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RiggerLee

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  1. When I say stick I mean it adhered to the cargo bay. It stuck in place and I could move all around with RCS or the engine with out it moving even with the door open. And time warp did not affect it. It became part of the ship and I recovered it with no problem. It was a revelation. So that's how that part works. I'm now wondering if the mere presents of the arm is what made it stick. I had extended the arm and moved all around trying to get it to grab the part. Failed. I'd stowed the arm when I discovered that the part would "stick". It's refusing to do it this time. So as I understand your answer it should work even lose in side the bay if I don't time warp? Is that how the bay is normally intended to be used. Lee
  2. I'm playing 1.7 Some time ago I got a contract to recover a part from orbit. It was a side mount engine. I built a shuttle and tryed to use this Arm from a mod I think it was for a Hermes shuttle or some thing. I tried but couldn't get it to work. Gave up on the arm. Finally I resorted to just bumping it into the cargo bay. And the thing just magically stuck. I was amazed I didn't know that the cargo bays would do that. Cool. I flew home with no problem. Now I have another contract. This time it's a mark 1 command pod. I tried to do the same thing. It just wont stick to the inside of the cargo bay. It floats around inside and then just floated out through the closed doors when I tried to reenter. What am I doing wrong. What are the rules for using the cargo bay to retrieve parts from orbit? How does it work? What am I doing wrong? Lee
  3. Just some thing I'd like to see. Recently I've been playing more with solid. I've been trying to fly more missions with small solid motors. Like using kicker motors to insert small satellites. It's kind of a pain with the control nodes. It would be really nice to be able to set the dv of the burn and then be able to change the direction of the vector with out changing the magnitude. It would make it much easier to plan your flight path with fixed size motors to make the corrections. So you would have a special type of node. You would need one control where you could draw out the length of the vector. Then instead of three fixed arms to change the different components you would have three handles where you could rotate that vector. You would also to be able to slide the node along the path as you can now. It would these burns easier. Are there any mods like this? Lee
  4. How do I make it non private so that you or any one can reed it? Lee
  5. Sorry to be slow replying I had to drive back and forth to Austin yesterday. Fond the Log file or at least I think this is what you want. https://www.dropbox.com/pri/get/output_log.txt?_subject_uid=669882255&w=AACyfD2WQQ3iRvpjLC1TzNqLUXhalYzJxhd954_JxXjZXg I have not used drop box before. hopefully that worked. As I said those errors in MM pop up and then it just freezes in the load. I wish I could be more helpful. And I thank you for your patience with me. Lee
  6. I'm not sure what to post. It's not booting so It's not generating a crash file or any thing like that. I thought I'd fond the problem. I had not installed a texture for real solar system. I have now installed 2048 but it still locks up at the same point in loading. Lee
  7. I tried asking this in the TestFlight thread but it doesn't seem very active. Maybe you can help me here. I'm trying to instal a RO RP-0 in 1.13 It's freezing part way through loading. I'm getting an error: "ModuleManager: 14559 patches applied, found 6 errors 6 errors related to GameData/RealismOverhaul/TestFlightRnD.cfg" RealismOverhaul-v11.3 TestFlightCore-1.7.1.0.beta-1 This is the TestFlightRnD.cfg file: // Set the global TF RnD settings TFRNDSETTINGS { updateFrequency = 86400 TEAM { points = 10.0 costFactor = 1 } TEAM { points = 12.5 costFactor = 1.5 } TEAM { points = 15.0 costFactor = 2 } } // After pass: fix up RnD @PART[*]:HAS[@MODULE[TestFlightCore]]:AFTER[zTestFlight] { @MODULE[TestFlightCore],* { rndMaxData = 2500 rndCost = #$../entryCost$ @rndCost *= 0.00001 @rndCost += 0.15 tmp = #$../entryCost$ @tmp != 0.25 rndRate = 6 @rndRate /= #$tmp$ !tmp = DEL } } All required mods by RO and RP-o installed. I've tried a couple of times. At first I tried with the most current mods. Then I tried again by going back and trying to find versions of all mods compatible with 1.13 thinking that there might be a loss of compatibility with newer mods for 1.22 but I'm still locking up with listing 6 errors in the cfg file for TestFlight. I'd like to try to play this the RP-0 progression and seem to be stuck in 1.13 for that. Help would be appreciated. Lee
  8. I'm trying to instal a RO RP-0 in 1.13 It's freezing part way through loading. I'm getting an error: "ModuleManager: 14559 patches applied, found 6 errors 6 errors related to GameData/RealismOverhaul/TestFlightRnD.cfg" RealismOverhaul-v11.3 TestFlightCore-1.7.1.0.beta-1 This is the TestFlightRnD.cfg file: // Set the global TF RnD settings TFRNDSETTINGS { updateFrequency = 86400 TEAM { points = 10.0 costFactor = 1 } TEAM { points = 12.5 costFactor = 1.5 } TEAM { points = 15.0 costFactor = 2 } } // After pass: fix up RnD @PART[*]:HAS[@MODULE[TestFlightCore]]:AFTER[zTestFlight] { @MODULE[TestFlightCore],* { rndMaxData = 2500 rndCost = #$../entryCost$ @rndCost *= 0.00001 @rndCost += 0.15 tmp = #$../entryCost$ @tmp != 0.25 rndRate = 6 @rndRate /= #$tmp$ !tmp = DEL } } All required mods by RO and RP-o installed. I've tried a couple of times. At first I tried with the most current mods. Then I tried again by going back and trying to find versions of all mods compatible with 1.13 thinking that there might be a loss of compatibility with newer mods for 1.22 but I'm still locking up with listing 6 errors in the cfg file for TestFlight. I'd like to try to play this the RP-0 progression and seem to be stuck in 1.13 for that. Help would be appreciated. Lee
  9. I'm playing with a mod, Better then starting manned, It has an engine prone to over heating but I've seen this else where as well. How is engine heating calculated? What contributes to it or mitigates it. I've had problems with procedural engines as well. The solid motor in it gives me fits some times. Lee
  10. No joy with the patcher but down loading the file directly worked. Thanks. Lee
  11. I'm having trouble updating to 1.0. I tried to do it with the patcher but it just sticks and locks up. Am I going about this the wrong way? Lee
  12. That didn't work. I'll try again. How do you update to 1.0? The patcher just locks up and sticks. Am I trying to do this wrong? Lee
  13. I'm having trouble down loading the up grade. I click on the patcher but I get a message saying "Squad Patcher Busy, Hold on we're getting set up." I've tried being patent but it just sticks there. I've tried turning off E-set. Am I doing some thing wrong? Lee
  14. I just started playing RO. Question/suggestion, Is their any way to vent/dump fuel when my engine fails. If I'm going to deal with these failure modes it would be nice to have some chance of recovering the rocket from an early shut down. Just for the record we do have such a system on our sounding rocket and have used it on several early aborts allowing us to dump the tanks once the main canopy is deployed so that we are not over weight on landing. Lee
  15. So I just built my self a RO copy of KSP. I included most of the suggested mods and some others. With I little tinkering I seem to have it running stably. Thing is my rockets keep malfunctioning. I'm not sure if it's the base RO or if it's one of the mods. To be clear I don't think it's a bug. It's like their are built in malfunction modes. Some times the engine does not light. Some times it loses power part way through, or goes out, or explodes. I guess that's realistic but it's just turned up way too high. I literally can't get it to fly. Is there a place that I can turn this down a notch, so that say 1 in 5 rockets would actually function? Lee
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