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Doc Shaftoe

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    Rescuing the rescue missions

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  1. I've encountered this issue as well. I've been able to get it working correctly by applying a different air sim quality, then switching back to the desired air sim. I have to do this every time I load up a new flight, and I haven't experimented with multiple atmospheric flights, but at least there's a workaround.
  2. What a birthday present! Thank you @MOARdV so much for all of the hard work you've put into this brilliant mod. It's been a real pleasure using IVAs built with it and one hell of an adventure using it to build my own!
  3. To be fair, the engines on the actual shuttle sit pretty close together too. Spoiler'd image because it might be a little big. So what I do is I offset each of the lower engines towards the outside of the hull once using shift-click to get finer adjustments. Then I do the same thing to move the top engine up vertically by one, then move it forward by the same increment. It looks just like the included picture and flies great! As a word of warning, I use Editor Extensions Redux, but the engine offsets should still be achievable with the stock offset tool.
  4. I think the default Cotopaxi has been resized slightly because it doesn't look as out of place on the SOCK aft fuselage anymore. The engines still need to be manually offset because the attachment nodes aren't quite right, but the default engines look good.
  5. It sounds like your payload may be trying to achieve some kind of SAS stability. Does it have reaction wheels or any kind of command authority? I saw in the Habtech 2 thread that you've been struggling to place the Z1 truss. If that's the part you're having difficulties with, you'll need to make sure its reaction wheels are disabled and it isn't the control point for the vehicle after you dock it to the arm. I'm not sure if any of us can help you if your payload doesn't have any kind of reaction control. Sometimes you just get phantom forces in KSP and there's nothing you can really do to remedy them. I'm sorry you're having such a rough time with all of this! I wish there was more I could do to help, but it sounds like you might just be experiencing a kraken attack.
  6. I'm sorry you're having difficulty with the ht robotic arms. Robotic parts in KSP are inherently wonky, regardless of whether you use the stock robotics or Infernal Robotics. As others have said, the best advice I can give you is to set the movement speed to 1, max out the dampening, and be patient. Building anything with robotic arms is an incredibly complex and tedious process and that only gets magnified when you do it in orbit. The wobbliness is an inherent part of KSP's physics system, so you'll need to accept that you will get some degree of wobble no matter what you do. Without a proper inverse kinematics controller, robotic arms in KSP will always be an enormous pain in the ass. Even with an IK system, you'll still have the wiggle, but controlling the arms themselves will be less of a pain. I have no idea if it's compatible with the latest versions of KSP, but I know there was an inverse kinematics controller mod for one of the Infernal Robotics branches, but I can't remember if it's IR next, IR continued, or just the base IR. You should also avoid having autostruts connected to any moving parts or your payload as they can and will create phantom forces that will tear your craft apart. If you're using Kerbal Joint Reinforcement, you'll need to add exceptions to the robotic arm parts as well. You can check ask in the KJR threads for information about how to do that if you need help.
  7. Well that's a shame. Thanks for the correction! I'll be sure to let lemon cup know. Either way, this mod has been on my "permanent install" list since it released. So thank you for all of the work that you, lemon cup, and kochi have done!
  8. Maybe given enough time Blackrack will find a way to make true volumetric plumes just like his clouds. I still can't get over how good the sep-motor plumes look man. Job well done, seriously!
  9. The Tundra Space Center mod only includes the launch pad model assets for Kerbal Konstructs, but does not place them in-game. KSC Extended puts the TSC statics in-game by expanding the default KSC and providing a separate standalone "missile row" built solely from the TSC statics. If memory serves, the vanilla KSC gets the vertical and horizontal test pads, Launch Complexes 39 A and B, 40, and 41, while TSC has the remaining ones.
  10. Yes, it's possible to set up TU compatibility with Restock, but for a more thorough tutorial on that I'd recommend asking in the TU or TURD threads. The long and short of its you that you need to know which meshes you want to be shiny and which meshes you want to be matte, then set that up in a properly formatted config file somewhere in your GameData folder.
  11. Hi Kakub, this mod is designed for the stock suit switcher system. If you want to use Texture Replacer for different Kerbal heads (I do) then you'll want to uncheck the "personalized suits" option in the Texture Replacer menu in the KSC screen.
  12. I don't think the performance issues are going to be tied to rendering what we see on the screen. The slowdown in KSP has always been the under-the-hood calculations for physics and resources. I'm not sure FSR and DLSS will help.
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