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Ford6

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Posts posted by Ford6

  1. I'm having a problem.  Docksafe will not release the lockout on my craft after un docking.  I've tried with stock and modded engines.  Tryed when there's no target selected, a different station in orbit is set as target, and with kerbin and both mun and minmus selected.  I've even managed to land on kerbin with only monoprop engines, and still the lfo engine is locked.  Logs don't show a bloody thing, and the engines right click menu shows status as "off.". Clicking the docksafe toolbar button does nothing as it instantly reactivates.  Removing docksafe is the only way to get the lfo engine to reactivate.

  2. I'm getting errors. KSPI-E 1.5.5, "Exception caught adding to: {Lists all intake parts} part: System.NullReferenceException: Object reference not set to an instance of an object at FNPluginHelper.Update()[0x00000] in <filename unknown>:0"

    "[Error]: Cannot find Module 'ModuleResourceIntake' (-859566458)"

    alright, seems its a conflict with the Advanced Jet Engine mod.

    edit -------------------

    response from Blowfish

    " Tell them this: if they try to find intake modules by name, they're not going to find AJE intakes properly. They need to use FindModulesImplementing<ModuleResourceIntake> or similar."

  3. Mike were you watching EJ_SA's twitch stream yesterday? He could have used this when his shuttle came down short of the runway, and fortunately for some "very good wheel bearings" managed to roll all the way to the hanger for his standard disembarkment shot.

    PS: lol, auto-correct keeps wanting to change disembarkment to dismemberment.

    got kinda bored here so i played around with this....

    .....YES

    http://i.imgur.com/P3w9V5l.pnghttp://i.imgur.com/aTowBe0.pnghttp://i.imgur.com/aH2BDH5.pnghttp://i.imgur.com/dmSbtb8.pnghttp://i.imgur.com/HLfuN9r.png

    - - - Updated - - -

    it drives and steers. has node that is connected to shuttle but obviously it doesn't operate like a trailer like that. stays rigid.

    KAS will be good for pulling it

    - - - Updated - - -

    and i will put on good textures at some point

  4. Took some time to find the entry. The log didn't have the gamedata part of the directory or the .cfg, as you can see.

    [LOG 23:49:26.663] [ModuleManager] Applying node StarLionIndustries/Mk2_Extended_KSPI_Integration/mk2_KSPI_fuel_tanks/@PART

    [*]:HAS[@MODULE[interstellarFuelSwitch],#LFamount

    [*]] to OPT/Parts/wings/wing_a/opt_wing_a

    [LOG 23:49:26.666] [ModuleManager] Error - Cannot parse variable search when editing key resourceAmounts = #$/../RESOURCE[LqdAmmonia]/maxAmount$;$/../ArgonAmount$;$/../RESOURCE[LqdAmmonia]/maxAmount$;$/../RESOURCE[LqdAmmonia]/maxAmount$;$/../RESOURCE[LqdAmmonia]/maxAmount$;$/../RESOURCE[LqdAmmonia]/maxAmount$;$/../RESOURCE[LqdAmmonia]/maxAmount$;$/../RESOURCE[LqdAmmonia]/maxAmount$;$/../RESOURCE[LqdAmmonia]/maxAmount$;$/../RESOURCE[LqdAmmonia]/maxAmount$;$/../RESOURCE[LqdAmmonia]/maxAmount$;$/../LFamount$;$/../RESOURCE[LqdAmmonia]/maxAmount$;$/../RESOURCE[LqdAmmonia]/maxAmount$;$/../RESOURCE[LqdAmmonia]/maxAmount$;$/../RESOURCE[LqdAmmonia]/maxAmount$;$/../RESOURCE[LqdAmmonia]/maxAmount$;$/../XenonAmount$;0

  5. I get an MM error in mk2_kspi_fuel_tanks.cfg It doesn't say what the error is though.

    [LOG 22:43:48.231] [ModuleManager] Applying node WarpPlugin/Patches/RemoteTechFix/@PART[computerCore]:FINAL to WarpPlugin/Parts/Command/computerCore/part/computerCore

    [LOG 22:43:49.040] [ModuleManager] ModuleManager: 17512 patches applied, found 1 error

    1 error related to GameData/StarLionIndustries/Mk2_Extended_KSPI_Integration/mk2_KSPI_fuel_tanks.cfg

    [LOG 22:43:49.041] [ModuleManager] Reloading ressources definitions

    [LOG 22:43:49.046] Resource RESOURCE_DEFINITION added to database

  6. Then that's the config you need for Real Solar System. IRL if the payload was over 10 ton's NASA used an "augmented" booster. AKA: double stuffed. They basically changed the burn times and amount of fuel in the srb's so that the main engines could run at a lower throttle in the lower atmosphere and thus saved fuel for later in upper atmosphere.

    The augmented booster launches were also the slowest of the launches. If you graph out all the shuttle launches there are five that are below the average curve.

    FYI: Challenger was the lightest launch (at the time) and was headed for the fastest launch speed when it had its accident.

  7. This might be helpful. The wiki page on the STS's OMS/RCS pods

    https://en.wikipedia.org/wiki/Space_Shuttle_Orbital_Maneuvering_System

    info of note, which will need to be Kerbalized:

    [TABLE=class: infobox hproduct, width: 22]

    [TR]

    [TH=colspan: 2, align: center]OMS Engine[/TH]

    [/TR]

    [TR]

    [TH]Engines[/TH]

    [TD]1 AJ10-190[/TD]

    [/TR]

    [TR]

    [TH]Thrust[/TH]

    [TD]26.7 kilonewtons (6,000 lbf)[/TD]

    [/TR]

    [TR]

    [TH]Specific impulse[/TH]

    [TD]316 seconds (vacuum)[/TD]

    [/TR]

    [TR]

    [TH]Burn time[/TH]

    [TD]15 hours (maximum service life)

    1250 seconds (deorbit burn)

    150–250 seconds (typical burn)[/TD]

    [/TR]

    [TR]

    [TH]Fuel[/TH]

    [TD]MMH/N2O4[/TD]

    [/TR]

    [/TABLE]

  8. . . . . that he / she needs there head examined after there "friend" hit them in the back of it? j/k

    I cant get my head around the particulars . . but there suggesting that the antimatter collector should be drawing power, as it would need to consume some to generate the proton fields that it would use to trap / collect the antimatter with out it going Kerbal (aka: Boom.)

  9. Well, I'm no clone of the brilliance of you, Sumghai, but I have, after trial and error, found a solution to the Aerofairing problem!

    Namely, if you destroy the fairing (say, by firing it into the ground), the parachute will deploy!

    So all I need now is a range/timed explosive, since firing the fairing directly at the ground after an escape takes too long (the pod will only have a second or two after the fairing strikes the ground to deploy its chute). Anyone have any recommendations? The last ranged explosive mod I remember was back in 0.23.

    TAC Self destruct. Or have the pod default to debris and make it move out of physics range @ Ludicrous speed . . . or maybe Plaid. . .

    ludicrous-speed.jpg

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