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pquade

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  1. Changing the scene entirely removes it. Changing to another ship removes it.
  2. Here ya go. Video of issue on YouTube; https://youtu.be/Oi9rqz4ANvQ Also reported as an issue and includes logs on the Git; https://github.com/linuxgurugamer/HullcamVDSContinued/issues/28
  3. I'll upload next time it happens to me. This happens to me on the regular, but it's never bugged me so much I wanted to complain about it. You've got enough stuff on your hands, but if I can help by uploading, sure thing.
  4. Because, you know, every space agency loves waiting on weather to F-up their launch opportunities. ;)
  5. Juicy, juicy fuel. Fuel on Kerbin's surface costs almost nothing, but fuel on orbit around any body is priceless.
  6. Latest patch out today appears to have fixed the issue. Docking ports now have the ability to lock or unlock rotation. In the locked position (default when you first reload after upgrading), auto struts pass through docking ports. Just upgraded and checked it all out. Seems to be working as advertised. I'm happy! Thank you and thank the team for fixing this! Seems to be working great!
  7. I'm not sure how much experience you have with asteroids, but large ones like this do not turn quickly even in the best of circumstances. As it was, this was a 5.8 hour long burn just for a little under 61Dv. This would take literally weeks of real time if done your way and waiting for the asteroid to occasionally and randomly rotate into "good enough" attitude. Yes, SAS was on, just had all reaction wheels turned off except one and that one was set to 5%, and the engine at 5% as well. You're going to have to trust me when I say I know what I'm talking about here.
  8. Couldn't put it off any long and finally had to just bite the bullet and grab it. For the record, the "Advanced Grabbing Unit" is, from what I can see, no better than the standard sized docking port WRT the wobbly joint issue, and considering the masses involved here this is all very delicate. In order for my asteroid harvester to stay in one piece, I've had to shut off all my reaction wheels except one and on that remaining reaction wheel turn its authority down to 15%. Even at that the entire craft and asteroid wobble considerably, but just below the threshold for it to go out of control and explode. I also got lucky and ended up with a magic asteroid, which I know can be cheated by repeatedly restarting to prior to entering physics range but I've never done that and after years and years of playing and dozens and dozens of asteroids harvested this is actually my first magic asteroid. Here's what the entire thing looks like; Now very slowly performing the capture burn. throttle is burning that single nuke engine at less than 0.00m/s since the entire craft can't be trusted and I need to burn off more than 61m/s in order to get my Kerbin capture. This is going to take awhile.
  9. I'm sorry you didn't like my reply to one of your other posts, but it was in fact the correct answer, unlike yours here.
  10. Please file a report on it. I have, but because my career save has a lot of mods it only qualifies as a "potential issue" right now. I'm going to have to make a copy, strip out all the mods, and install the save into a clean game, then resubmit.
  11. Unfortunately, my asteroid harvester is composed of multiple docked parts; drill section, ore and fuel tanks, engine unit . . . It can barely stay in one piece under the current circumstance. Just trying to turn it for the rendezvous burn without it tearing itself apart is going to be tricky
  12. Yep, same here. Fortunately it looks like we'll be getting a fix in the next update, but who knows how long until that is? I hope it's soon, because I have a Class E asteroid intercept coming up in about 7 Kerbin days, and without a fix I'm afraid to touch it. Meanwhile, I slow peddle my long term career save.
  13. No coding needs to be changed. All YOU have to do is change YOUR key binds however YOU want them. You have complete control over that in the Settings. You can make them whatever you want.
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