other sites More sharing options...
Acvila Posted October 5, 2017 Share Posted October 5, 2017 (edited) @SpaceEnthusiast23 version of ksp? 32 or 64 bits? Edited October 5, 2017 by Acvila Quote Link to comment Share on other sites More sharing options...
flywlyx Posted October 6, 2017 Author Share Posted October 6, 2017 On 10/4/2017 at 10:00 PM, SpaceEnthusiast23 said: Broken for me. game crashes when loading. Crashes at loading asset bundle definitions Step1: Provide KSP.log file. Quote Link to comment Share on other sites More sharing options...
SpaceEnthusiast23 Posted October 9, 2017 Share Posted October 9, 2017 (edited) On 10/5/2017 at 4:42 AM, Acvila said: @SpaceEnthusiast23 version of ksp? 32 or 64 bits? 64-bit. I have a 64 bit os as well. On 10/6/2017 at 1:16 PM, flywlyx said: Step1: Provide KSP.log file. In a bit, sorry not now. Later. I will edit EDIT: I got it fixed. I used 1.2.2 and not 1.3 so thats why Edited October 21, 2017 by SpaceEnthusiast23 Problem fixed! Quote Link to comment Share on other sites More sharing options...
Polyus Posted October 12, 2017 Share Posted October 12, 2017 Dude, I love this mod so much, its gorgeous. Do you plan on doing more ships in the future? Like maybe an SCB-125 Essex or a Cuban Missile Crisis/Vietnam era Baltimore heavy cruiser? Quote Link to comment Share on other sites More sharing options...
Skywalket Posted October 15, 2017 Share Posted October 15, 2017 HOW THE HECK DO I GET THIS TO THE WATER!?!?!?! Just wondering. Btw, awesome mod. Why exactly doesn't Roverdude learn from you? Quote Link to comment Share on other sites More sharing options...
Polyus Posted October 16, 2017 Share Posted October 16, 2017 7 hours ago, Skywalket said: HOW THE HECK DO I GET THIS TO THE WATER!?!?!?! Just wondering. Btw, awesome mod. Why exactly doesn't Roverdude learn from you? Use Vessel Mover. Quote Link to comment Share on other sites More sharing options...
Skywalket Posted October 16, 2017 Share Posted October 16, 2017 Ok Quote Link to comment Share on other sites More sharing options...
CaptainPanda Posted October 19, 2017 Share Posted October 19, 2017 (edited) I'm trying to use this mod with the Heisenberg Airships mod to make a carrier dirigible, but the Carrier Accessories parts are way too big for the dirigible. Are there any plans to give this mod a Tweakscale config? I'd really love to put catapults and arresting wires on the dirigible carrier! EDIT: Looks like the guys at Heisenberg already got there. Should have looked before posting... Edited October 19, 2017 by CaptainPanda Quote Link to comment Share on other sites More sharing options...
flywlyx Posted October 20, 2017 Author Share Posted October 20, 2017 On 10/18/2017 at 8:07 PM, CaptainPanda said: I'm trying to use this mod with the Heisenberg Airships mod to make a carrier dirigible, but the Carrier Accessories parts are way too big for the dirigible. Are there any plans to give this mod a Tweakscale config? I'd really love to put catapults and arresting wires on the dirigible carrier! EDIT: Looks like the guys at Heisenberg already got there. Should have looked before posting... I have a plan of include tweakable function, too busy to work on MOD now. Tweak scale will be resulting in some trigger size problems, but mostly workable, you could use it for now. Quote Link to comment Share on other sites More sharing options...
CaptainPanda Posted October 24, 2017 Share Posted October 24, 2017 On 10/20/2017 at 10:37 AM, flywlyx said: I have a plan of include tweakable function, too busy to work on MOD now. Tweak scale will be resulting in some trigger size problems, but mostly workable, you could use it for now. Yeah, i have Tweakscale installed, but the ACA parts need a .cfg file to work with Tweakscale. I'll copy over the instructions that the guys on the Heisenberg mod have come up with: Spoiler 1: Download and install Tweakscale 2: Copy the following text into a Notepad file: SCALETYPE { name = freePSA2 freeScale = false defaultScale = 36.5 suffix = m scaleFactors = 10, 20, 30, 36.5, 40 } @PART[ArrestWire] // ACA Arresting gear wire { %MODULE[TweakScale] { type = freePSA2 } } @PART[Catapult] // ACA Catapult { %MODULE[TweakScale] { type = freePSA2 } } @PART[CLLS] // ACA Carrier Launch and Landing System { %MODULE[TweakScale] { type = freePSA2 } } @PART[FixedPoint] // ACA Mounting point to work with Tie Down { %MODULE[TweakScale] { type = FreePSA2 } } @PART[OLS] // ACA Optical Landing System { %MODULE[TweakScale] { type = freePSA2 } } @PART[TieDown] // ACA Tiedown point { %MODULE[TweakScale] { type = freePSA2 } } @PART[TailHook] // ACA Tailhook { %MODULE[TweakScale] { type = freePSA2 } } 3: Save the Notepad file (whatever you wish to name it) as a .cfg file. 4: Copy the .cfg file into your KSP GameData folder. I had another question for you as well: the Enterprise has a compatibilty with the Hangar mod, but once the vessel is launched, there's no option to get the stored vehicle out of the Hangar. Is this a bug, or am I missing something? Quote Link to comment Share on other sites More sharing options...
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