Skyboss Posted November 27, 2013 Share Posted November 27, 2013 I think there is a bug with the Clamp-O-Tron style parachute port. Whenever I launch, the parachute automatically deploys. I am running the most recent 0.21.1 of KSP and the most recent official release of this mod. Anyone else have any solutions? Link to comment Share on other sites More sharing options...
nlancaster Posted November 27, 2013 Share Posted November 27, 2013 Or use Quantum Struts. Docking struts also work, and are not quite as Sci-Fi. You do have to go and click on each of them to set the link. But they look just like normal struts. Also KAS has a strut system that you construct doing EVAs, haven't tried it yet.I think there is a bug with the Clamp-O-Tron style parachute port. Whenever I launch, the parachute automatically deploys. I am running the most recent 0.21.1 of KSP and the most recent official release of this mod. Anyone else have any solutions?Verify you have the chutes in the right place. They work for me just fine. Link to comment Share on other sites More sharing options...
Starwaster Posted November 27, 2013 Share Posted November 27, 2013 I think there is a bug with the Clamp-O-Tron style parachute port. Whenever I launch, the parachute automatically deploys. I am running the most recent 0.21.1 of KSP and the most recent official release of this mod. Anyone else have any solutions?Was it a first time launch or was it a landed-re packed chute-relaunched?Because there is a stock bug that causes repacked chutes to deploy on launch. Link to comment Share on other sites More sharing options...
Skyboss Posted November 27, 2013 Share Posted November 27, 2013 They are on the top of the staging. The rocket is fresh from the VAB. I have tried staging the engines with the stage button (spacebar) and using the right click to toggle engines on. Link to comment Share on other sites More sharing options...
nothke Posted December 2, 2013 Share Posted December 2, 2013 (edited) Here is a little skin pack for 0.3.5 versionhttp://www./download/fl16ym2029tx4on/FusTekXX.rarIt adds 4 new Logistics modules with a different look:- Kombobulus - based on ISS' Columbus- Konsequence - based on ISS' Destiny- Karavaggio - based on MPLMs and also close to the "stock" look- Kerpton - based on kapton shields like the ones on ATV or russian modules+ Kombobulus and Kerpton end rings includedI will convert them at some point to 0.4, but the new combined texture - extreme reduction makes it pretty hard to make some creative new skins. For example Kerpton would be near impossible to make look good because the same pattern would repeat on every panel and would need to be of same size. Also the lack of specular shader makes nice shines not possible to add. Edited December 2, 2013 by nothke Link to comment Share on other sites More sharing options...
Dante80 Posted December 2, 2013 Share Posted December 2, 2013 That Kerpton texture is absolutely stunning man! Link to comment Share on other sites More sharing options...
Dix2lespace Posted December 3, 2013 Share Posted December 3, 2013 hi nice works! Just a question: can you make a centrifugal node cylinder (diameter 2.5m) with electrical motor (with configurable speed rotation) ?It will be very usefull to make a big gravity wheel with your life module.Thanks in advance for the answer? Link to comment Share on other sites More sharing options...
SuperWeegee4000 Posted December 5, 2013 Share Posted December 5, 2013 So, do these NOT work in .22? Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 5, 2013 Share Posted December 5, 2013 The current Dev build works. Go back to front page and click on Blog, you can download current build.So, do these NOT work in .22? Link to comment Share on other sites More sharing options...
SuperWeegee4000 Posted December 5, 2013 Share Posted December 5, 2013 The current Dev build works. Go back to front page and click on Blog, you can download current build.And is there any danger in using the Dev build? Should you back up your save? Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 5, 2013 Share Posted December 5, 2013 To be on safe side I would, just in case. You never know what will happen. The part files, the cfg ones, are different names in Dev build. And is there any danger in using the Dev build? Should you back up your save? Link to comment Share on other sites More sharing options...
Belesari Posted December 8, 2013 Share Posted December 8, 2013 Can someone help me? I downloaded the station parts and there is a problem. The kerbals cant move to new habs and such and nothing can be on them or they can't go eva. Any Idea's? Link to comment Share on other sites More sharing options...
sumghai Posted December 9, 2013 Author Share Posted December 9, 2013 Can someone help me? I downloaded the station parts and there is a problem. The kerbals cant move to new habs and such and nothing can be on them or they can't go eva. Any Idea's?You need to install Kerbal Crew Manifest in order to move Kerbals between compartments. Link to comment Share on other sites More sharing options...
Madeiner Posted December 10, 2013 Share Posted December 10, 2013 Hello, i wanted to report a possible leak/model problem with IACBM docking ports.I built a medium sized station, 45 parts without docking ports (many parts are welded together, thus the low part count)When i add 12 IACBMS, my station gets 22 fps on the runway.When i exchange those 12 IACBMS for stock docking port, i get 45 fps.This is a major leak.Anything we can do? I really like IACBMS, especially the lights, but not as 20 fps cost! Link to comment Share on other sites More sharing options...
Madeiner Posted December 10, 2013 Share Posted December 10, 2013 Follow up to the IACBM lag:i managed to solve it by removing the modules to change active/passive mode and the one for transforming the IACBMS into hatches.I now have full fps using the docking ports with lights also.I don't know why this was the case (nor which of the modules i removed was the problem)Maybe the active/passive mode switch is actually a continuous animation even when not in use? Link to comment Share on other sites More sharing options...
XanderTek Posted December 10, 2013 Share Posted December 10, 2013 Yeah, there's an issue with the IACBMs not being super rigid. The resulting wobble is probably what was lagging your system. Link to comment Share on other sites More sharing options...
sharpspoonful Posted December 10, 2013 Share Posted December 10, 2013 I'm surprised no ones using the KAS struts to help the rigidity issue as a temporary workaround. Link to comment Share on other sites More sharing options...
iornfence Posted December 10, 2013 Share Posted December 10, 2013 I'm surprised no ones using the KAS struts to help the rigidity issue as a temporary workaround.Well, it would either be rigidity problems or spontaneous violent disassembly, KAS struts aren't always reliable. Link to comment Share on other sites More sharing options...
Madeiner Posted December 10, 2013 Share Posted December 10, 2013 Yeah, there's an issue with the IACBMs not being super rigid. The resulting wobble is probably what was lagging your system.I dont think that's the problem, since i fixed it by removing those two modules.Plus i had nothing docked to the IACBM and the problem persisted while timewarping Link to comment Share on other sites More sharing options...
Starwaster Posted December 15, 2013 Share Posted December 15, 2013 (edited) I dont think that's the problem, since i fixed it by removing those two modules.Plus i had nothing docked to the IACBM and the problem persisted while timewarpingThe modules you cited are linked to animated colliders in the ports. The colliders are what have been causing wobble issues since 0.23neither KJR nor sny kind of struts are any guarantee of stability.Edit: specifically the hatch collider. It opens up to expose the hatch so you can access the module hatch underneath for EVA.The collider is still there and even removal of the hatch collider module wasn't 100% effective. Setting it to hatch mode while in the VAB was somewhat better than removing the module but ultimately I replaced the IACBM port with a copy of the parachute version that has no hatch collider at all. This custom copy had the chute module removed so it's just a docking port. I use crew manifest to move Kerbals to the airlock when they need to EVA. Edited December 15, 2013 by Starwaster Link to comment Share on other sites More sharing options...
gl0ryh0und Posted December 18, 2013 Share Posted December 18, 2013 Hello, i wanted to report a possible leak/model problem with IACBM docking ports.I built a medium sized station, 45 parts without docking ports (many parts are welded together, thus the low part count)When i add 12 IACBMS, my station gets 22 fps on the runway.When i exchange those 12 IACBMS for stock docking port, i get 45 fps.This is a major leak.Anything we can do? I really like IACBMS, especially the lights, but not as 20 fps cost!I've noticed this in my own development work. parts with complex collision meshs that are in very close proximity or overlapping will cause this. I think it has to do with the physics engine gets tied up trying to resolve the forces action on the object. it can cause the joints to be unstable as well. I would expect an even greater reduction in lag once the problem is properly isolated. I doubt it actually has anything to do with the modules themselves.Also I've noticed that Kerbal Joint Reinforcement mod can actually make the problem worse. So if you really don't need KJR, then take that out and see how it operates. Personally I love KJR and Fustek so I just live with it. Link to comment Share on other sites More sharing options...
ARGENTVS Posted December 20, 2013 Share Posted December 20, 2013 Is there any .cfg config to use with modules magnager so i can use this mod in career mode without the terrible time waste of editing each part .cfg?. Link to comment Share on other sites More sharing options...
Starwaster Posted December 20, 2013 Share Posted December 20, 2013 Is there any .cfg config to use with modules magnager so i can use this mod in career mode without the terrible time waste of editing each part .cfg?.I have one that will add every part that is missing from the R&D center:It adds them to Advanced Rocketry though station module parts probably should be added later. I think.... not sure actually. This is what I use to cover anything missing.@PART[*]:HAS[#module[Part],~TechRequired[]]:Final{ TechRequired = advRocketry entryCost = 1000} Link to comment Share on other sites More sharing options...
Liam Sheepman Posted December 20, 2013 Share Posted December 20, 2013 Will the stable 0.21 version work in 0.23 sandbox? Link to comment Share on other sites More sharing options...
ARGENTVS Posted December 21, 2013 Share Posted December 21, 2013 I have one that will add every part that is missing from the R&D center:It adds them to Advanced Rocketry though station module parts probably should be added later. I think.... not sure actually. This is what I use to cover anything missing.@PART[*]:HAS[#module[Part],~TechRequired[]]:Final{ TechRequired = advRocketry entryCost = 1000}Thank you very much, I'll install it and test. Link to comment Share on other sites More sharing options...
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