Feellikeapple Posted January 25, 2021 Share Posted January 25, 2021 no, I put the stuff in the game data folder to the game data folder, don't worry now, I just uninstalled some of the mods and it works now Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted January 25, 2021 Share Posted January 25, 2021 lol for some reason I believed the 2019 starship (Orbital not test) ditched the heatshield completely and replaced it with steel Quote Link to comment Share on other sites More sharing options...
Damon Posted January 25, 2021 Author Share Posted January 25, 2021 10 hours ago, Starhelperdude said: is there a patch that converts the raptors to methalox? @JadeOfMaar worked tirelessly to make those! Quote Link to comment Share on other sites More sharing options...
Fulcrum Posted January 25, 2021 Share Posted January 25, 2021 Good morning all,Beginner player on KSP 1.10.1 I have a small problem and despite my research (perhaps incomplete), I cannot find the solution.I have stored KSP parts in the "advanced part toolbox mode" and am delighted to be able to organize my own part layout.Unfortunately, "OPT, Near Future Launch Vehicle and Tundra Exploration" adds a new coin icon to me every time the game is launched. So I end up with a bunch of identical parts icons.I delete these icons every time, but nothing helps, I tried deleting them directly in "GameData / Squad / Partlist / PartCategories.cfg", but it is useless.Is there a workaround to keep only one icon of these mods in the "advanced parts toolbox mode"?Thank you for your advice and for taking the time to read me. Good game everyone. Quote Link to comment Share on other sites More sharing options...
OrdinaryKerman Posted January 25, 2021 Share Posted January 25, 2021 (edited) On 1/25/2021 at 6:00 AM, Starhelperdude said: is there a patch that converts the raptors to methalox? There is, but it needs CryoTanksMethalox or Rational Resources. If you don't want to get either of those, then replace the Methalox from NEEDS[CryoTanksMethalox|RationalResources] with just CryoTanks. If you have either of those, then don't do anything. Edited January 26, 2021 by OrdinaryKerman What I wrote last time is incorrect, I specified RationalResources instead of CryoTanksMethalox Quote Link to comment Share on other sites More sharing options...
BoofySmoofy Posted January 25, 2021 Share Posted January 25, 2021 14 hours ago, damonvv said: Check your action groups. Maybe you missed something! I explained it terribly my bad. The top fins react to W A S D Q E(pitch, yaw, roll), however, the rear fins don't react to these controls at all. Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted January 25, 2021 Share Posted January 25, 2021 57 minutes ago, OrdinaryKerman said: There is, but it needs both CryoTanks and Rational Resources. If you don't want to use Rational Resources, you can delete RationalResources from NEEDS[CryoTanksMethalox|RationalResources,!RealFuels] ,found in Extra_MethaloxEngine.cfg in TundraExploration/Patches. thx Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 25, 2021 Share Posted January 25, 2021 (edited) 4 hours ago, OrdinaryKerman said: There is, but it needs both CryoTanks and Rational Resources. -snip- NEEDS[CryoTanksMethalox|RationalResources,!RealFuels] The pipe character "|" means OR, not AND. You don't need to have both installed at once. @Starhelperdude you don't need to make any edits Edited January 25, 2021 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
briansax135 Posted January 25, 2021 Share Posted January 25, 2021 I am using the realism overhaul configs, and I do not have deltaV readings in the VAB for the upper stage of the starship. Superheavy does have these readings. The engines work fine, but any TWR, starting mass, etc. readings do not work in the VAB or in flight. Also, the center of lift appears to be too far forward on reentry, so the vehicle pitches up and I need rcs to pitch it down. Im using RO/RSS with 1.8.1 Thank you! Quote Link to comment Share on other sites More sharing options...
Miruzuki Posted January 30, 2021 Share Posted January 30, 2021 Hey guys. What could possible be the cause of missing crew IVA portraits (in the right bottom corner)? I have this issue with crewed starship mk4. Quote Link to comment Share on other sites More sharing options...
GuessingEveryDay Posted January 31, 2021 Share Posted January 31, 2021 1 hour ago, Miruzuki said: Hey guys. What could possible be the cause of missing crew IVA portraits (in the right bottom corner)? I have this issue with crewed starship mk4. @damonvv said that he'll work on these when SpaceX stops changing so many things every year, and is actually consistent. He's had to make 4 separate BFRs. Let the man rest. Quote Link to comment Share on other sites More sharing options...
IsaQuest Posted January 31, 2021 Share Posted January 31, 2021 On 1/24/2021 at 5:15 PM, damonvv said: Check your action groups. Maybe you missed something! Same here, however, it happened on the craft file that came with the mod. Maybe you can fix this in the next update? Quote Link to comment Share on other sites More sharing options...
Damon Posted January 31, 2021 Author Share Posted January 31, 2021 7 hours ago, IsaQuest said: Same here, however, it happened on the craft file that came with the mod. Maybe you can fix this in the next update? Currently Mk4 uses a stock IVA which only has a limit amount of seats. Sadly I can't change this. Quote Link to comment Share on other sites More sharing options...
OXIDE35 Posted January 31, 2021 Share Posted January 31, 2021 After installing this mod and dependencies, there are flickering textures on many parts. This is my first time playing with mods, so I can probably do something wrong. How to fix it?https://imgur.com/a/WhajvLJ Quote Link to comment Share on other sites More sharing options...
Damon Posted January 31, 2021 Author Share Posted January 31, 2021 (edited) 56 minutes ago, OXIDE35 said: After installing this mod and dependencies, there are flickering textures on many parts. This is my first time playing with mods, so I can probably do something wrong. How to fix it?https://imgur.com/a/WhajvLJ There should never be version numbers in your GameData folder. Make sure that you have put the right folder from the zip inside your Gamedata folder. In most zip files you will find a GameData folder. INSIDE that folder is the one you have to copy to your KSP/GameData folder. Also please make sure you only have ModuleManager.x.x.x.dll in your GameData folder and not the whole master folder. Edited January 31, 2021 by damonvv Quote Link to comment Share on other sites More sharing options...
ItsSnowyy Posted February 1, 2021 Share Posted February 1, 2021 when is 4.0 releasing? Quote Link to comment Share on other sites More sharing options...
Miruzuki Posted February 1, 2021 Share Posted February 1, 2021 (edited) Hi @damonvv , love this mod, especially Starship & Superheavy. I wish to use them in actual career missions, but, for now, the main issue is bringing science and cargo with crewed starship without breaking the general craft style. Maybe in the future we can see some inline cargo cylinder or something? Like interstage probe, but hollow inside to install something with UniversalStorage2 for example. By the way, do you texture some of starship/superheavy parts directly in Unity? Could'nt find a dds texture or reference to it in cfg for i.e. that interstage probe. Edited February 1, 2021 by Miruzuki Quote Link to comment Share on other sites More sharing options...
Damon Posted February 1, 2021 Author Share Posted February 1, 2021 17 minutes ago, Miruzuki said: Hi @damonvv , love this mod, especially Starship & Superheavy. I wish to use them in actual career missions, but, for now, the main issue is bringing science and cargo with crewed starship without breaking the general craft style. Maybe in the future we can see some inline cargo cylinder or something? Like interstage probe, but hollow inside to install something with UniversalStorage2 for example. I can take a look at it. 17 minutes ago, Miruzuki said: By the way, do you texture some of starship/superheavy parts directly in Unity? Could'nt find a dds texture or reference to it in cfg for i.e. that interstage probe. I don't really understand. But the textures are assigned in Unity and don't need any references in the configs. Quote Link to comment Share on other sites More sharing options...
Miruzuki Posted February 1, 2021 Share Posted February 1, 2021 (edited) 17 minutes ago, damonvv said: I don't really understand. But the textures are assigned in Unity and don't need any references in the configs. Yes, this is what I was asking about. I mean, you can pretty easily retexture stock parts since there is a dds file with texture: Spoiler I tried to retexture some 3rd-party payload parts from other mods to look like your starship parts, but it actually requires reversing .mu objects to blender 3d models, creating UV map, importing back to Unity etc etc... Without any practical experience I decided to just wait for some possible new parts from you (: Edited February 1, 2021 by Miruzuki Quote Link to comment Share on other sites More sharing options...
Cloakedwand72 Posted February 1, 2021 Share Posted February 1, 2021 Love the starship themed parts been using them for a while! Btw is it possible for you to increase the payload inventory requirements to be allowed to carry bigger parts like the hitchhiker module & science lab & similar sized parts? To be able to build a base with KSP’s new update. Also btw it’d be somewhat realistic as that’s what SpaceX wants to do IRL. Quote Link to comment Share on other sites More sharing options...
Fulcrum Posted February 1, 2021 Share Posted February 1, 2021 On 1/25/2021 at 10:53 AM, Fulcrum said: Good morning all,Beginner player on KSP 1.10.1 I have a small problem and despite my research (perhaps incomplete), I cannot find the solution.I have stored KSP parts in the "advanced part toolbox mode" and am delighted to be able to organize my own part layout.Unfortunately, "OPT, Near Future Launch Vehicle and Tundra Exploration" adds a new coin icon to me every time the game is launched. So I end up with a bunch of identical parts icons.I delete these icons every time, but nothing helps, I tried deleting them directly in "GameData / Squad / Partlist / PartCategories.cfg", but it is useless.Is there a workaround to keep only one icon of these mods in the "advanced parts toolbox mode"?Thank you for your advice and for taking the time to read me. Good game everyone. Hi all, Am I the only one using "advanced parts toolbox mode" or the only one with this problem? Do not take any offense, but I am surprised that no one bothered to answer me, if only to tell me that this problem has been seen, if not fixed. Good game everyone, if I find the solution, I will not fail to give it to you, it is the least of things for me. Bye Quote Link to comment Share on other sites More sharing options...
Damon Posted February 1, 2021 Author Share Posted February 1, 2021 39 minutes ago, Fulcrum said: Hi all, Am I the only one using "advanced parts toolbox mode" or the only one with this problem? Do not take any offense, but I am surprised that no one bothered to answer me, if only to tell me that this problem has been seen, if not fixed. Good game everyone, if I find the solution, I will not fail to give it to you, it is the least of things for me. Bye I saw your post but I have no clue how this happens, sorry. Quote Link to comment Share on other sites More sharing options...
mxi_steel Posted February 1, 2021 Share Posted February 1, 2021 hi! i have been having mech jeb issues my superdracos pulse when i use them to manuver Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted February 2, 2021 Share Posted February 2, 2021 1 hour ago, mxi_steel said: hi! i have been having mech jeb issues my superdracos pulse when i use them to manuver You don’t want to use SuperDracos for maneuvering- they’re meant for launch aborts. MechJeb probably isn’t very good with ~5 g burns for less than 5 seconds. The intended use is the RCS thrusters on the capsule, which MechJeb will use if you haven’t staged the SuperDracos, or can be activated manually with the H key triggering forward movement. Quote Link to comment Share on other sites More sharing options...
mxi_steel Posted February 2, 2021 Share Posted February 2, 2021 (edited) hi! how long could i expect a burn using rcs? (in seconds and mins) Edited February 2, 2021 by mxi_steel Quote Link to comment Share on other sites More sharing options...
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