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Rook

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Everything posted by Rook

  1. I wonder if this Kerbal disappearing act is related to Kerbals going on EVA and being unable to reboard, and other strange happenings. Some notes on it. A Kerbal in orbit of Kerbin might be fine, but the same mission, same Kerbal in another SOI (even just the Mun), the Kerbal loses the ability to run observation and sample experiments, as well as, losing the ability to reboard vessels. Sometimes restarting the game and loading a save before the issue presented itself will allow you to continue as normal. But, one thing is certain, if you attempt to recover a Kerbal in this state, they disappear. For instance, teleporting them to Kerbin surface and recovering will cause them to disappear. My guess is it has something to do with the Kerbal losing the "Crew" designation, or entering a false "Dead" state. But just a wild guess.
  2. Only modded parts are KESA solar panels and the RCS blocks.
  3. @JiMKesa I'm experiencing similar issues as Artex. RCS sound included in the too loud column. And, perhaps not a bug, but the RCS plume (this one is the medium "disc", 5-axis RCS block) looks a little strange when lit by onboard light sources. Otherwise, it's a pretty plume effect. At any rate, hope this is helpful. Thank you, very much, for the mod and updating it For Science! - Rook
  4. Reported Version: v0.2.0.0.30291 | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-12700k | GPU: GeForce RTX 4070ti | RAM: 64gb Experiencing the same issue in the For Science! update. Rebinding "double inputs" (pitch, roll, yaw): Unable to bind E to any of the inputs. If attempting to bind E to the first input, left/counter-clockwise, the input wizard closes immediately.
  5. @Winchester @stali79 Thanks gents! I am indeed running Tweakable Everything. Trying to reduce docking port magnets.
  6. Hey yall, Having some trouble with the J Inline Docking port large and "crew"/small. Can't attach anything to the aft node. Did a search, someone else had this problem and suggested checking the node_stack_top/bottom. Did that, it looks right. Anyone have any ideas? Running KSP 1.2.2 and OPT 1.9.2 Cheers, Rook
  7. What I was thinking was an early logistics setup, similar to what yall were discussing. In my mind, a small scale operation where you have a primary base, producing supplies, and a small mining/refining base nearby. I setup a small base, which I plan on expanding, however, some of the resources I need are a little ways off. Definitely over the 2km range, but I'm not sure the exact distance. For arguments sake, lets assume a small mining base (for the sole purpose of extracting additional resources), 2km out, and the same setup, but further out, say 10km. Reading some of these comments, I'm curious what it's going to take to get a decent logistics setup going.
  8. @DStaal So, what's a good storage / logistics setup for a starter base w/ production? Has anyone posted any videos or tutorials recently?
  9. ***SOLVED*** Heya gents, I'm having some trouble getting some Ranger modules inflated on the Mun. I'm getting the "not enough MaterialKits" when attempting to deploy the modules. I shipped out an FTT container with MaterialKits and a few of the radial attachment supply bags with Machinery and other bits, followed by a Lander and Karibou rover with the actual Base components (Ranger Inflatable hab and an Agroponics module), as well as some other bits and pieces (expand-o-tubes, ground pylons, etc.). I'm including a screenshot of what's up there. Those FTT containers are holding 12,000 units of MaterialKits. All of these components are connected via tubes and/or pipes. What gives? Am I doing this wrong? Ah, some additional info: KSP 1.2.2 USI MKS 0.5.11 and some other mods. I can list them if yall think I might have something incompatible. UPDATE (Problem solved): Brought some of the MKS containers (w/ Warehouse ability) to the Base, attached them to the FTT containers (just so I could easily transfer the materials), and as soon as enough MaterialKits were transferred into the MKS containers, the Deployment started working. My guess is that those modules didn't recognize the storage of the vessel as a viable source for the material kits when deploying. Live and learn. - Rook
  10. Hey yall. Hope this doesn't step on any toes... So, I came up with a solution to some of the problems I was having while running SSS in KSP 1.2 and thought maybe someone else could use it... It's not the best work you'll find on here, but considering how simple the problems were, I managed to get something functional together to hold me over until the update is released. Issues I was facing: OMS engine thrust vector was off center Aft-Right RCS block wouldn't translate left/yaw right. Download: https://dl.dropboxusercontent.com/u/88645961/Space Shuttle System RCS OMS fix.zip I'm not a modder, but I made it as easy on you as I could... Included are the parts with config files, Subassemblies for the OMS modules, a craft file, and an optional file that increases the OMS thrust from 27 to 35. I'm not a rocket scientist and enjoy the breathing room a little extra thrust gets me. Here's some addtional info... I duplicated, then modified the O-10 Puff and Linear RCS (config files) to match the performance of the original SSS parts that weren't functioning properly. I then embedded them into the exact same spot as the original SSS parts, to reduce any eye sores... Honestly, unless you look really close, you can't even tell. And, you can still click on them... and the Shuttle handles fine (in the very least, it's flyable). Some screenshots: https://dl.dropboxusercontent.com/u/88645961/aftrightrcs.jpg https://dl.dropboxusercontent.com/u/88645961/rightoms.jpg Just for complete transparency on my lack of experience, I tweaked the positioning and angle on the OMS and the RCS ports as best as I could.. it's not perfectly balanced, but it's damn close. I used the thrust vector and stock movement tools to eyeball them. Unfortunately, I can't eyeball thrust vectors very well, there is a slight roll when burning the OMS. To me it's slight, and, with SAS on, she's steady. Can't figure it out though. For the Config editing, I matched the OMS engine's performance to the SSS OMS almost exactly; I made them lighter, reduced drag, etc. to account for the fact you're doubling up on parts. In the case of the RCS, it was a little tricky. However, the only difference is that the linear RCS ports, that I used as replacements, are probably a little more efficient; not sure on how my math translates into the game. Since it was one solid RCS module originally, and I added 4 linear ports, I multiplied the ISP, of the original, by 4, and applied that to the new linear ports. As well, I did something similar with the thrust. In the end, while in non-precision mode the ship can be a little unstable, in precision mode, she is steady. At any rate, hope yall don't mind me doing this. You fellas working on this project have done a fantastic job. Thanks a bunch. This is exactly what I was looking for. - Rook
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