DoubleUU

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About DoubleUU

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    Holder of the Illudium Q-36 Explosive Space Modulator

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  • Location Not Australia
  1. Is the ActiveStruts on Github the same as the version that was packaged with this? https://github.com/MagicSmokeIndustries/Active-Struts I'm happy to take a look, though most likely this is going to be over my head. I can recompile it at least and see if it works.
  2. Just FYI, that's a good tip but I think it would be better to put that in your own MM .cfg file. Otherwise it will get clobbered when QS updates. I think something like this might work (I plan to try it tonight): @PART[*]:HAS[MODULE[QuantumStrut]] { @MODULE[QuantumStrut] { @MaxStrutLength = 30 } } Or something close to that. I'm still learning MM syntax.
  3. I don't think we're talking about the same parts. I'm talking about these parts:
  4. I took a look at the post you made regarding KAS. I would guess that if he's correct and we can do it EVA using KAS parts then the grabber could be fixed. Or am I thinking too simplistically? Is it correct to surmise that if some combination of KAS gizmos can do what we're looking for then it's possible the grabber could be salvaged? If it is feasible I wouldn't mind taking a stab at at least identifying potential fixes.
  5. I think the RoboStrut Grabber is broken for me. Even on the same vessel with a Grabber and Target just a short distance from one another and the Grabber pointing directly at the target there isn't any functionality to connect the two. I know there is a separate download for the sampler. Is there one for the Grabber that maybe I've missed?
  6. Thanks. I realize the regular RoboStruts work like that but I guess that's where I fell down with this. I thought the grappler and target worked differently. I found a post on the Steam forums showing the RoboStrut Grappler in use between two separate craft: http://steamcommunity.com/app/220200/discussions/0/412447331645950094/#c412447524178954836 Quoted: So, here's something I threw together quickly... RoboStrut to the rescue A Screenshot of Kerbal Space Program By: Manwith Noname This is Infernal Robotics implimentation of reusable struts. I took the Mallard stock craft and modified it simply by placing one strut part in the floor of the cargo bays. Then I built a really simple rover...that made me realise just how small MK3 cargo bays are...and the rover had it's own strut receptor. I was able to drive the rover up the ramp...with a little brute force and ignorance...and into the cargo bay area where I could then right click on the floor strut to make it connect. I had to switch craft to do this but that's down to how I placed the parts and the parts I used. Then I could fly no problem, the craft remain seperate and so the wheels don't pass through the plane. That screenshot is actually while in flight. Infernal Robotics is an awesome mod by the way. I would install it before any other extra parts simply because it really does bring something that isn't otherwise available in the stock game...and I mean the robot parts more than these struts...but the struts are great too. So I'm guessing this functionality was broken after some base game update? Looks like it worked pretty cool though.
  7. I'm trying to use the RoboStrut Grappler with the RoboStrut Target and I can't figure out how it's supposed to work. From previous posts I found I expected that if vessel A had a grappler and vessel B had a target that I could strut vessel A to vessel B. Is that not correct? If that isn't correct I'm not sure what the part is supposed to be used for so some tips would be appreciated.
  8. So, you're talking about having a craft and then magically transporting it to one of the other bodies in the system? The debug cheat menu can get you into orbit and then Hyperedit can put you on the planet. No flying (or mod making) involved.
  9. There are quite a few contract packs which I find essential in my career games. There are a lot that I think are fully compatible with stock (meaning no extra parts necessary). But I would consider adding in DMagic Orbital Science. Lots of new experiments. I play with over 80 mods in my current career plus I've created my own set of part mods for those mods. I don't care for sandbox unless I'm experimenting so I only play career games. If it wasn't for the additional science and contracts I'd probably have gotten bored long ago.
  10. Ok, here is the same relay with everything turned off. To activate it, I would first click on "Link Receiver for Relay" on the left window. When you do that the other receiver will have a button called "Activate Relay". I click on that. Done. Here are the buttons before turning them on: And this is after clicking "Link Receiver for Relay":
  11. It doesn't look like you have one of them linked for relay. Sorry if I'm telling you stuff you already know but just looking at your screenshot that seems to be the case. Shouldn't one of them look like the transceiver on the left ("Is Linked For Relay")?
  12. I did some for the StarLifter parts but I'm no expert. They work, I just don't know for sure that I did them "properly". I also don't know if RoverDude would approve so I can PM them to you if you want. I was coming about a couple of those parts actually. Is anyone aware of fuel flow issues with the 5m to four 2.5m or four 5m parts? It seems like after reloading if I have four fuel tanks connected, some of them won't be connected to the other tanks while one or two still are. I've been able to reliably reproduce this but before I got all crazy with the bug reporting I figured I'd find out if I'm just doing something wrong. Basically, I have a tank, the adapter, and four more tanks. In VAB fuel flow looks fine. When I launch at least one tank will not be part of the flow anymore. If I save and reload then it can be visualized. The example I just described had 3 tanks isolated and one tank still flowing correctly after saving and reloading. Is this a known issue? Is there maybe something I'm doing wrong? This happens with USI tanks, stock tanks, KW tanks, KSPIE, etc. Doesn't seem to matter. I thought maybe there was a config option that might be doing it but I'm not able to see anything off the bat. I'm happy to do any further testing or troubleshooting if it helps. Edit: So I was looking at it some more and maybe my description is wrong. It seems like the bottom tanks become feeder tanks so maybe I need to set fuel flow manually? Not sure how to do that or if it's possible. Here are the fuel flows from the VAB if it helps visualize. Hopefully this doesn't make it more confusing. In VAB this is how the fuel flow looks on every tank before saving and reloading the vessel: After saving and reloading, all of the tanks look the same as above except three of the tanks on the USI adapter. They look like this: The other tank on the USI adapter looks normal. Hopefully that helps. Am I doing something wrong? The 4-way adapter at the bottom seems to work fine so I'm thinking this is a bug maybe?
  13. Not sure on the first question but I think you get two different answers on the second maybe, one for atmosphere and one for vacuum. I know that antimatter reactors with thermal nozzles or plasma nozzles provides some very powerful thrust.
  14. Yes, that doesn't seem to help. I was able to create a stock reproducible craft. The location of the tri-alpha in the stack matters. If it is above the root part it will shut down when decoupled. if it is below the root part it will continue running. I put a Mk 1 capsule, a 1.25m stack decoupler, an umbrella radiator and the tri-alpha in a stack (top to bottom) with the capsule as the root. Launch, decouple, reactor continues to run. I move the stack so from the top it goes umbrella radiator, tri-alpha, decoupler, capsule. When decoupling the reactor shuts down. I'm guessing that is not intended behavior? P.S. Actually, I'm guessing that the direction of the decoupler perhaps matters? P.P.S. No, that didn't make a difference. Reversing the decoupler on the broken stack is still broken. Edit: Sorry for all the edits. So I have 5 parts now, from top to bottom: Radiator Tri-alpha Container Decoupler Capsule If I make the container the root the reactor will still function after decoupling so I guess it matters that the root part is on the same side of the decoupler as the reactor, not necessarily that the reactor is the root part. Also, the reactor can be above the root but not above the stage containing the root or it will shut down when decoupling.
  15. I have found a strange behavior and before I get too crazy with putting together a bug report I figured I'd try a basic explanation to see if this behavior is intended. Two vessels, vessel A and vessel B connected by a stack separator. Vessel A is a simple command pod craft with no Interstellar or other power generating parts and vessel B has a tri-alpha with all necessary doodads for it to function (radiators, etc.). If I launch vessel A by itself, no problem. If I launch vessel B by itself, no problem. The reactor is producing about 2.85GW of power. Then I connect the vessels in the VAB with a stack separator and the root part is on vessel A. That last bit is important. So it looks like this: Vessel A (root) -> Stack Decoupler -> Vessel B If I launch this craft, the power plant is still producing 2.85GW of power. If I decouple the vessels the reactor shuts down and cannot be restarted. If I return to the VAB and make the tri-alpha the root part, launch the vessel and decouple the tri-alpha continues running normally. So this setup works: Vessel A -> Stack Decoupler -> Vessel B (root) Now, this is happening on a really big craft (300+ parts) but even if I isolate it to just the two parts of the craft that are essentially a command pod and a reactor I can reproduce it reliably. Before I make a simplest reproducible craft I figured I'd ask if this is expected behavior. So, is it?