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Seaview123

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  1. Thanks for the help, folks. I found that there's a mod I'm running which affects the rotational angle which the docking ports contact. By spinning my craft I was able to get the ports to mate. In the VAB, there are now settings for what angles the ports would mate at, and for new vessels I now have to remember to set the ports to 360 degrees. I'm not sure which mod I'd installed is making this effect, but it's interesting.
  2. Hello fellow KSP'ers, I've got a save game I've been playing for a long time now, and I've come across a bug that started after I had an unexpected crash to desktop. All of my shielded docking ports no longer allow me to dock, whether on a vessel in flight or when building them from scratch. The animation works fine, but there's no magnetic attraction and it won't dock. I remember seeing this a long time ago on the forums, and there was a thread that recommended modifying the gamesave persistent.sfs file. If anyone remembers this and can point me to the old thread, or can let me know how to re-enable my shielded docking ports, I'd greatly appreciate the help.
  3. Thanks for all the hard work and effort you and all the members of SQUAD put into creating my very favorite video game. Well done, and looking forward to seeing what amazing things you folks are part of in the future.
  4. Very sorry to hear about the problems on the forum. Best wishes to the moderators and admins for getting the site up and running again soon.
  5. Wouldn't the solution to this to be just to throttle down during the initial ascent? I noticed this using MechJeb and adjusting the "Q" setting on the Launch Guidance tab. A lower Q (dynamic pressure) setting causes MechJeb to throttle down farther, and results in a lower acceleration through atmo... until the air pressure at higher altitude decreases and full thrust isn't an issue any more.
  6. Here's an update... I removed about 3 tons of fuel from my ERV and managed to get airborne, but found several more problems on ascent. The fins I used are mostly unmovable so if there was any lateral movement during launch it caused an angle on ascent. Then, once the asparagus stages dropped free my thrust vectoring and gyros couldn't keep me flying straight enough to make orbit. Fortunately, I had a single parachute to get back down safely with. I'll redesign and try again. My Kerbal has spent the last 10 years on Eve, so another couple more shouldn't be too much of a problem, don'tcha think? Here are some pictures of my failed attempts to fly... http://i.imgur.com/9jUg00p.jpg Prior to launch, after removing 3 tons of fuel. http://i.imgur.com/lP9Szy9.jpg Seven full thrust aerospikes do bad things to a launch platform. http://i.imgur.com/E3cGF5g.jpg Climbing out of the fireball. http://i.imgur.com/dpmo010.jpg Angle way too steep... http://i.imgur.com/d4TZPv2.jpg Parachute ride of shame... but lived to try again another day.
  7. I tried testing this design out, but found out that my Kerbal engineer (1.0.18.0) showed me some bad data in the VAB. It showed I had extra dV, so I packed on some more tiny tanks to my asparagus stages, then found my first stage thrust to weight was .97 at launch on Eve. It made for some interesting explosions, though, and some heartfelt cuss words, too, since getting it to the surface intact, on a level enough plane to launch from, and 'nearby' my stranded Kerbal, was a whole lot of time and effort wasted. And by "nearby" I mean about 45 minutes of rover drive time. I'll try again after trimming it down some. http://imgur.com/zwThBrV How I got it to Eve. The Eve Return Vehicle is under the fairing to the right. http://imgur.com/7ZGq1Ph ERV on a 5 degree slope. I lowered landing gear to straighten her out. http://imgur.com/dgGtgQQ Just prior to the explosions... <expletive deleted> !!!
  8. Very cool video and I love your landers. Nice work on these and thanks for letting us play with them.
  9. Thanks and Happy Holidays to the KSP team and forum. You guys are pretty awesome yourselves, and thanks again for producing such a fun and addictive game.
  10. Hello Angel, I'm a big fan of your Pathfinder mod and am having a lot of fun setting up bases all over my KSP career game. Thanks for creating this mod, it's a blast! I haven't read the entire thread, but I'd like to report a couple issues I've run into to let you know about them. I'm using CKAN and have the most recent version of Pathfinder installed... - I recently installed the Extra Planetary Launchpads and OSE Workshop mods, and I'm seeing an issue when opening the recycler, where the icons for the parts available to be recycled appear to be stacked on top of each other. Clicking on one automatically starts recycling one from some where in the stack, and as Murphy's Law would have it, it's usually always something I didn't want to recycle. - In the Ponderosa's Geology Lab when I click on TERRAIN Uplink and select Switch to Vessel, my game freezes forcing me to manually restart. - In the VAB, you can assign Kerbals to uninflated modules. (Actually, this cracks me up... I picture the Kerbals covered in shrink wrap and stuffed in a cold box for transport... it seems pretty efficient, but I wonder how you thaw them out at their destination... a microwave oven would use a lot of electricity. ) In any case, the button to inflate a module a Kerbal is stuck in isn't there until you have them EVA or transfer. - And in your wiki page, the craft file in the link to the Pathfinder Buffalo Starter Craft no longer works because of the old style wheels. Sorry about all the nit picking, but I hope this helps. Thanks again for creating a thoroughly enjoyable game mod.
  11. I guess you can't please everyone all the time... If it makes a difference, I love Antenna Range, and I'm a big fan of RoverDude's work, too. You guys are alright in my book!
  12. The Pathfinder or Buffalo mods have added a winged back pack with drop tanks and carrying attachments. I haven't used it yet but it looks interesting.
  13. I had the same problem when I updated to 1.0.5. I found out the version of MechJeb you get from CKAN is sometimes not the most current build. Replacing the version I had installed with the newest version fixed most everything for me. Try using the link below to get the most recent version, which is build #524 when I posted this: [url]http://jenkins.mumech.com/job/MechJeb2/lastStableBuild/[/url]
  14. For me, it helps out a lot with rockets that aren't perfectly streamlined or have large fairings. Setting the Max Q in MechJeb automatically throttles down when the aerodynamic pressure gets too high, then throttles back up when I'm out of the thicker parts of the atmosphere. I had been using the "limit to terminal velocity" feature, but the default Q setting (20,000) seems to work much better. One thing to be careful of... when I set it in the Launch Assistant, MechJeb set the default Q on for everything. I learned that trying to get a spaceplane to orbit and it took me a while to figure out it was MJ that was throttling back when I tried to go hypersonic.
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