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smotheredrun

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Everything posted by smotheredrun

  1. Fixing wheel behaviour should have been something really high on the To Do List for the KSP devs, honestly... I mean it's cool sometimes when Jeb does a power slide on the runway, but not every time.
  2. EDIT: Also, with using the stock planetary system, expect the timings given in the manual to be substantially different than what you end up with. If I am heading to a 350km orbit with this in stock MECO is usually around 2 minutes or so instead of 4 minutes as mentioned in the manual
  3. @x170doom Yes, I've had the same result. Avoid using the "Primer Vector Guidance" if using Stock and no RSS or 2.5x Kerbin System. If using the "Standard Gravity Turn" (I think that is the correct name) you should only be able to set your Apoapsis and not your Periapsis. Makes jettisoning the ET at the right moment a bit more of a challenge, but you can do it.
  4. Just when you think your mod list is complete for your current playthrough.... Jeb, Bill and Gene discover that KSC needs to hire "just one more mod that I NEED!!!!!! contractor" "Handrails. We forgot to pack handrails." "Hey great! We also can get these other cool doodads too if we hire Phoenix Industries to build and supply the handrails we need." "Ok... uh are we actually going to use them? Bob is getting mad at all the spare parts cluttering up the R and D department." "Who cares?!! We can sell them to Roskosmos if we have to."
  5. I didn't know I needed this. Now I know. This is the way
  6. Also happens with MechJeb windows. But this has happened with MJ since like KSP 0.x. Disconcerting when you don't know it happens, but you can plan for it. I am only just starting to use Atmospheric Autopilot, but I believe there is a setting that will allow you to hold course and altitute. Like I mentioned, I'm new to AtmoAuto. You can set MJ to hold your altitude and attitude also. Either one of those mods will allow you to gather your science without needing to constantly use the joystick.
  7. @MashAndBangers I tried to look at your log file, but apparently you need to enable access to it.
  8. Test launches with the ReDirect stack went well (other than my own piloting errors). Now I just need to learn how to use the actual arm, but that is a PEBKAC, and nothing to do witht the mod itself. @benjee10Thanks again for this mod.
  9. Another update regarding the KerboArm: Thanks to the snooping of the related threads (here, Servo Controller and Buffalo mods), and some advice from @Angel-125I have solved at least part of the issues with my wandering KerboArm. Again, in KSP 1.10.1 using the mods I listed a few posts ago, but with KJR-Next now added. It seems like KJR-Next is what solved a few issues. The "Payload Bay Longeron Attachment Point" (the thing I called the Shoulder Mount) no longer bounces all over the place when radially attached to the side of the Payload Bay (for instance, when using the Shuttle reDirect craft files - Non IR versions). They are firmly and solidly attached to the payload bay. There is no longer any wobble or flopping or spinning of the Kerbo Arm, while on the runway or standing vertically; it does however, when the craft is sitting horizonally on the runway, if you unlock all of the joints, the middle elbow (Elbow Servo Joint) will immediately flop down and start swinging. It appears the motor doesn't have enough power to reset it to the "build angle" - or any angle other than straight down-ish. This feature isn't game breaking, but just some added info. Still haven't figured out how to use the KAL-1000, but I feel like I've made some progress. Off to do a test flight with a full shuttle stack. Hope this helps someone EDIT: The damping values on all movable arm parts was set to about 61-64. As a side note, if anyone knows how to do fine incremental adjustments to the values in the PAWs (Rclick menues) as in "use mouse wheel (or something else)to move the number up or down by 1, I'd love to know!
  10. ooookkkkaaaayyyyy... @Angel-125 I am having the damndest time figuring out this Breaking Ground robotics stuff. Using KSP 1.10.1 Have the SOCK KerboArm in the SOCK shuttle (all dependancies). Also have Servo Controller. Installed the Kal-1000 onto the forward bulkhead of cargo bay. Axial and Pitch servos are locked via the RClick menu in the SPH. "Think" I got the parts locked in the Kal-1000 via the action group menu. Either in the SPH nor on the runway, I don't get any menus like what your show in your OP (first pick). While on the runway, I can individually select the different parts that move, but even if I use the action group 0 to unlock the parts, I cannot control them. R clicking on the Kal and I cannot create a "Snapshot", I get a message saying I haven't added any servos to the track - whatever that is. I can see my servos in the Kal list when I open the Kal editor. Am I missing something? Shouldn't there be just a simple menus "somewhere" that lists my servos, and then I can tell them to move manually? I know I could do that with old IR, but I'm very hesistant to go back to it. IIRC, some of you mods have a simpler GUI for moving parts? Any light you can shed would be greatly appreciated.
  11. @Angel-125 As always, great storytelling. This was a very nice read in easing back into KSP after a good hiatus. I do have a question though.... I looked through your mods listed in the OP. Can you tell me what you did to solve the "KerboArm has a mind of it's own" issue - (wobbling and exploding)? You seem to have solved the issue whist others (including me) haven't (yet). I have tried to lock all 11 parts of the SOCK arm, using different variations of the autostrut feature, etc. I also noticed a lack of KJR in your modlist I believe. What, pray tell is your secret?
  12. *looks at images in the spoiler on OP and concludes* THAT'S NOT A LAUNCH PAD!!! IT'S A KATAPULT!!!!!!! *ideas.....*
  13. @benjee10Little update regarding my sliding Shoulder Mounts for the KU antenna and robit arm: Attaching the shoulder mount to either the forward bulkhead (back of the cockpit) or the rear bulkhead (front of engine mount) and the shoulder mounts don't move or slide - so maybe there's something with the cargo bay walls? My next test will be to see if KJR does anything. I'll let you know. Would you like a copy of my log file? I still have it and can send you a link if you like
  14. Hello @benjee10I love this mod so far! Couple things I noticed with this in 1.10.1, with Breaking Ground and Making History DLC First, I have the following suggested mods installed: When spawning on the runway with either the Stock SOCK or the reDirect SOCK, the KerbalArm likes to go for a walk, sometimes accompanying an explosion - same with the KU band antenna. For the Arm: doing the suggested joint locking and end effector Root Attachment Autostrut doesn't make a difference. Having all the parts with the grandparent or root part autostrut just makes it explode faster. Typically the arm ends up having the middle elbow bent at a 30-45 degree angle up and out of the shuttle cargo bay, with the effector protruding through the cargo bay bottom. For both the KU antenna and Arm: Their mounting "blocks" like to slide down the side of the cargo bay, with a bounce or two; however, attaching the mounting "blocks" to a small cubic octagonal strut in the SPH and then spawning the orbiter tends to make the mounting blocks stay in one spot. The strut doesn't move either. Not sure what to try next, it's been a very long time since I've delved into KSP in earnest. Let me know if you need any more info.
  15. Someday. The current maintainer/modder is working on multiple projects. Due to the changes between KSP 1.2.x and the current version, there is a lot of work to do for all the parts. And this is quite an extensive suite of parts including ground vehicles and station parts. The wheels in particular have been broken for some time and require some effort to fix. Keep checking back though, and when something is ready Eskandare will let us know
  16. I somehow landed it on my first go, but I really only have a general idea how.; not having Trajectories installed added to the difficulty, but here's "roughly" how I did it: (screenshots unavailable... use imagination.... *facepalm*) 1. Final orbit approx 80km x 80km or 80km x100km, with Pe roughly opposite side of Kerbin from KSC. 2. Start de-orbit burn "over/near" Nye Island/That Big Crater thing to the west of KSC. 3. Make Pe approx 30km - 35km "roughly" over KSC/just east of KSC 4. Have Jeb use the "Thumb Technique" to judge distance while looking out front window after re-orienting craft nose Prograde. Hard/Big Brain Mode: have Jeb go EVA after deorbit burn and use "Thumb Technique". 5. Hope you have fuel reserves 6. Hope you have more fuel for "Just in case" 7. Eyball landing 8. "Land" 9. If crew survives, you win. 10. If you can use the X-33 without major repairs* required, PROFIT!!! *Major Repairs means you only have to replace everything but the flight deck/nosecone.
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