Lightlaw Posted November 9, 2021 Share Posted November 9, 2021 (edited) Not exactly sure if the mod author is still watching this forum but everything accept reloadable missile rails seem to work with this mod in 1.12.2. Not sure if its because of my mods because its heavily modded, if its the ksp version or if its something I'm doing wrong, I having a similar issue to On 9/14/2020 at 9:41 PM, BuzzFeed4Lief said: https://www.dropbox.com/s/gcg7z9bhrj858dp/KSP.log?dl=0 this is the log Here is my KSP.log I tried scrolling through it to see if I can source the error but I can't seem to find it. I also probably don't know what I'm looking for so that could be the problem as well. Any help or advice would be enormously helpful. I can also provide a list of mods if that can help solve the conflict/issue. Edited November 9, 2021 by Lightlaw Quote Link to comment Share on other sites More sharing options...
Svm420 Posted February 5, 2022 Share Posted February 5, 2022 @flywlyx Would you be able to update the source code on github with the latest version. Thanks! Quote Link to comment Share on other sites More sharing options...
Turtle1242 Posted July 29, 2022 Share Posted July 29, 2022 if i put ammo on the carrier, will the refuel system draw from that to reload ammo? Quote Link to comment Share on other sites More sharing options...
Manul Posted July 30, 2022 Share Posted July 30, 2022 5 hours ago, Turtle1242 said: if i put ammo on the carrier, will the refuel system draw from that to reload ammo? Yes. Quote Link to comment Share on other sites More sharing options...
AntiAirCannon23 Posted August 4, 2022 Share Posted August 4, 2022 Hi, I've been having issues with the Enterprise, and most likely the Liaoning, in my game. Issues with spontaneous bouncing and subsequent spinning once placed in the water for a period of time that makes it a bit impossible to use Though I've already found the culprit to be Ferram Aerospace Research, which maybe affecting buoyancy or water physics, is there a way to fix this without completely removing FAR? Quote Link to comment Share on other sites More sharing options...
mm_ Posted November 5, 2022 Share Posted November 5, 2022 On 11/9/2021 at 1:13 AM, Lightlaw said: Not exactly sure if the mod author is still watching this forum but everything accept reloadable missile rails seem to work with this mod in 1.12.2. Not sure if its because of my mods because its heavily modded, if its the ksp version or if its something I'm doing wrong, I having a similar issue to Here is my KSP.log I tried scrolling through it to see if I can source the error but I can't seem to find it. I also probably don't know what I'm looking for so that could be the problem as well. Any help or advice would be enormously helpful. I can also provide a list of mods if that can help solve the conflict/issue. I also have the same problem, no matter what i do i can't reload the rail automatically, what i do is use KIS and KAS and let an engineer at a pod on the deck so when i land i use him to take the missiles from the inventory and manually install back on the rails, the reloadable rail works best to do this since the adjustable one when installing like that the missile can get in a strange position Quote Link to comment Share on other sites More sharing options...
Manul Posted November 6, 2022 Share Posted November 6, 2022 (edited) 7 hours ago, mm_ said: I also have the same problem, no matter what i do i can't reload the rail automatically, what i do is use KIS and KAS and let an engineer at a pod on the deck so when i land i use him to take the missiles from the inventory and manually install back on the rails, the reloadable rail works best to do this since the adjustable one when installing like that the missile can get in a strange position On 11/9/2021 at 7:13 AM, Lightlaw said: Not sure if its because of my mods because its heavily modded, if its the ksp version or if its something I'm doing wrong, I having a similar issue to Make sure that nothing else is attached to the reloadable rail, only a missile. Attaching a rail to the rail or any other parts attached to the rail prevent it from reloading. It's useful when you mount fueltanks on reloadable rails instead of missiles and missiles don't get spawned inside fueltanks during reloading. Edited November 6, 2022 by Manul Quote Link to comment Share on other sites More sharing options...
Marlous Posted May 24, 2023 Share Posted May 24, 2023 Why I can't find the Liaoning in the game. Quote Link to comment Share on other sites More sharing options...
Delanian Gaming Posted August 11 Share Posted August 11 Hi Recently installed the mod, and I love it! I just have a problem with the mod which is the Liaoning is not showing up in game. I play on a heavily modded install, and when I install the mod on a fresh install, it works just fine and the Liaoning is there. I've tried both installing on CKAN on manually on my modded install, but it's still not there, only the enterprise.Please Help! Quote Link to comment Share on other sites More sharing options...
ColdJ Posted August 12 Share Posted August 12 22 hours ago, Delanian Gaming said: Hi Recently installed the mod, and I love it! I just have a problem with the mod which is the Liaoning is not showing up in game. I play on a heavily modded install, and when I install the mod on a fresh install, it works just fine and the Liaoning is there. I've tried both installing on CKAN on manually on my modded install, but it's still not there, only the enterprise.Please Help! Ok your setup should have this folder structure and files, minus " LiaoningV2.cfg" which I have added. If it doesn't then you need to check your zip file from Spacedock to see if it is there and put it in. If you do have the folder and files already as in the pic then you need to go into that folder, create a brand new text file and rename it LiaoningV2 and change the suffix from .txt to .cfg If it asks you if you are sure you want to change the suffix, choose yes. Then open it up and paste the following in it's entirety, make sure you haven't missed a bracket at the end or the bit at the beginning, into your new config file and save. You should now have the Liaoning in your pods list. If this doesn't work then one of your mods is actively blocking it from being loaded. PART { name = LiaoningV2 module = Part author = kfc MODEL { model = KFC/parts/Liaoning/LiaoNing } scale=1 rescaleFactor = 1 // --- FX definitions --- node_attach = 0.0, 0, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0, 0.0, 0.0, -1.0, 0.0, 1 buoyancy = 0.5 boundsMultiplier = 0.4 //buoyancyUseSine = False // --- Sound FX definition --- TechRequired = fuelSystems entryCost = 800000 cost = 40000000 category = Pods subcategory = 0 title = Liaoning V2 manufacturer = KFC description = Carrier attachRules = 1,1,1,1,1 mass = 58500 dragModelType = none maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 stagingIcon = SOLID_BOOSTER crashTolerance = 10000 breakingForce = 10000 breakingTorque = 10000 maxTemp = 1000000 CrewCapacity = 5 vesselType = Base MODULE { name = ModuleCommand minimumCrew = 3 RESOURCE { name = ElectricCharge rate = 1 } } RESOURCE { name = ElectricCharge amount = 10000 maxAmount = 10000 } RESOURCE { name = LiquidFuel amount = 30000 maxAmount = 30000 } MODULE { name = ModuleReactionWheel PitchTorque = 500 YawTorque = 500 RollTorque = 500 RESOURCE { name = ElectricCharge rate = 0.05 } } MODULE { name = ModuleSAS SASServiceLevel = 3 } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 100 } } MODULE { name = ModuleEnginesFX engineID = Cruise thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 15000 heatProduction = 15 useEngineResponseTime = false //engineAccelerationSpeed = 0.12 //engineDecelerationSpeed = 0.5 fxOffset = 0, 0, 0.74 flameoutEffectName = flameout powerEffectName = running_thrust engageEffectName = engage disengageEffectName = disengage spoolEffectName = running_turbine engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine exhaustDamageMultiplier = 4 clampPropReceived = True PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 640000000 0 0 } // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True machLimit = 0.75 machHeatMult = 3.5 velCurve { key = 0 10 0 0 key = 0.1 0.5 0 0 key = 2.4 0 0 0 } atmCurve { key = 0 0 0 0.7448742 key = 0.072 0.13 2.075459 2.075459 key = 0.16 0.28 1.464173 1.464173 key = 0.42 0.578 0.93687 0.93687 key = 1 1 0.5529748 0 } } MODULE { name = ModuleAnimateGeneric animationName = ThrustReverser startEventGUIName = Reverse Thrust endEventGUIName = Forward Thrust actionGUIName = Toggle Thrust Reverser layer = 1 } MODULE { name = FXModuleAnimateThrottle animationName = LiaoNingProp responseSpeed = 0.05 layer = 2 dependOnEngineState = True dependOnThrottle = True weightOnOperational = True affectTime = false baseAnimSpeed = 0.01 // base + (throttle setting * multiplier) baseAnimSpeedMult = 10 playInEditor = False animWrapMode = 2 // Default = 0 Once = 1 Clamp = 1 Loop = 2 PingPong = 4 ClampForever = 8 } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 1 fxMax = 0.5 maxDistance = 20 falloff = 2 thrustTransformName = smokePoint } EFFECTS { running_thrust { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.05 0.2 volume = 1.0 0.5 pitch = 0.0 1.2 pitch = 1.0 2.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 localRotation = 1, 0, 0, -90 } } running_turbine { AUDIO { channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.05 0.35 volume = 1.0 0.5 pitch = 0.0 0.6 pitch = 0.05 0.8 pitch = 1.0 1.5 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 0.8 pitch = 2.5 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.8 pitch = 2.5 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = FXModuleConstrainPosition matchRotation = true matchPosition = false CONSTRAINFX { targetName = rudder moversName = rudderR } } MODULE { name = Floatsystem Stability = 300 yaws = 1 yawc = 2 } } Quote Link to comment Share on other sites More sharing options...
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