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About JEF_300

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  1. Thanks @OHara, the collider mod was really helpful. It appears that the fairing collider invisibly extends over the opening when the craft is re-loaded. It's perfectly fine for the whole launch, but when I rendezvous with it, it has to be re-loaded, and so when I try to dock I end up bouncing against the collider. Edit: I have found a solution that seems to be working. On my original design, I attached the fairing as close to the end of the structural tube as I could, for aesthetic reasons. When I edited the hanger to have the fairing attach in the middle of the tube, the fairing stopped closing over the opening on reloads. It seems that when the game redrew the collision vectors, it missed the tube. So I guess this is just a quirk of the game that you have to be aware of if you're building in this specific manner.
  2. Thanks @The Dunatian, that thread does seem to be about the same issue. The conclusion that thread came to was that it was impossible, due to the natural limitations of the stock fairing system, which I would agree with... if I hadn't already successfully tested it. Actually, I've successfully tested it several times over the past day, and with some variations. I've launched a Gemini on the pad and docked it to the test hangar, so being launched as separate craft isn't an issue. I decoupled a nosecone off the front of the hangar, as I did on the version I launched, and I was still able to dock. I was about to test launching the hangar inside another fairing.
  3. So I had an idea awhile ago to create mini-hangers on my station for Gemini capsules. The idea is that you basically have a tube the width of the back of the Gemini service module. When the Gemini docks, back of the tube is "sealed" by the back of the spacecraft itself. Images of Test I tried this once before we had structural tubes using a decoupler to make the mouth of the hangar, but the capsule kept bouncing off an invisible wall in the middle of the decoupler. That's why I tested this version, which uses a 2.5 m structural tube, in hacked gravity on the runway. As you can see, it worked, perfectly in fact. However, once I put the hangar into orbit, the Gemini capsule just bounced off, refusing to go inside. Why did it work in hacked grav on the runway, but not in orbit? I'm including a save file. In the save, there is a hangar and Gemini rendezvoused in orbit, and the testing stand on the runway, so you can try it out yourself. The Save File
  4. Here's the log: [KSPUpgradePipeline]: Neu Glenn S3 (1.3.0) is up to date. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ADDON BINDER: Cannot resolve assembly: TestFlightCore, Culture=neutral, PublicKeyToken=null (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ADDON BINDER: Cannot resolve assembly: TestFlightCore, Culture=neutral, PublicKeyToken=null (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Neu Glenn S3 loaded! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) That's the end of the Output log. i Have a whole bunch of mods, I'll put the list at the bottom. The game has been freezing whenever I load certain craft files in the editors. They work fine on the pad and runway. I'm in version 1.3.0, and am quite confident that all my mods are on the correct version. I've been banging my head against a wall her for two days. All help is appreciated. KSP: 1.3 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit Toolbar - 1.7.14 AirlockPlus - 0.0.9 Astronomer's Visual Pack - 3.6.1 Community Resource Pack - 0.7.2 Community Trait Icons - 0.1.2 DistantObjectEnhancement - 1.9.1 DMagic Orbital Science - Contract Parser - 1.0.7 Progress Parser - 1.0.8 HGR Community Fixes - 1.5.2 Kerbal Engineer Redux - 1.1.3 <b><color=#CA7B3C>Kopernicus</color></b> - KSP-AVC Plugin - KSPWheel - LoadingScreenManager - 1.2 MagiCore - 1.3 ModularFlightIntegrator - 1.2.4 Procedural Parts - 1.2.12 RealPlume - Stock - 1.0 ReentryParticleEffect - RetractableLiftingSurface - 0.1.4 SSTULabs - StationScienceContinued - 2.3 TAC Fuel Balancer - 2.13 TooManyOrbits - 1.1.1 Kerbal Alarm Clock - 3.8.5 Transfer Window Planner - 1.6.2 Universal Storage - EVAParachutesAndEjectionSeats - 0.1.14 Snacks - 1.8
  5. @HarvesteR, Thank you for creating my favorite game
  6. So, just a quick update, I put the save I was using in a version of the 1.1 prerelease that promptly broke, so I won't have this out until 1.1 proper releases On a brighter note, Jet engine horizontal landing test:
  7. Actually, they built the infrastructure at Vandenburg, as I recall. I mean, they must of, because the first launch from Vandenburg was scheduled for later in 1986 or 1987, but then Challenger
  8. So, the last post here was made 2 years ago... Making a submission anyway! I've got just the thing in mind...
  9. Looks like I lied about 24 hours, and now it's the Monday so... I SHOULD have something in "a few days", whatever that ends up meaning There, a more honest answer
  10. This thread has been running since 2012? And I didn't know it existed? Huh. Ill have an entry here within 24 hours
  11. This save is technically modded, however none of these mods are being used/should affect the aerodynamics I'm building a new shuttle, the Large Unmanned Cargo Kraft, or LUCK. Its gone well for the most part, for instance it looks fantastic, however there is a problem with the aerodynamics. I cant quite tell if its just (somehow) more stable in reverse, if its something to do with the Cargo Ramp up front, or if maybe the control surfaces are acting wired. I've been testing in Hack Grav for the "Glide Tests". It flys normally, until I turn a bit too far in any direction, at which point it flips so that the rear is facing forward. When i attempt to correct, it just ends up spinning. Here's are some reference images: Any and all help will be appreciated, so thanks in advance