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Jaevko

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    Bottle Rocketeer
  1. [The below issue is solved, but I will leave the post here so it can help others.] Great looking Mod! I'm really excited to try it, but I can't get it to work right. The interface window is not coming up when I press "y", but the craft does stabilize as expected using SAS...just no interface. I've bought the part from R&D. I installed using CKAN. I also have AVC and toolbar installed (both with CKAN). I've already tried uninstalling and reinstalling the mod. Thanks again for this great mod, and thanks in advance for your time and help with this issue. Fixed. Closed KSP, deleted toolbar-settings.dat from my GameData Folder. Everything works fine now. This mod is awesome, thank you!!
  2. Please do, I'm open to criticism! My justification (as I said, I'm open to change): After way too many toppling incidents, I learned to build my landers low and wide. When I have to have all those science things on there making it tall, and need to have tons of fuel, the logical thing to do seems to be to use the fuel tanks as a way to broaden the lander and make the CG lower. Haha it worked very well in stock @ Ferram Thanks, that helps a lot!
  3. I love this mod. Thank you Ferram!! I am having a few problems with aerodynamic failures. They are entirely my fault and I don't want to turn the setting off, I want to get better at building/flying. Any good guides? (Google hasn't revealed much, so sorry if I missed something in my searches) Take this lander for example. To have it survive launch (high dynamic pressure/aerodynamic failure) do I simply need to accelerate really slowly through the lower atmosphere? Or is there another trick? (One of those fairings mods? Are there any fairings big enough to hold MASSIVE landers or space station modules?) As for reentry, I'm slowly figuring it out for spaceplanes (just slowly dissipate speed in the upper atmo and don't dip too low until you are slow enough...still can be tricky though and tips would be appreciated). What about landers like the one above? Can they be used for in-atmo planets like Eve or should I relegate them to vacuum landings only? (In other words, am I pretty much limited to beautiful sleek B9 splaceplanes for in-atmo places like Eve, Kerbin, Duna, or Laythe?)
  4. Thanks for your help. I'll go ahead and redesign with all of that in mind. I really appreciate everyone's help, especially Roadkill's. Thanks!!
  5. Haven't tried that yet, but I'll definitely try that in future designs! Stupid hub part I just noticed that the Pegasus Mobility Enhancer is definitely clipping a little with the Telus Mobility Enhancer. Also, Pegasus ME's might be clipping up and down the length of the lander. Surely those tiny pieces aren't the problem? Looking at how it shakes itself apart, I would guess it was something with the arms. I am, however, doubting the whole "clipping" theory a bit. This Kraken only happens at certains times during different parts of orbits. For example, during a "Krakenless" part of an orbit, I can save, reload, and do anything and everything trying to get it to attack the ship, and nothing will happen. During a really bad part of an orbit, I am unable to maneuver for even a second without it striking hard and fast. Reloading it multiple times doesn't help: when this happened orbiting the sun trying to perform an intercept orbit to Duna, I had no choice but to put time acceleration on and wait another whole year until there was another opportunity to perform the burn (at which point the Kraken decided to go away and completely stop causing trouble for a bit). For that reason, I am having doubts about the whole part clipping theory (why would it come and go like that depending on the orbital situation?)
  6. Wow, thanks for all the replies and help, this seems like a really great community! Here's the craft file: https://drive.google.com/file/d/0B1MXNWoMTkwNTGNaUmswRlpTNlk/edit?usp=sharing (Let me know if there are issues with that, this is the first time I've shared a craft file. The only modded pieces on there are the two mechjeb controllers). I see some potential part clipping on the tug, but don't see much on the lander. (Maybe the parachutes next to the radial engines?) Like I said, I'm pretty sure the problem is the lander, not the tug: The first time it happened was in low Kerbin orbit with the two undocked (gassing them up) and it happened to the lander/science ship. Note that in the video, some of the fuel tanks on the tug have been detached, and the two different ships are probably rotated compared to how they are in the craft file (since they undocked and redocked a couple times).
  7. Part clipping means that I have to actively open a menu and allow it, right? Nope, never did that (although I definitely did my best to make the parts fit as closely as possible).
  8. First, I apologize for the cross-forum post. I initially posted this in support, but upon reading the stickies and reviewing that forum, I realized it was more for crashy-sort of issues. This, while technically a bug, is probably more of an physics engine-limitation/ship design question, so I'm going to repost here. Youtube Link The only mod I'm using is MechJeb. Repeated issue with this ship exploding or falling apart. Sometimes it also "accelerates" (acts as if an engine is on) and the orbit changes when it's not supposed to. It happens under acceleration or freefall, with autopilot or SAS on or off, with torque wheels on or off. It has happened in Kerbin orbit, sun orbit, Ike escape trajectory into Duna orbit, in atmo during Duna aerobraking. It is actually two ships: the nuclear tug in the back and the lander/science ship in the front. The lander/science ship seems to be the problem: it has happened once or twice just to that with the tug undocked. How can I design the ship so this won't happen? KSP is pretty much unplayable with this relatively uncomplicated ship, it took countless quick-saves to get to Duna. I did use the terrible barely-working "Rockomax HubMax Multi-Point Connector" piece, and the four "arms" on the lander attached to that piece wouldn't work with symmetry. I created one arm, and then had to copy/rotate it to create the other 3. Is that the problem? Or is it something entirely unrelated to the hub max piece?
  9. Youtube Link The only mod I'm using is MechJeb. Repeated issue with this ship exploding or falling apart. Sometimes it also "accelerates" (acts as if an engine is on) and the orbit changes when it's not supposed to. It happens under acceleration or freefall, with autopilot or SAS on or off, with torque wheels on or off. It has happened in Kerbin orbit, sun orbit, Ike escape trajectory into Duna orbit, in atmo during Duna aerobraking. It is actually two ships: the nuclear tug in the back and the lander/science ship in the front. The lander/science ship seems to be the problem: it has happened once or twice just to that with the tug undocked. How can I design the ship so this won't happen? KSP is pretty much unplayable with this relatively uncomplicated ship, it took countless quick-saves to get to Duna. I did use the terrible barely-working "Rockomax HubMax Multi-Point Connector" piece, and the four "arms" on the lander attached to that piece wouldn't work with symmetry. I created one arm, and then had to copy/rotate it to create the other 3. Is that the problem? Or is it something entirely unrelated to the hub max piece? EDIT see this thread http://forum.kerbalspaceprogram.com/threads/92341-Return-of-the-Kraken
  10. Hey Fractal_UK, this is a fantastic mod; you've made something really awesome here! The wiki seems to be down (the main page still loads, but not any of the other pages). Could you please post the wiki pages to this thread that way they are safely preserved/easily accessed?
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