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MaxPeck

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Everything posted by MaxPeck

  1. Negative. Pretty much all I have are parts packs, plus TCA, Kramax, haystack and final frontier. Running on a MacBook currently so I stay away from the visual mods.
  2. Hey, @allista Got some strange behavior with TCA. I've gotten to the point in 1.7.3 where I can start doing VTOL stuff (slow I know, but I started over). I have most of the modules installed, and activated. In navigation or cruise mode, my aircraft are detecting phantom terrain and obstructions and acting bizarrely. The aircraft would stop as though in "stop" mode, and a few of them have done stationary pitch and roll loops. I tested it by taking one out over the ocean at 250AGL and started trying to cruise at 50m/s. The altitude in the TCA set field kept turning red, and I would alternatively get "ground collision possible" and "obstruction on route" warnings in the annunciator. Since I was flying 250m above the water, headed out to open water, both things were impossible. Every now and then the annunciator would say "ascending" and we'd head to the roof - one time it climbed to 10,000m and wouldn't come down. My engines were averaging about 40% in level flight, so it wasn't a load capacity problem, and I'm well-balanced in the editor. I'm not sure what's going on. Not using any mods that alter terrain like Kopernicus or KK. Any idea why this might be happening? I dug though the log, but other than the usual loading and adding TCA to parts, I'm not seeing mentions of TCA or anything that indicates an error or an exception being thrown. I'm at a loss...
  3. I am pleased to report that whatever coding sorcery you worked has succeeded. Drills and the Lasso scoops appear to be working once more. Thanks, @Angel-125! Now I can get back to hunting those sweet aurum loads to fund my space program!
  4. I seriously like the Surface Attachable Control parts. They really work, especially with satellites, when you want to keep them low-profile, like a cubesat. My only wishlist item/request is for the face plates to actually do something functional. No matter what, the displays don't change. Turn off the SAS module, it still says active. The battery indicator never changes. Maybe you could figure out a way to integrate with the Indicator Lights mod to add some functionality? Nonetheless, this is a definite keeper in the collection! Thanks!
  5. Some other stuff to add, after looking back over my design. Fuel wings is almost mandatory, unless you want to hang fuel tanks all over the place. I like the drop tanks from firespitter for extended range missions, and there is a fuel tank, I think it comes from SXT that’s like a wrapper tank, and it saddles nicely on top of a 2.5m part and makes a good wing root and place to mount intakes. I’m too lazy for pictures, but to give you the basic idea, I start with a 2.5m cockpit, attach a 2.5m passenger section and then a cargo ramp. On top I mount the aforementioned wrapper tank, with wings leading off and J Edgars at the end of them. I build my tail off of the cargo ramp segment and mount jump jet engines above and below, with the manual engines at the end of the horizontal stabilizer. For landing gear, I use the saddle tanks from Buffalo, aligned with the bottom the the passenger segment, and attach gear to those. It all works pretty well and looks slick. I’ve been able to do most VTOL/GAP search and rescue missions with it, and I’ve even picked up a Kerbal off the surface and hauled him into the cargo ramp segment using a KAS winch. Good luck, hope you have good results.
  6. So, I've built a successful VTOL that transitions in forward flight, although I use the J. Edgar engines from SXT. So what I do is this... I have 2 J Edgars as my "main engines", they're up forward. I have 4 smaller VTOL engines in the rear (not sure what they're from, I'll look later) - they point aft in normal flight, but in VTOL flight, 2 point up and 2 point down. This helps IMMENSELY with attitude control. I then add 2 small regular engines to the tail pointing aft and set to "manual control" - these are your VTOL forward flight engines. In the SPH or VBA, you can assign a TCA toggle to an action group, so I'll assign them to a custom group, along with VTOL mode toggles for all of the VTOL engines. When you activate that action group, it'll set the engines to vertical thrust and TCA to ON, or engines to horizontal thrust and TCA to OFF. Take off in vertical thrust/TCA ON mode and get up to about 500m, using TCA to get your forward thrust up to 100m/s or thereabouts. At that point, toggle the engines to horizontal thrust, TCA to OFF and get ready to engage your autopilot (I use Kramax), or SAS and fly like a normal airplane. When you're ready to land, slow to about 60m/s or so, point your nose up slightly (~5 degrees) and follow the procedure in reverse. Keep TCA set to give you a forward speed above 60m/s and then use the slider to slow yourself down. Don't slow all at once, your aircraft will pitch up drastically and gain altitude and you might exceed your controllability depending on how you're loaded. I bring down my speed ~10m's at a time until I'm at about 20 and then use the landing routine to do the rest. I typically start my slowdown and transition above 500m and about 10km from my destination. To make sure you're balanced, in the editor, put all of the VTOL engines in vertical mode, and then set the thrust limiter on the horizontal engines to 0%. Make sure the purple arrow goes right through the middle of the CG marker. I generally always have horizontal engines set to 0 at launch, just in case - once TCA is engaged, it'll take control, so it doesn't matter. With this design, I'm able to have a VTOL surface transport that can reach 300 m/s in forward flight (in forward flight you have 6 engines pushing you!). Just make sure you're aerodynamically sound for forward flight and you're all set. Hope that helps!
  7. @Angel-125 same result. Adding the drill dumps me back to the space center, even with a full restart. Log looks about the same.
  8. I just checked and it says classic stock, but I have CRP installed. Let me fix it and see if that changes anything... Still dumping to space center when I add the drill. The out of range errors are gone from the log, but the exception on WBIModuleResourceHarvester persists. Edit: I didn’t do a full restart. Doing that now, I’ll let you know the results in about 20 mins.
  9. Anything I can do help track it down? Sounds like I’m not the only one experiencing it... I’m on MacOS running 1.7.2 with BG but not MH. Verified from Github that I’m running the most current version of your mods. I have only Pathfinder and Buffalo, no BARIS or MOLE. I guess next step is to run just pathfinder and Buffalo alone and see if it persists?
  10. @Angel-125 Not sure if it helps you out, but I've got some free time and good book, so I've been playing with cfgs to see if I could help figure out what's going on. I went into GoldDigger.cfg and commented out the WBIGoldStrikeDrill and WBIGoldStrikeAsteroidDrill modules, and when I did, the game worked as advertised. As soon as I uncommented WBIGoldStrikeDrill, I got the crash-to-space-center behavior. I couldn't find any modules in the gold digger and the lasso that overlap that make sense, so my best guess is that WBIGoldStrikeDrill and WBIModuleResourceHarvester share some code, and wherever the overlap is, is probably causing the issue? I dunno, I'm not a programmer, I'm just taking deductive guesses... hope that helps though, love your mods!
  11. @Angel-125 ditto here. Still having bug out for any part that contains the wbiharvest module. This includes the lassos and the gold digger drill. Here is a log excerpt from editor to flight switch up to when it aborts to space center:
  12. This looks like one of my early KSP launches... pretty cool to watch though.
  13. Sorry man, I’m away from home right now with sketchy internet. I’ll watch the replay on twitch as soon as practical.
  14. This happened to me too. I flew a science drone west from KSC out over the water and then attempted to parachute recover it. It hit the water ~5m/s and exploded like it was made out of TNT. I mean, it was a straight Michael Bay moment. I'm not sure why, I've had other stuff land in the water just fine returning from orbit, and I've water launched vessels, so I don't know what could've caused it on that specific instance.
  15. MaxPeck likes this. A lot.
  16. But can you change the orientation after launch? Does the storage position have to correspond with the launch position, or can hanger say “it’s packed this way for storage, but when it launches it will be this way.” I think really one of the biggest issues is the ability to roll the craft along its long axis so that it’s facing up when it gets magicked into existence. Or if there was just an option to align the the craft’s “up” with the hangar door opening at launch.
  17. I have to make a correction or someone will. It doesn't take you to curseforge, it brings you here.
  18. Welp, being as how on the main page of the forum there are “help wanted” ads for developers, I would say evidence speaks against KSP being dead. Something tells me they’re still making decent money off of sales of the base game, with new players appearing on the forums on a regular basis. Since KSP has worldwide appeal, as opposed to the regional market of most games, I’m thinking the number of people who discover and buy this game is probably in the 100s per month. Maybe that’s a somewhat liberal estimate, but given the size of the world and the mix of international players here on the forum, it wouldn’t surprise me. Now add in revenue from the 2 DLCs and something tells me Squad is doing just fine. If the game wasn’t still selling plenty of units each month, they’d be packing up and shutting down, not hiring more devs. And the more content they add, the more DLC they produce, the wider their market gets. I don’t see KSP being the kind of game that goes stale like most, because it’s literally infinitely replayable. You can do literally anything you can imagine, from build ships and submarines to fly to other planets. People play it as a science sandbox, a role playing game and the worlds silliest combat simulator. KSP isn’t just a game, it’s a creative medium. Something tells me it’s going to be around for quite a while.
  19. @Kielm the Hacienda can be configured as a strip miner operation (a drill), so both it and the gold digger have the WBIModuleResourceHarvester module. I don't understand why stock drills cause it, nor why USI and KPBS seem unaffected. The fact that there is a 2nd person experiencing this, and that we have some commonalities in our mod list is probably helpful. Hopefully @Angel-125 can get a handle on what's going on. My space program needs Aurum for funding!
  20. I get this with any WBI or stock part that has a drill component. USI and KPBS drills seem to work fine. My mod list is similar to yours, except I don't use MOLE, Snacks, Better Burn Time, Engineer, KRnD, Navyfish, or Science Alert. Everything worked fine on 1.7.0, the trouble started with I incremented to 1.7.1 and added Breaking Ground. Same for you?
  21. @Kielm - I think this is the same issue I reported over on the Buffalo thread. Do me a favor and try to attach a gold digger drill to a command pod and see if the same thing happens... This is exactly the behavior I've been experiencing
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