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peteletroll

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About peteletroll

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  1. Both would be great By the way, this is the problem from your log: [LOG 11:58:34.870] [DR:81296] [DockingStateChecker] Check report: ################################################################################ checking vessel IKSS checking node octans.docking.port.s0p5.2.female-2740319917 "Ready" checking node octans.docking.port.s0p5.2.female-2835895857 "Docked (same vessel)" has docking joint -4557630, octans.docking.port.s0p5.2.male-1309863526 > octans.docking.port.s0p5.2.female-2835895857 other is octans.docking.port.s0p5.2.male-1309863526 "Docked (
  2. @Hachiro, your log shows some of the docking ports are misbehaving in a way DockRotate should be able to fix: it happened to me too. Is the problem still there if you F5/F9 or timewarp a little?
  3. Hello @Jebediah Studios, welcome to the forums! This is a pretty old thread, you may try asking your question on the Kopernicus main thread.
  4. Hello @Lt03, welcome to the forum! Can you give us some more information about what happens?
  5. orgPos and orgRot are members of Part, while servoTransformPosition and servoTransformRotation are members of BaseServo. You can find the right module of a part like this: BaseServo m = part.FindModuleImplementing<BaseServo>(); if (m) { servoTransformPositionX = m.servoTransformPosition.x; } Hope this helps!
  6. Well, no, if you reduce weight by removing fuel :-)
  7. Hello @Caleb F., welcome to the forum! It looks like your question is about ∆v (Delta-V) and TWR (Thrust to Weight Ratio). ∆v: It's somehow related to how far can you go, so it's (mostly) about fuel: look around for "rocket equation" (if you're into math) and "delta-v maps" (to know how much delta v you need to go to Mun and back, for instance); TWR: It's about how much your craft's engines can push: TWR < 1 means that your engines don't push enough to lift your craft. Very important on takeoff, of course, but also for powered landings (powered landing = no atmosphere, so no
  8. In my experience, adding a PartModule at runtime causes problems. It seems that every part has a fixed-length list of PartModules, defined at game startup, and if you add PartModules you get log messages about "bad PartModule index", or something like that. Best workaround I found is to avoid PartModules in this case, and working directly with MonoBehaviours, that can be added at runtime without problems, but do not get saved in the sfs files. If you need persistency, you need to add a PartModule, but you have to do it via MM.
  9. A lot of things have changed since the question was asked, and people moved on anyway. Please start a fresh topic if you're interested.
  10. Hi @Bobo Shark, welcome to the forums! I moved your question to Suggestions & Development Discussion.
  11. Welcome to the forums, @Mutagg! I moved your post to Technical Support (PC, modded installs), since it's not about writing mods, but about using them.
  12. Welcome to the forum, @Xanderdj! Sometimes I had the same problem, because of non-continuous radio contact with KSC. Do you have a relay satellite network around Mun and Minmus?
  13. @Xavier T, I'd say you posted in the right place. Welcome to the forum!
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