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Laughing Gravy

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    Curious George
  1. Has this mod been updated for 1.9 or 1.10? The most recent version I see on GitHub is for 1.8 (dated November 8, 2019). I remain dumbfounded that this incredibly useful mod is not in the stock game. How else are you supposed to know you are aligned correctly when docking?
  2. Thanks for the responses. I have experienced this on larger and smaller craft in 1.1.3. Switching off RCS right when I reach the desired attitude will have to do for now - and this is an ironic solution, since in previous versions, I would often leave RCS off until just when I was pointing at the node, then turn it on to quickly stabilize attitude, at which point it would shut itself down. I do like to use RCS when I can to match orbital inclinations, which is hard to do if it's also firing in all directions as it tries to maintain Normal or Anti-Normal attitude. I'll have to fiddle with the settings to see what works best. I suppose each quad has to be adjusted separately? There's no universal RCS configuration? You know, after posting my message and playing with it some more, I began to suspect SAS. I noticed my engines also continue to gimbal wildly when at a node. Thanks for the tips. I hope it gets fixed. I did a maneuver burn and the engine was shaking like it was three espressos over its limit.
  3. I just installed 1.1.3, upgrading from 1.0.5. Just messing around, I notice that the RCS thrusters seem to fire non-stop while SAS is turned on. In 1.0.5, I could, say, click on the retrograde button and the ship would turn to retrograde using RCS and any other attitude control available. When the ship was in the proper position, the RCS thrusters would shut down. But in 1.1.3, when the proper attitude is reached, the RCS thrusters continue to fire pointlessly, draining monopropellant. This is really annoying. Is this a defect, or is there a new configuration I need to perform to get the RCS to behave correctly?
  4. I'm still on 1.0.5 as well. I've downloaded 1.1.2 and looked at it briefly, but I test software for a living. I have no intention of doing it for free on my own time. I'll let other people find the bugs. When the consensus here seems to be that it's stable, I'll make the switch. (1.0.5 has never crashed on me.) I do have a question about updating. (I'm not on Steam.) In the past, when I've started the Launcher, it briefly went through this "updating Patcher" thing, but really fast. Now, since 1.1 came out, it goes through this slow Patcher download. It takes a couple of minutes before it's done and I can click on PLAY. What I want to know is, what happens if I click the UPDATE button? Does it do an automatic update to my current 1.0.5 install? Or does it prompt me to pick where I want the update to go (so I don't have to overwrite my 1.0.5 install)? And why does it have to go through this slow download every time I start up? Like I said, I downloaded 1.1.2 already - I downloaded the .zip from the store and unpacked it in its own folder. I'd just like to know what Patcher is doing, what updating from the Launcher does, and what's the preferred was, in general, to update this game? Thanks.
  5. @softweir I copied my install, removed SCANsat from it, edited the spacecraft to remove the SCANat parts, and launched again, as with the others to a 250km polar orbit at sunset, to keep the ship always in sunshine - and it happened again, after about 18 hours or so. So I don't think what I'm seeing is related to SCANsat. I guess I just shouldn't run the application for so long.
  6. @softweir I'm giving it a try. We'll see. One of the times this happened, the heat shield and parachute were reported to have collided with the launch pad, but not the pod, which I found (lacking parachute and heat shield) separated from the rest of the spacecraft, still in orbit, with everything else intact. I sent up an unmanned pod to rescue Bob, which was a fun, unexpected challenge.
  7. I'm pretty new to this and I can't figure out what's happening to my ship. For the short-term, of course, I want to find out why my ship keeps exploding, but, more importantly, I want to learn how to figure this out. After many hours of scanning in orbit, my ship explodes. The output_log.txt file just says the mk1pod "collided into Water Pipe" and then that it "collided into Launch Pad" - this about a ship in a 250km orbit around Kerbin. I don't know that SCANsat is causing this, only that it keeps happening (to the same ship) after many (17+) continuous hours of scanning. (Today was the third time.) Are there any other log files I should be looking at? Anything else I could do to narrow down what is happening? I suppose I could uninstall the mod and put the same ship into orbit again to see if it explodes - but what happens to the map data I've collected thus far if I do that?
  8. Just wanted to say thanks for this plug-in - so simple, so useful. I like that it's right on the navball, which is the only place I want to look once I'm within fifty meters of the target. (If only distance to the target were on the navball as well.) Nice job.
  9. Thanks, that what I suspected, just wanted to make sure.
  10. Well, for my very first post, I'm going to ask a very-first-post level question, because I've looked all over and I can't find the answer. I have KSP 1.0.4 that I bought in the store. I know I can download the latest version from the store, but what I don't know is - do I install this over my existing installation, or create a new installation in a new location? And if I'm installing in a new location, what do I need to copy over from my previous installation? Thanks for the help. (By the way, is it just me, or is this forum software kind of laggy? It seems to miss a lot of my keystrokes.)
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