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Ford6

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Everything posted by Ford6

  1. Oh for $#% sake. . . I've been slowly adding other mods that I use (alarm clock, alt resource panel, ect...) Adding KJR (Kerbal Joint Reinforcement) causes the problem to rear its head. Theres a new version available. downloading now.
  2. ok . . . this is turning out to be fun. . . The download from curse has the decoupling problem. The download from Github doesn't have the decoupling problem. Curseforge really a curse.
  3. Success! I have found the root problem. If I attach a deployable solar panel onto the service module it won't decouple. no solar panel and it decouples as its supposed too. Happens with all deployable panels, stock, AIES, bobcat (Home, Mir, ISS), boxsat, KOSMOS. Game then crashed when I tried the fixed solar panels, looks like the "You've been in & out of the VAB / SPH to many times." insufficient memory crash. restarting now. . . . Fixed solar panels do not cause the problem. Game crashed again while doing first test with the avionics ring . . . . 1.0 where are you? Avionics ring has no issues with the solar panels.
  4. Version 2.4 freshly downloaded from curse. FAR is from February, I'll check for a newer version. Animated Decouples, Real Chute, Deadly reentry, FAR, hot rockets, klockheed martian, node resizer, TAC-Lifesupport, Ship manifest and KSPX for the escape tower. I've tried from between 200km to 60km and even the escape system on the Launchpad won't separate the command pod with the SDHI heatshield from the service module. Aviation ring works fine. Other heatshield's either separate from the Service Module or command pod. If you time warp after using the service module's decoupler the command pod will slowly separate. However when you end the time warp the two crash back together. I added a decoupler into the SDHI heatshield's lower node, it jettisons the Service module just fine. I can send you a craft file I have set up for a contract to test the escape tower.
  5. Still having problems getting the Service Module to decuple from the SDHI Heat shield. Comparing the Service Module to the Avionics Ring, which has no issues, the maximum drag is lower then the minimum drag. meaning that there's only angular drag applied in atmosphere, which explains why its such a . . . pain, to get it to separate during re-entry. adding a decoupler Module to the bottom node on the SDHI Heat shield allows for the Service Module to actually separate. As you do lose functionality and control of the Service Module when you decouple with it there must be some problem within its coding or model. Maybe the ejection fore is being applied the wrong way? Visually the pod seams to sink into the Service Module instead of pushing away.
  6. Technically your correct. In real life S0 is bolted to Destiny's top side. Forum user Felborn goes over how it's attached in real life in his YouTube series project gateway. https://www.youtube.com/playlist?lis...E798BCCBC36923
  7. Z1 and S0 do not connect to each other. Z1 sits on top of unity and S0 sits atop of Destiny. Z1 is the reaction wheels and temp housing for P6 until the truss assembly was built out. For reference: http://en.wikipedia.org/wiki/Assembly_of_the_International_Space_Station
  8. The MIR station pack has the missing docking port (ASAP) as well as the Zarya and Zvezda. Try transferring fuel to the back to alleviate the Buran's nose heavy condition. The wheel and cargo bay door issue is do to a missing or outdated plug-in. Firespitter.dll found in the firespitter, or B9 mods. (B9 has the newest official version) Before the Forum disaster of '13 there were pictures on how to dock the truss to Destiny using the truss ports in the pack. They have yet to be re-uploaded. I just use a docking port added @ the correct location on Destiny.
  9. boosters with a decoupler near the outlet will have there noses smack the craft. Boosters with a decoupler near the nose will flip out and smack into its twin. a booster with the decoupler located at the dry weight COM will fly off beautifully. Rocket science isn't science, its equal parts engineering and art.
  10. Ok. I'm an idiot. I was using the wrong heat shield. I was using the SDHI 2.5m heat shield under the Sum Dum Heavy Industry's Manufacturer tab instead of the MK 1-2 pod heat shield. You might want to consider adding it to your manufacture's tag as its not listed in any of the other ones.
  11. I'm having an issue with the decoupling. I use the menu as I only have basic action groups unlocked. The little arm moves, there's smoke and the service module and add-ons are no longer accessible, but the module and command pod don't separate. any ideas?
  12. You really didn't tell us which mod you need help with. . . . but I'm going to guess your asking about the ISS Community mod since that's the only one that I know of that has trusses. What is the problem your having? BTW the mod is unfinished. The inner panel to outer truss and panel caps haven't been finished yet. And now, as in irl, there's a docking adaptor that has to be made for the end of PMA-2 for the new American commercial crew transfer ships.
  13. I had this problem too, I did find the problem. You have hidden parts by attaching them inside area of other parts. This is called "clipping" and causes the games physics engine to throw a brain fart, Basically resulting in the front wheel of your plane never touching the ground. You can even raise the landing gear and the front of your plane will hover in the air. Remove the hidden parts one at a time until you find the culprit, and try it in another location. In my cases it was either a TAC Life-support hex can or a Z-4K battery. both were attached to a BZ-52 Radial Attachment Point that ended up attached to a SAS module rather then the cargo bay I meant for it to. (Root problem was the attachment point , but the battery or hex can was causing the physics error.)
  14. That thing just keeps getting better every video.
  15. For the mod I put the vng directory from the zip into the gamedata directory. Same for the . . . . wait a sec. my download of the plugin is corrupted. I'm redownloading now and will try reinstalling it tonight when I get home from work. Edit: Alright. Installing a non-corrupted plugin has solved the problem. Looking at my download logs, the download was interrupted and resumed three minutes latter. Cable must have gone down and corrupted the download. Sorry for the trouble.
  16. Well that was short lived. . . the new save worked for about three hours. however I did find a "fix" so to speak. By mounting a radial decoupler (Buy itself or with a module girder to keep it from exploding) and firing it off after the engines are @ max, The nose wheel will drop sufficiently to contact the runway and the ship starts rolling. PS Use the offset feature to hide the decoupler's bits inside the plane.
  17. Mods not working for me. I've installed the plugin and the mod. both type of cute are shone in the SPH and are mountable on the craft. When I hit backspace or click the abort icon nothing happens.
  18. Been there, Done that. Didn't fix it. As I said in my post "Newest one from firesplitter. Stock, Firesplitter, and other mods (Tank Tracks) all work. But all the B9 ones are stuck. Edit: reinstalling B9 also didn't fix it. However, starting a new save did make them work with new a craft. There still stuck on the old one, So I guess I get to remake it again. . . . *Begin construction on the MK 18!*
  19. I'm having the same problem with the wheels. I have tried both the firesplitter.dll from b9 and the newest one from firesplitter with no luck.
  20. Would you mind sharing? I've been tweaking files for a month now with no luck. . . other then keeping the stuff in the cargo bay from burning.
  21. Bobcats Soviet Pack (Mir station specifically) has both the Zarya (ISS_TKS_FGB) and Zvezda (modified Mir Core) as well as one of the docking ports . . . I don't remember which one off hand.
  22. Is there a way to keep TACLS from overwriting the resource variables in a craft file? the automated script for adding resources for the # of crew is overwriting the values I've entered in my space stations craft files, and MM mod file. Ive tried removeing the add_resources.cfg's, but it's still occurring. Removed the .dll and it stopped. so the dll is ignoring the cfg's and overwriting the resources.
  23. I'm trying to use a module manager file to change the amount of resources on a ship. I know the script is running as the carbon and water filters are getting added . . . but the amounts of resources aren't changing. Heres the file I made. @PART[iSS_FGB]:NEEDS[TacLifeSupport]:Final { // remove MFT Support !MODULE[ModuleFuelTanks] {} // Standard TAC-LS Carbon Extractor using the Bosch process MODULE { name = TacGenericConverter converterName = Carbon Extractor conversionRate = 8.16 inputResources = CarbonDioxide, 0.001703210064733, ElectricCharge, 0.039783051310155 outputResources = Oxygen, 0.001713537562385, false, Waste, 0.000001209166498, true } // Standard TAC-LS Water Purifier MODULE { name = TacGenericConverter converterName = Water Purifier conversionRate = 8.16 inputResources = WasteWater, 0.000014247685185, ElectricCharge, 0.007123842592593 outputResources = Water, 0.000012822916667, false, Waste, 0.000001994675926, true } // Install New Lifesupports %RESOURCE[Food] { %amount = 467 %maxAmount = 467 } %RESOURCE[Water] { %amount = 308 %maxAmount = 308 } %RESOURCE[Oxygen] { %amount = 47283 %maxAmount = 47283 } %RESOURCE[Waste] { %amount = 0 %maxAmount = 42 } %RESOURCE[WasteWater] { %amount = 0 %maxAmount = 393 } %RESOURCE[CarbonDioxide] { %amount = 0 %maxAmount = 40843 } } Any Ideas?
  24. No option there for disabling roll. http://s30.postimg.org/i5fgcyn71/screenshot0.jpg' alt='screenshot0.jpg'> Just "start deployed" and "disabled brakes"
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