(Set to 2 means you are allowed to sink 2 times faster than default. Change "Descent Rate Factor" to allow faster/slower sink rate. You can edit settings.cfg for more accurate adjustment. You are free to turn off warnings you don't want to hear. Click it to open GUI to edit settings or view current warning status. There is a button on either/both stock and Blizzy's toolbar. It will warn you if it thinks you are crashing. The mod recognizes stock, FireSpitter, & KSPWheel landing gear I also add TCAS ("traffic collision avoidance system") warning.įly an aircraft with landing gear(s). GPWS means "ground proximity warning system", a terrain awareness and alerting system. This mod was inspired from by SolarLiner, and !-or-crash! by Cryphonus. Prior to installing OPT, everything was running smooth and happy.Original mod made by original thread here: a number of new instruments are added: engine control panel. brand new interior for the new stock mk1Cockpit. Convenient, carefully thought out design and realistic look. Thing to keep in mind though is most of these mods have been around for quite a while, except for OPT. Advanced IVA for MK1 Cockpit is a full set of instruments and indicators for your aircraft control and aviating made in the General Aviation style. There are currently THREE branches: original (for KSP 1.8.1), prestja's one for 1.9.1, and R-T-B's for 1.10.1Īlso, i dont know if FAR could be causing an issue with KWT, I would install FAR as your first plugin after installing KWT. Also, Kopernicus could possibly be an incompatability? vOvĪ note on Kopernicus: mae SURE you have the correct fork of Kopernicus for the version of KSP you are on. With the nature of KWT, I have no idea how it would play with any planet pack mods. less if there arent that many to begin with. Test, then add any plugin-only mods that are in your current, failing install. Since your issue seems to be primarily with KWT, I suggest creating a fresh, non-Steam install of KSP, and only installing KWT and any required dependencies. I do not now what mod that would be from, certainly not OPT.Īlso, about 1/4 of that unusually long log, seems to consist of exceptions from Parallax. Quick look through your log doesnt show anything definitive for me, other than a big exception at the begininng, thrown by something that has code for "_BuildManager". Had an issue recently where the game hard crashed, when the KWT mod was clicked on: I try to gather all of the bits of information over in an dev thread and will mention your input as well. It at least must change calculating the bounding box. I asked over at the world stabilizer thread, on what it does, that prevents the bug. I thought, that it is some correction mechanism of KSP, however as I am no modder, I have no clue what is happening. I don't have it in me to deal with OPT's parts (mainly the issue of re-unwrapping and re-atlasing these parts if/when needed) so I can't fix them myself. B9 depends on several other mods to make it work. If you are on an earlier version of KSP, however, you may be able to find a compatible version of B9 here. All other KSP versions should be considered incompatible. The bundled dependencies are for KSP 1.8.1 and may not work on other versions. The WorldStabilizer mod (linked in this thread's OP) suppresses the bug. The latest version is compatible with KSP 1.8.x. What I assume is that the origin of an animated mesh is far from the center of its geometry, so when KSP calculates the bounding box of the part, it somehow ends up underground and KSP spawns the part in the air to somehow cover for that. I can't get at all why that would happen. I recently made a part that doesn't animate and it had the bug. They currently use just LFO and are From what I remember, the bug is caused by bad practice with (usually animated) meshes. Current options are MMH + NTO, MMH + NTO + EC, IntakeAtm + EC, LH2 + LOxįuel cell options for the "Tidal Force" ( LFO) power spheres. Other RCS fuel options (their mixes and what their Isp's should be). Let me know if they should have different defaults (currently just "1" for all). I've made a SMURFF-alike mechanism to easily scale only OPT's masses. In which case I'll also remove the always-on Ablator. If you believe the heat limit upgrades should stay (in spite of DRE which kinda makes them pointless). I'd especially like your feedback on the following. You'll have to download all the OPT folders again and make another clean copy-paste of everything. RP-0 tech tree placement is done, all parts fully covered by DRE, OPT's stockalike/non- RO upgrade items are disabled (and the heat upgrades with them, but the VIsp stuff for the Warpjets and EggDog engines are still enabled, parts that had the option for Ablator will have Ablator always-on). YEAAAAAAH Mr Crabs Another round of work is done.
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