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Matt77

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  1. Thank you for the in-depth reply. I believe I understand but will have to read it again. I did make a stock install to try to make it repeatable but apparently it's not that easy. I had an inkling that using struts that way might be a cause, a "misuse", definitely :-) I know from past experience that KSP prefers a tree structure to loops but I didn't really notice that I was breaking the rules - I thought it was similar to using struts to add rigidity to boosters, clearly not the same use case though! I appreciate the time you have taken to look into this, thank you.
  2. I wondered if the struts were a factor, but it also seems like the pistons go fully retracted. It works ok on launch, but on reloading it seemed like the drift problem. I'll try to recreate the issue in a stock install, but if it isn't within the scope of this mod I understand.
  3. Thanks for the fixes. Unfortunately the robotics drift isn't fixed for me. I may be pushing the physics engine too far... The rover on the left was created after installing Community Fixes 1.9 and the one on the right, after 1.10. Log More log Craft File Screenshot
  4. I don't think so. I'm not sure how it would know what to attach where. I'd build the sections, save them as subassemblies (stock feature, open the expandable menu on the top left) then assemble them and add the final design to the build list. You probably need to use the re-root feature if your stages don't use a pod as root. Normally I'll use a probe core to de-orbit them but if weight or funds are a problem, you can add a pod temporarily then re-root and delete the pod. I'd also recommend using KRASH to simulate the finished thing. KCT slows your game down a lot. Nobody wants to spend weeks building a rocket only to find it can't do the job.
  5. Was it "2012"? Massive disaster which I think included a Russian oligarch taking all his cars with him on an Antonov cargo plane, to meet the arks where all the wealthy were going to be saved. Might be wrong though, I only saw it once and maybe confusing it with something else.
  6. I use these quite a lot. Fast, quiet and comfortable. Most seats have power sockets to charge mobiles and laptops. And the staff are great.
  7. I'm interested in early sci-fi, possibly because I'm old and remember reading books until daylight appeared... I'm waiting for a movie of The Forever War (Joe Haldeman), it was announced years ago but doesn't seem to be happening. The Star, a short story by Arthur C Clarke sticks in my head for some reason, and I haven't read it in 30 years.
  8. Valentina, mainly because in Chatterer there is a sample that she ends with a snigger. No idea what she might be saying but it's endearing. Jeb is a close second but he's matured a lot and is mainly flying safe tourism missions to pay for the oddball projects that keep getting approved...
  9. I think the decision is so late because the original devs didn't want time to be a factor, which seems very odd to me especially since they gave us the ability to run multiple missions at once. I've got about 20 up at the moment and my main station is starting to look like the City of a Thousand Planets :-) I wonder if SAC uses the same calcs as the stock delta V readouts, which disagree with Engineer by quite a margin. I've noticed you can prevent SAC from adding alarms automatically so it becomes much easier to ignore it. I'm very happy that the new owners are bringing mod-makers or their ideas on board, but I would like the stock toolbar to be editable to remove unnecessary icons.
  10. A few hours ago I decided to re-orient my station to make the docking easier for a tourism mission. Spaghetti doesn't even describe it - I'm going to rename it Valerian as it is a mashup of the station, an old Munar landing system, a tanker, a supply shuttle I forgot to put parachutes on and some other stuff I don't even recall sending up. Heavy fuel tanks hanging off a single 2.5m docking port were bending >45 degrees. The oscillations just got worse over time, and when I enabled RCS I could see every module thrusting to reinforce the wrong direction. Disabling RCS and all of the SAS modules except the one at my "command point" allowed it to subside over time, completely off-axis. When it was safe to do so I saved the game and installed KJR-Next - totally fixed the problem, all the SAS modules are active again and the station is rigid. Thanks for the mod. I'm not bothered about the rotation issue, never used it as the docking port mods allow you to line up pretty easily.
  11. Is there a way to completely disable the stock alarm clock? I much prefer KAC as it doesn't use screen space, toolbar space etc unless I tell it to, and it usually guesses what I want when I add a new alarm.
  12. Thanks, I really don't know if it's trivial or a headache. If I configured my crew inventory in the VAB, then decided to change the crew at launch... what happens to the inventory? Perhaps best left for the re-write, I can understand you're busy with all the mods you maintain! This is not game-breaking, now I know how to sort it.
  13. KCT is a must-have mod for me as it adds a lot to the game. I also use Breaking Ground. I noticed that when I change my crew's inventories in the VAB, when KCT puts them on the launchpad they revert to the default parachute and EVA pack. The ship inventory remains ok. I found a workaround by building a capsule in Sandbox, loading it with a Kerbal with the right inventory, then copy/pasting that into my main Persistent file. Everything between INVENTORY and CAREER_LOG. Is this possible to add? I imagine it could be a problem because I have always cleared the crew out and then assigned who I like in the KCT dialogue so that would be an issue...
  14. 55 mods here. I cannot play without various graphical mods as the game reminds me of an Atari Jaguar title from many years ago without them. I have no idea why clouds are not a stock feature after all this time. I use Kerbal Construction Time as it seems wrong being able to build rockets instantly, and I use TAC Life Support just because it seems correct. I also use a couple of things like NavHUD, Docking Camera, Alarm Clock, Engineer, Chatterer... When I say a couple I mean 20-30...
  15. I think I have it. I tweaked the hinges a bit. It's fairly stable up to about 25m/s on Kerbin, which as a prototype was it's only real job. I like it so much I'm going to send one to the Mun when I have better wheels. The tiny rover wheels explode if you hit an incline at that speed. I did try moving the trailer to a central point (blocking the exit hatch, which was why it was off-centre to start with). It makes no difference. It does pull to the left slightly but I think that's the drag from the extra wheels as the CoG is good. I tried all the tweakables but it seems like a limitation of the physics engine. I can live with a 20m/s speed limit. I just tapped that into Google and it's 45mph :-)
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