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About kcs123

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    Junior Rocket Scientist
  1. @JeeF, try with foldatrons from IR reworked parts. I didn't see before on first screenshot that you were using old legacy part pack. Other peoples were reported issues with legacy parts, although I don't recall specifics is it same issue like you have. Anyhow, KSP have chenged a lot (game engine changes) since those parts were made and it is not possible for anyone to fix them due to lack of original source files for those models/parts.
  2. @Infleto, IR Sequencer is not properly installed: That should be inside this folder: Path for IRSequencer should look like this: Couple of posts above is quoted post with links and install procedures. IIRC, same can be found somewhere on Github too. Try to reinstall everything in regards of IR. Please note that latest core IR release does not contain parts, so you have to combine older releases with latest ones to have everything in working order. Just read instructions in mentioned post more closely and don't rush with install procedure.
  3. Looks like another autostrut issue. Turn on autostrut visualisation trough debug/cheat menu to help you with this. Autostrut comes from that landing gear being too close to ramp/hinges. Unfortunately there is no way to turn off autostrut on wheels, so you have to figure out some workaround of this. There is several posts about similar issue and workarounds for it in this IR thread and WIP IR thread about it. You can also check links in my signature, I posted info about it too as it is quickly buried in forum thread.
  4. Follow links posted in previous page: I stop counting long time ago how many times it was already reposted in this and other IR thread.
  5. For spoilers just click on "eye" button next to smile button, bellow font combobox. As for RT thread, this is most recent one:
  6. Well, I'm on hiatus from playing KSP for months, but I hope I could get some free time over weekend to test GUI. Last time I was try to use it it was hard to follow everything. Waz have being doing changes back and forth for GUI with forked non latest version of kOS. I have to give it a try when everything is merged. IIRC, group of 3 or more radio buttons were not working properly in latest alpha version of GUI, while it worked properly in previous alpha versions. Need to check that. Also, I think that I was using version for KSP 1.2.2. on KSP 1.2.1. without noticable issues, but like I said, it is better to test it on platform that is designed for.
  7. Picture is there, in both, your post and on github. I guess I missed it when I was reading change log. I was searching for some piece of info in text and disregaded picture somehow. Thanks for clarification, helps with not producing false reports if I pick wrong KSP version.
  8. Is it for KSP pre-release version or it is "pre-release" for kOS update ? On what KSP version should be tested ? I did quick read trough documentation and changelog, but I didn't found info about it. Didn't have enough time to read trough all issues/PR on github.
  9. I don't think that is issue with bad alignment, but it does not hurt to check it regardless. If that does not fix issue, change friction on wheels. Instead of automatic, put some lower value on front wheel and higher on rear wheels. turn off brakes on wheels that were on wingtips, most probably those are ones that cause all mess as it in rare occasion preassure on them are evenly distributed. Put higher braking force on rear wheels. It is hard to see, but try to separate more widely that rear wheels if possible. Not way too much, only by width of 3-4 wheel width. Put air brakes much more near tail, that would help to produce more drag near end of cradt and helping to keep plane going in straight line. I ususaly use tri-cycle wheel combo and I was having issues with too wide rear wheels placement in some of craft designs. Usualy wide placed rear wheels helps with stability, but if you place it too spread compared to distance between front and rear wheel (nose - tail wise) it can be overkill and cause instability if you try to steer slightly.
  10. Yes it is. KSP stock areo is much better than at time of writting OP, but besides that old bug other stuff are pretty much valid even today. Anyone who want to learn more how it is done in real life, I have come across to nice videos of university lessons. It might be too much for someone who just want to play game, but it is quite good for people who want to learn more and fill gaps with some books about it too. Basic course Aerospace Engineering Lessons
  11. I belive it is called "mulch" in KSP and already exist in USI.
  12. For aircrafts with high TWR it can help, however it would also be pointless, because with high TWR craft you will reach takeoff speed much sooner. For aircrafts with low TWR (0.26 - 0.36), when you reach end of the runway you must not pitch up more than 10-15 degree, otherwise you will get lot of drag that engines would not counterpart and you will start to loose speed. In other words, 45 degree ramp would be overkill because you will get too much AoA that engines could not handle. 5-10 degree would be more apropriate, but with level 3 runway is also too much effort for little gain, because you already have decent slope at the end of runway that can help you to accelerate slightly before hiting sea. Not much, but can help with overweighted aircraft to prevent crashing.
  13. It is not shame to make a mistake from time to time. Shame is to not admitting own mistake and not learning anything from it. You have nothing to be ashamed for. I hope that you enjoy creating mods as much as others enjoy using it.
  14. At first they were claimed that is 17 videos, but later on they changed it to 21. Now, they didn't uploaded anything new for a while, so I suspect that is only 19 videos. Some videos are uploaded twice, but with different name, because of that I didn't inclued those in OP. I will continue to track that chanel if some more pops up, but I think that is all of available. Like in all schools/universities some teachers are better than others. Therefore quality of lessons vary in those videos too. Some lessons are more interesting to watch and easier to understand than others. You will need at least some knowlage abut derivatives and integrals to be able to understand what is going on. Also, I recommend to find out from lectures what books are recommended and read those too if you realy want to learn more about it. At least I would like that I have oportunity to watch such videos while I was at at school, but regardless, those were good to remind myself of some lectures in physics from my school days. It is always good to renew that knowlage, you never know when you will need it.
  15. Some of things on list could be possible, for some I don't have a clue. For example, it is possible list all part suffixes and resorces with kOS. It should not be too hard to compare engine fuel needs with resources available. Even if you can't get proper fuel needs for engine, you can create fixed list with hand written resources per engine that can be used for comparison. To get possible info per stage when that stage is not happened yet I don't know. Someone with better knowlage of kOS would have to answer this. I don't have idea how that could be accomplished, but someone else might. Antennas and electricity can be checked, launch clamps too. Supplies, crew parachutes and other mod depended stuff can be checked if values that they use are visible trough right click part info in flight. It would be much easier to create script customized for each craft design, but then you would probably have already decently designed craft that will not need such script in first place. Compleately universal script that would cover all possible mods and craft designs ? I assume it will be very difficult to achieve with kOS. It might be easier to create custom plugin/dll that will be used inside VAB/SPH while you build craft. Similar to existing stock engineer info, just with extended information from mods.