Avalon304 Posted July 26, 2014 Share Posted July 26, 2014 You have a problem with your Left and Right wing for the Super25 . The make the craft speed infinitely.What is the problem exactly? Link to comment Share on other sites More sharing options...
nismobg Posted July 26, 2014 Share Posted July 26, 2014 (edited) What is the problem exactly?Makes the craft speed up till it crashes! Even with engines OFF . If you put the regular KSO wings, no problemo. Some of the stats dont match too like mass etc.KSO25 wings should be :mass = 0.16// --- winglet parameters ---// dragCoeff will override the maximum_drag valuedragCoeff = 0.6deflectionLiftCoeff = 14 now they are all over the placeThese mash up configs cause problems if you use DRE and Far.Edit:. Just testing it and it almost worked so this is the problem if you craft goes to mad speeds. Edited July 26, 2014 by nismobg Link to comment Share on other sites More sharing options...
Avalon304 Posted July 26, 2014 Share Posted July 26, 2014 Makes the craft speed up till it crashes! Even with engines OFF . If you put the regular KSO wings, no problemo. Some of the stats dont match too like mass etc.Doesnt happen for me. Ive just completed several test landings of the Super 25 and while it does probably glide better than a craft of its size really would... it does slow down. Link to comment Share on other sites More sharing options...
ZacAttack42 Posted July 26, 2014 Share Posted July 26, 2014 Im getting nothing but green screens on all my mfds on .24.1 and .24.2. No other mods.Any fix? Link to comment Share on other sites More sharing options...
nismobg Posted July 26, 2014 Share Posted July 26, 2014 I give up, the 25kso is not working for me, no matter how many times I change the cfg files, the wings do something weird and the KSO goes like its on full throttle ! Link to comment Share on other sites More sharing options...
Avalon304 Posted July 26, 2014 Share Posted July 26, 2014 I give up, the 25kso is not working for me, no matter how many times I change the cfg files, the wings do something weird and the KSO goes like its on full throttle !I cant reproduce the symptoms you are describing... what mods are you running? Link to comment Share on other sites More sharing options...
qnistNAMEERF Posted July 26, 2014 Share Posted July 26, 2014 OK I installed KSO 3.10 Deleted every part to phase one except the oms mu and cfg and the kerbin_orbiter_engines.tga and kerbin_orbiter_engines_emis.tga and kerbin_orbiter_engines_norm_NRM.tga for the oms to look right because the 25 uses them, now I aslo kept the goo lights mu'and cfg's so I could use the lights, I was wondering what other files are associated with the lights that I do not have, so they will sow up correctly.In order for the goo lights to show up correctly in game, in addition to the MU and CFG files, you need the following texture files: kerbin_orbiter_docking_mod.tga, kerbin_orbiter_docking_mod_emis.tga, and kerbin_orbiter_docking_mod_norm_NRM.tga. Link to comment Share on other sites More sharing options...
Htllgast Posted July 26, 2014 Share Posted July 26, 2014 Hello, I'm a fan of your mod, and I'm wondering whether your mod support 64-bit version of the game? Link to comment Share on other sites More sharing options...
qnistNAMEERF Posted July 26, 2014 Share Posted July 26, 2014 Hello, I'm a fan of your mod, and I'm wondering whether your mod support 64-bit version of the game?It's working for some and not for others. I thought it was working for me when ATM was upgraded to support 0.24. Sadly, I still get random crashes again. So back to 32bit for me. Your mileage may vary. Give it a try. Link to comment Share on other sites More sharing options...
helldiver Posted July 26, 2014 Author Share Posted July 26, 2014 In order for the goo lights to show up correctly in game, in addition to the MU and CFG files, you need the following texture files: kerbin_orbiter_docking_mod.tga, kerbin_orbiter_docking_mod_emis.tga, and kerbin_orbiter_docking_mod_norm_NRM.tga.This.And I know I've said I wanted to separate them completely from that file. I still am, it's just that things have gotten hectic. I will do my best to get that separated before Phase IV is out. Link to comment Share on other sites More sharing options...
qnistNAMEERF Posted July 26, 2014 Share Posted July 26, 2014 (edited) This.And I know I've said I wanted to separate them completely from that file. I still am, it's just that things have gotten hectic. I will do my best to get that separated before Phase IV is out.It's all good. One thing at a time.EDIT: I have no idea how the color is selected for the GOO lights, but do you know if it's possible for them to incorporate the color options like the stock lights? Edited July 26, 2014 by qnistNAMEERF Link to comment Share on other sites More sharing options...
bac9 Posted July 26, 2014 Share Posted July 26, 2014 helldiver, a few small requests here, if possible:- Could you by any chance change the small radial decoupler to use a separate texture instead of one from the orbiter so that it could be used even if all orbiter-related files are removed? Atlasing is an incredibly good thing, but that one particular part is not invariably used with the orbiter parts alone, so it might very well get into a situation where a huge atlas of the orbiter is not available. I doubt it will need more than a tiny 256x256px texture, so one decoupler using a separate texture won't hurt anything.- If it's possible to do without breaking existing craft definitions, could you rename all the remaining configs, textures and meshes to show clearly which part set and texture atlas they belong to? At the moment, if you want to, for example, temporarily remove small orbiter but leave space station parts, you have to double-check descriptions in part configs against the opened game to know which part is which. The super25_ and ss_ prefixes that are already in place were a good start, it would be nice to see all the other parts and textures to be grouped in the same manner. Link to comment Share on other sites More sharing options...
Virtualgenius Posted July 26, 2014 Share Posted July 26, 2014 Holy crap its bac9 Link to comment Share on other sites More sharing options...
Dextre Posted July 26, 2014 Share Posted July 26, 2014 Holy crap its bac9oh my god its Virtualgenius respect Link to comment Share on other sites More sharing options...
bac9 Posted July 26, 2014 Share Posted July 26, 2014 Also, that orbital tug is hands down the best KSP part ever made, very fun to use and very useful. Link to comment Share on other sites More sharing options...
Woodstar Posted July 26, 2014 Share Posted July 26, 2014 (edited) holy crap its bac9all hail the bac9!!!!!In order for the goo lights to show up correctly in game, in addition to the MU and CFG files, you need the following texture files: kerbin_orbiter_docking_mod.tga, kerbin_orbiter_docking_mod_emis.tga, and kerbin_orbiter_docking_mod_norm_NRM.tga.I was thinking it was them, but thanks for the help FREEMANtsing. Edited July 26, 2014 by Woodstar Link to comment Share on other sites More sharing options...
Damon Posted July 26, 2014 Share Posted July 26, 2014 Helldiver, is this a bug? Great mod btw Link to comment Share on other sites More sharing options...
ayana Posted July 26, 2014 Share Posted July 26, 2014 How wonderful, the update made the RCS on the tug work like it should. The things I can put together without a headache now... Link to comment Share on other sites More sharing options...
qnistNAMEERF Posted July 26, 2014 Share Posted July 26, 2014 helldiver, a few small requests here, if possible:- Could you by any chance change the small radial decoupler to use a separate texture instead of one from the orbiter so that it could be used even if all orbiter-related files are removed? Atlasing is an incredibly good thing, but that one particular part is not invariably used with the orbiter parts alone, so it might very well get into a situation where a huge atlas of the orbiter is not available. I doubt it will need more than a tiny 256x256px texture, so one decoupler using a separate texture won't hurt anything.- If it's possible to do without breaking existing craft definitions, could you rename all the remaining configs, textures and meshes to show clearly which part set and texture atlas they belong to? At the moment, if you want to, for example, temporarily remove small orbiter but leave space station parts, you have to double-check descriptions in part configs against the opened game to know which part is which. The super25_ and ss_ prefixes that are already in place were a good start, it would be nice to see all the other parts and textures to be grouped in the same manner.Regarding the CFG and MU names, I PM'd this very idea to Helldiver and he didn't want to force everyone to have to rebuild their craft files, corrupt their saves, or make them start over in career. Although he agrees it's a good idea. That said, there is a windows (works in WINE, too) installer that will be released with Phase IV that'll let you pick and choose what phases you would like installed. It also appears the phases will be separated by zip file too. Link to comment Share on other sites More sharing options...
qthk Posted July 26, 2014 Share Posted July 26, 2014 Is it just me or what? My batteries ran out once in orbit? Link to comment Share on other sites More sharing options...
Avalon304 Posted July 26, 2014 Share Posted July 26, 2014 Never thought I would see bac9 in this topic... thats pretty cool.Regarding the config thing, what would be nice to see (and this may be how helldiver is gonna do it...) is to have each phase have their own subfolder in the Parts directory (eg Parts/Phase1 and so on) with a folder for those parts which may be required in multiple phases. Link to comment Share on other sites More sharing options...
ninemonkeys Posted July 26, 2014 Share Posted July 26, 2014 This might have been asked before, but the search-function doesn't work to well and I'm getting connection errors all the time in these forums. Will you work on a 64-bit-compatible version? Thanks for all your effort. Link to comment Share on other sites More sharing options...
Woodstar Posted July 26, 2014 Share Posted July 26, 2014 Makes the craft speed up till it crashes! Even with engines OFF . If you put the regular KSO wings, no problemo. Some of the stats dont match too like mass etc.KSO25 wings should be :mass = 0.16// --- winglet parameters ---// dragCoeff will override the maximum_drag valuedragCoeff = 0.6deflectionLiftCoeff = 14 now they are all over the placeThese mash up configs cause problems if you use DRE and Far.Edit:. Just testing it and it almost worked so this is the problem if you craft goes to mad speeds.Then by all means do everyone that uses FAR + DREC a favor and write a config for both that work!I'm noticing that both the kso super 25 wings are showing shielded maybe that has something to do with this thing not slowing down. Link to comment Share on other sites More sharing options...
qnistNAMEERF Posted July 26, 2014 Share Posted July 26, 2014 This might have been asked before, but the search-function doesn't work to well and I'm getting connection errors all the time in these forums. Will you work on a 64-bit-compatible version? Thanks for all your effort.There is a whole thread dedicated to the woes of the 64bit version of the windows KSP client. I'm sure it'll be easier to diagnose problems with this mod on the 64bit client once its own bugs are sorted out. Link to comment Share on other sites More sharing options...
CFIRickM Posted July 27, 2014 Share Posted July 27, 2014 All - sorry i've disappeared from KSO testing; work has overwhelmed me the past couple weeks. Sounds like 64-bit testing has been quite the ride. I'm heading to Oshkosh for Airventure tomorrow - and will be back to KSO testing once I return.In the meantime, here's some 45 year anniversary pictures from the Armstrong Museum. I stopped by this week while driving through on business. Enjoy!Rickhttp://imgur.com/a/nT7O3 Link to comment Share on other sites More sharing options...
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