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tg626

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About tg626

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  1. Yes, no and yes. :). I'll try that version on the same mission and see how if differs. Thanks!
  2. I have a different problem with Landing Guidance. It simply refuses to work. I'll see warping to braking maneuver but it doesn't warp, I'll start from a stable orbit and select land at target and nothing happens, I try to "help" it along and sometimes that gets things moving but I'm the end it doesn't brake and I crash. I saw a post about a month old saying it was being worked on but before I go the trial and error route, is there a version of MJ that has a work landing guidance in KSP 10.1? It's really the only thing I want it for, targeted landings. I'm assembling a mun base.
  3. I seem to have found weirdness with resource transfers. Docked a craft to a space station. Moved monoprop from one ship tank to a station tank, worked as usual. Tried to move monoprop again after that, from the ship tank to a different tank on the station and nothing... try again from any tank to any tank (intra-ship, intra-station, or between docked craft) and while the buttons go from IN/OUT to STOP as usual, nothing moves.
  4. No I didn't... Fix it that is. Welcome to the world of incomplete testing. It never, ever.... EVER....EVER occurred to me that a piece of code, meant to shed parts in a game with 6 degrees of freedom, wouldn't have it's directional vectors referenced in some way to the part. Nope. The part can have it's mass, force, AND DIRECTION of ejection specified, but that direction is relative to the UNIVERSE... I kept cheating my craft into orbit to test the direction of ejection, and once the panels blew OUT and not sideways thru the craft I thought it was al
  5. @PART[ServiceModule25] { @MODULE[ModuleJettison],0 { @jettisonForce = 30 @jettisonDirection = 0 1 0 } @MODULE[ModuleJettison],1 { @jettisonForce = 30 @jettisonDirection = 0 -1 0 } } Requires Module Manger (and Making History of course), changes the panels to jettison OUTWARD as expected rather then laterally... NOTE: Does not address the whole "bay is open but parts think it's closed" bug NOTE: If craft is spinning when the panels are blown, you'll see some really odd behavior. Take one to orbit and roll before jettison; you'll see what I mean...
  6. FWIW solar panel sun tracking tweak is still working in v1.8.1
  7. That's another "helper" that ought to be stock.
  8. Guys "look at what I can do under such difficult circumstances! Its easy!" To someone who is struggling is not helpful. I suggest some YouTube. Learn not so much ksp but orbits in general, scott Manley is good for this. Also consider installing mechjeb and just watch what it does. Then try the tutorials. You'll get your lightbulb moment went you pierce the mental barrier that is keeping you from "wrapping your head around it" Thats how I learned. That said, it is a real shame that something like navyfish's docking alignment indicator isn't stock. You still have to hand f
  9. Module Manager is the way to go. That way future updates won't stomp on any customizing you do. I wanted to make hull numbers so I whipped up some textures and made a cfg file to get them in the list of texture options. Slight correction tho: @MODULE[ModulePartVariants]{ ... } needs to be added around the VARIANT entries, else it won't work. Resulting in: @PART[sticker*]:HAS[#author[blackheart612]] { @MODULE[ModulePartVariants]{ VARIANT { name = Kerman displayName = Kerman themeName = Kerman primaryColor = #ADAFAD secondaryColor = #ADAFAD TEXTURE
  10. Weird tho because it was usually M$ browsers that gave me headaches...
  11. Yes, I see that for a split second and then the screen I posted. Firefox 70.0.1 if that makes a difference. EDIT: It does make a difference... Chrome, Edge, even Internet Exploder all work ok.
  12. This still works in v1.8.1 so I updated the title.
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