Typicxl_L Posted December 3, 2020 Share Posted December 3, 2020 Hello Builders. I recently downloaded this pack, placed the files into gamedata, loaded up the game, but for some reason the part's are not showing up in the VAB Or Aircraft assembly building menu, Wondering if you could help me. Thanks. Quote Link to comment Share on other sites More sharing options...
alberro+ Posted December 3, 2020 Share Posted December 3, 2020 2 hours ago, Typicxl_L said: Hello Builders. I recently downloaded this pack, placed the files into gamedata, loaded up the game, but for some reason the part's are not showing up in the VAB Or Aircraft assembly building menu, Wondering if you could help me. Thanks. Could you send a screenshot of your gamedata folder? Quote Link to comment Share on other sites More sharing options...
Z3R0_0NL1N3 Posted December 5, 2020 Share Posted December 5, 2020 Dragon 2 seems to not be playing nice with Mechjeb for me, it refuses to perform burns using the nose thrusters, even with the control point reversed and fore by throttle enabled. Has anyone else been able to find settings that make this work, or is it a bug? Quote Link to comment Share on other sites More sharing options...
AdmiralSirJohn Posted December 7, 2020 Share Posted December 7, 2020 Suddenly, the dockable craft are missing "dockingPort2" (whatever that is). I've also discovered that, while the files for it are in the proper place, the standard-size clamp-o-tron isn't showing up in the parts lists anymore. Has anyone else encountered this? If so, how did you fix it? (I'm posting it here because the Rodan is where I first encountered the problem.) Log file: https://www.dropbox.com/s/87dvulu17urk5we/KSP.log?dl=0 Please and Thank You! Quote Link to comment Share on other sites More sharing options...
MrChittyChad Posted December 10, 2020 Share Posted December 10, 2020 Love the mod! im still figuring out how to change perimeters on crafts and I am having issues with the crew module one. The monopropellant runs out very quickly ( says 9/second or so) I could change the ISP (still tweaking it). I am working on making them stronger too. I see no option to change the amount of propellant (the 189 is nowhere to be found in the craft file). I like to make a copy of the craft and modify that, but when I do, I lose lots of features including monopropellant. any chance someone could help me understand the rodan config file? I basically want to make the thrusters use less mono per second, and make the amount of mono larger. Quote Link to comment Share on other sites More sharing options...
MrChittyChad Posted December 10, 2020 Share Posted December 10, 2020 2 hours ago, MrChittyChad said: Love the mod! im still figuring out how to change perimeters on crafts and I am having issues with the crew module one. The monopropellant runs out very quickly ( says 9/second or so) I could change the ISP (still tweaking it). I am working on making them stronger too. I see no option to change the amount of propellant (the 189 is nowhere to be found in the craft file). I like to make a copy of the craft and modify that, but when I do, I lose lots of features including monopropellant. any chance someone could help me understand the rodan config file? I basically want to make the thrusters use less mono per second, and make the amount of mono larger. Looks like I finally figured it out. Never seen a patches section before. Quote Link to comment Share on other sites More sharing options...
Tobias_Corbett Posted December 11, 2020 Share Posted December 11, 2020 Sorry if this question has already been answered but is anyone else having an issue with the VL-9R "Octopus" engine? I cannot get it to ingnite. Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted December 11, 2020 Share Posted December 11, 2020 38 minutes ago, Tobias_Corbett said: Sorry if this question has already been answered but is anyone else having an issue with the VL-9R "Octopus" engine? I cannot get it to ingnite. You’ll need Kerbal Actuators, the dependency for the tri-mode switching. https://github.com/Angel-125/KerbalActuators/releases Quote Link to comment Share on other sites More sharing options...
Jackloker173 Posted December 11, 2020 Share Posted December 11, 2020 Can you add Lunar Starship? Quote Link to comment Share on other sites More sharing options...
Jacktical Posted December 11, 2020 Share Posted December 11, 2020 3 minutes ago, Jackloker173 said: Can you add Lunar Starship? For all I know Damon is not planning to add a lunar version as it is not in any future updates on the roadmap, which you can see here. Hope this helped Tundra Exploration Roadmap | Trello Quote Link to comment Share on other sites More sharing options...
Atlas Gaming Posted December 11, 2020 Share Posted December 11, 2020 I just reinstalled this mod on latest kerbal and everything shows up, except... I seem to be missing Elonerons for the Mk 4.. I see the Mk 3 ones, but not 4 Quote Link to comment Share on other sites More sharing options...
Z3R0_0NL1N3 Posted December 14, 2020 Share Posted December 14, 2020 On 12/9/2020 at 6:30 PM, MrChittyChad said: Love the mod! im still figuring out how to change perimeters on crafts and I am having issues with the crew module one. The monopropellant runs out very quickly ( says 9/second or so) I could change the ISP (still tweaking it). I am working on making them stronger too. I see no option to change the amount of propellant (the 189 is nowhere to be found in the craft file). I like to make a copy of the craft and modify that, but when I do, I lose lots of features including monopropellant. any chance someone could help me understand the rodan config file? I basically want to make the thrusters use less mono per second, and make the amount of mono larger. If you're using the SuperDracos to do your orbital burns, they run out quickly because they aren't intended to be used this way. The real Dragon 2 uses those for LES only, and does burns using nose RCS. This does confuse MechJeb, though Quote Link to comment Share on other sites More sharing options...
MrChittyChad Posted December 14, 2020 Share Posted December 14, 2020 6 hours ago, Z3R0_0NL1N3 said: If you're using the SuperDracos to do your orbital burns, they run out quickly because they aren't intended to be used this way. The real Dragon 2 uses those for LES only, and does burns using nose RCS. This does confuse MechJeb, though I only use the RCS thrusters to do all that. I had to adjust the thrust of those ports( so it doesn’t take 15 minutes to burn), increase monopropellant, and make them more efficient. I also had to increase torque because of the changes. Now i am able to remove second stage after capturing orbit, and do all the phase burns to ISS. Before my changes, 195 of mono would be used up before getting 1/4 of the first burn. My capsule weighs 9 tons(2000 mono), but still works very well. I added a mod to dump fuel and apollo like floats when it hits the ocean or it would be mostly underwater lol ( granted the mod makes the capsule a feather at 1 ton) I might just add the dump valve (no idea if its a mod I added or a stock part but does the trick!). Quote Link to comment Share on other sites More sharing options...
Z3R0_0NL1N3 Posted December 16, 2020 Share Posted December 16, 2020 On 11/30/2020 at 10:03 AM, SpaceFace545 said: I have trouble sometimes, mechjeb doesn't understand how to dock them butt to butt so I just target them backwards and do it manually. its finicky but it works after a while. The Dragon 2 has this code in the cfg file that allows to switch to reverse orientation: MODULE { name = ModuleCommand minimumCrew = 1 defaultControlPointDisplayName = Forward CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } } Perhaps adding that to the Starship aft might help. As far as I can tell, Mechjeb gets confused by pointing in the wrong direction, so this might fix it. But as I've said, I have problems getting Mechjeb to control this mod in general, I don't know if there's an easy way for @damonvv to sort things out. IRL all of SpaceX's stuff is computer controlled, so I think it's important to have the option here too. Quote Link to comment Share on other sites More sharing options...
AdmiralSirJohn Posted December 20, 2020 Share Posted December 20, 2020 PLEASE! WILL SOMEONE, FOR THE LOVE OF GOD, TELL ME HOW TO FIX THE MISSING "dockingPort2" ERROR??? I have gone through every craft and config file and systematically eradicated all references to the thing, yet I still can't load the cargo Rodan because it says I don't have the damn part! I WANT to use this add-on, but I'm ready to just delete KSP in its entirety. (Log file posted above.) Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted December 20, 2020 Share Posted December 20, 2020 14 minutes ago, AdmiralSirJohn said: dockingPort2 As far as I know dockingPort2 is the internal name for one of the stock docking ports. Do you have any mods which affect or remove the stock ports? Quote Link to comment Share on other sites More sharing options...
AdmiralSirJohn Posted December 20, 2020 Share Posted December 20, 2020 (edited) Not that I'm aware of. EDIT: FOUND IT! Idjit me had a recursive GameData folder. Edited December 20, 2020 by AdmiralSirJohn Quote Link to comment Share on other sites More sharing options...
Ciko Posted December 20, 2020 Share Posted December 20, 2020 I can`t belive that No one have a RO patch for latest version of this mod Quote Link to comment Share on other sites More sharing options...
Titi Posted December 22, 2020 Share Posted December 22, 2020 Hello! Is there any way to enable tweakscale for the Dragon 2 Cargo? Quote Link to comment Share on other sites More sharing options...
ssd21345 Posted December 26, 2020 Share Posted December 26, 2020 (edited) most 1.25m parts bulkheadProfiles marked as size 2(2.5m) is it intentional or not? Edited December 26, 2020 by ssd21345 Quote Link to comment Share on other sites More sharing options...
Damon Posted December 27, 2020 Author Share Posted December 27, 2020 New Tundra Exploration version is out! - KSP 1.11 support - Added new Inventory space to pods - Added more gimbal to the Raptor Engine - Removed Raptor glow - Fixed white version for Ghidorah Heavy Nosecone - Fixed Torque on Ghidorah Guidance Unit - Fixed hinge on D2 - Fixed Cargo Rodan colliders - Fixed mass pass on Gigan - Make all Ore-holding parts hold empty by default - Heat limit balance pass - Fixed octaweb symm, updated subcats - Snacks! configs updated Happy launches! Links in the OP! Quote Link to comment Share on other sites More sharing options...
Thingyman Posted December 29, 2020 Share Posted December 29, 2020 Just got it, but my starship v4 is all pink. Any suggestions? Quote Link to comment Share on other sites More sharing options...
Damon Posted December 30, 2020 Author Share Posted December 30, 2020 1 hour ago, Thingyman said: Just got it, but my starship v4 is all pink. Any suggestions? This is a new one for me. I suggest making sure you installed it correctly and other try a clean install Quote Link to comment Share on other sites More sharing options...
Thingyman Posted December 30, 2020 Share Posted December 30, 2020 I figured it out, I installed one of the dependencies incorrectly. Quote Link to comment Share on other sites More sharing options...
MikoYurei Posted December 30, 2020 Share Posted December 30, 2020 On 10/27/2017 at 3:47 PM, damonvv said: IVAs are weird. The next update will be focused on IVAs! Will there be fully ASET IVAs for Rodan, or maybe for Gojira too? It would be awsome to fly the Starship from the IVA using monitors and buttons! Quote Link to comment Share on other sites More sharing options...
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