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4x4cheesecake

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Everything posted by 4x4cheesecake

  1. Hold down 'alt' and right click on two (or more) different fuel tanks on the same vessel. This will show you the fuel level of each tank, and buttons to transfer fuel 'in' or 'out'.
  2. That's actually a good point I haven't noticed so far: You're ingame time is displayed yellow permanently and IIRC, that indicates a mismatch of physics frames and visual frames. Well, the physics are calculated for everything within 25km, it doesn't matter if the parts are visible or not but since it definitly incluences your game, you can try to increase the 'Max Physics Delta-Time per Frame' in the game settings. This will reduce the CPU load and may even help with your issue.
  3. Yep, adjusting orbits can be tricky, I've done it a few times as well^^ Misaligned parts after decoupling stuff is something new to me...I knew misaligned parts after timewarp or a hard impact but it never happend to me after decoupling. Well, the clipped decoupler sounds like a good reason, because it is basically an impact as soon as you separate the parts and the physics will be calculated separately.
  4. I know about the KAC integration in Precise Maneuver but never tried it to place a maneuvernode with values from TWP. I guess, it will require some fine tuning anyway since TWP doesn't evaluate the actual orbital position of your ship but Astrogater does (IIRC, just used it once).
  5. @mythic_fci Beautiful flight, I hope to see more @sturmhauke The spacing of your comsats looks totally fine though, nice laser show Did you fixed it afterwards or did you go for a new attempt? And what's the issue with the core booster separation? Can't see anything unusual in your screenshots. Regarding the drag issue: I've experienced some unusual drag after installing missing history and was able to fix it by deleting the 'PartDatabase.cfg' in the KSP install folder (the file will be recreated automatically on the next start of KSP), you might want to give it a try.
  6. So, I've recompiled EVE for 1.5.1 to get rid of this cloud flickering/wrong displayed cloud shadow and @Waz kindly allowed me to share this version. I haven't done any code changes and so far, everything works fine. Tested with: EVE-Stock-configs, SVE, SVT, PlanetShine and scatterer. Everyone who experience any issues in 1.5.1, might want to give it a try as well: https://github.com/4x4cheesecake/EnvironmentalVisualEnhancements/releases/tag/EVE-1.5.1.1 Apparently, this version got some issues in KSP 1.6.0 but the offical release for 1.4 works fine again!
  7. Yep, it is weird. The only thing I can contribute right now is: It doesn't look like RCS fires in pitch direction but dorsal, which is by default bound to the 'K' key. Just to be sure, you can switch to docking mode (button to he right of the pitch indicator) and the indicator for the 'Up' direction should move. Anyway, I cannot think of a reasonable explanation what's causes this issue. Of course, docking two vessels together will indicate some forces which usually fires the RCS for a brief moment but that's not waht's happening here. Also, you didn't accidentally acitvated the 'Control by throttle' feature since the throttle stays at 0 (and AFAIK this would fire the RCS in 'forward' direction). Well, it doesn't make any sense to me that this issue does not appear when zoomed in (except for: you're near-sighted and lean on your keyboad while the camera is not zoomed in, which accidentally hits the K-key ) since the camera position does not have any influence on the control inputs. Thanks for pinging me @Gargamel, it's an interesting issue but unfortunately I have no ideas for a solution right now
  8. Unfortunately, I'm still suffering from a herniated vertrebal disc which prevents me to do long KSP sessions, so I hope you forgive me to take the 'lazy' attempt for STS - 4T: Skylab boost mission (I used the Skylab provided by @michal.don on KerbalX and put it in orbit via debug menu) I had a lot of fun during this mission, just because I love orbital docking/assembling...many precise maneuvers, tight space between parts...that's my favourite playstyle Also, I revived my first shuttle for these flights since an interplanetary capable shuttle seems to be an overkill for a mission in LKO. I just added some spark engines as OMS and build a new launch vehicle which actually uses SRBs^^ Nevertheless, I messed up the docking sequence during the second flight a bit, but I was able to fix it Enough said, here's my entry for: STS - 4T : Skylab boost mission First flight: Second flight: Album for the first flight: https://imgur.com/a/H4JUQQE Album for the second flight: https://imgur.com/a/tvk1xES
  9. Despite a NRE when seleting a destination, transfer window planner seems to work still pretty fine in KSP 1.5.1 IIRC Astrogater is similar but not the same since it will actually create a maneuver node for you. Depends on your personal preference if this extra feature is something positive or negative Alternative, Kerbal Alarm Clock (also still works fine in KSP 1.5.1) can show transfer windows as well and the web application of transfer window planner is also still available: https://alexmoon.github.io/ksp/ edit:
  10. Hopefully, I don't have to transfer mono prop from the orbiter to the MMUs but during some testflight I've experienced some unplanned acceleration of parts during docking maneuvers which causes some light modules like the docking adapter to float far away from the Skylab/Orbiter But it is good to know that a fuel transfer would be a valid alternative to 'quicksave/load until it works like intended'
  11. Please check these links or pick a different file hoster, just getting a 404 error page.
  12. Yes, I just tried to say: It doesn't matter if a mod author puts their mods into a single subfolder of GameData, this command will still list all of them since the /s option will list every single subfolder. Probably the only mod which will not be listed would be ModuleManager. For example: TriggerTech TransferWindowPlaner KerbalAlarmClock Should be listed totally fine.
  13. @michal.don I'm on a testflight for STS - 4T and I want to use two MMUs on this mission. I know, refuelling is not allowed when there is no 'support package' available for a mission but how about transfering some mono prop from the orbiter to the MMUs?
  14. That's what the '/s' option is for, isn't it? To list all the subfolders as well. Everything should be in this file but probably not the best format to work with.
  15. THe log location is kinda tricky to find, but there is a helpful sticky which will tell you the location for every OS: TL;DR Windows: %USERPROFILE%\AppData\LocalLow\Squad\Kerbal Space Program\output_log.txt Mac: Files>~/Library/Logs>Unity>Player.log Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log Anyway, the configcache already tells me a lot, for example: Your MK1 CommandPod is no longer located in your 'Start' node but 'Space Exploration' and the thermometer is no longer in 'Engineering 101' but 'Advanced Exploration'. At least, they should be there, can you confirm this? Well, I don't know all of the mods you got installed but I can see at least two mods which will alter the tech tree: Community TechTree and Bargain Rockets, maybe there are even more. Since you have mentioned that the parts were available the other day: Did you install any mods afterwards? Otherwise the only explanation I can think of is some kind of a 'race condition' while applying MM patches or at least some wierd behaviour regarding the load order. edit: I just peaked into the files of Bargain Rockets and found a MM patch which will move these parts to the nodes I've mentioned above. So to fix that, you need to write your own MM patch to revert these settings or edit the one from Bargain Rockets (BargainRockets.cfg). The modification of stock parts starts in line 144, just below a comment '//Stock Parts'
  16. So, do the parts show up in the part list in the editor but the symbols are darkened/anable to click or are they missing in the list at all? Do the parts show up in the unlocked nodes in your tech tree? Can you provide the output_log and the ModuleManager.ConfigCache? That would be great
  17. Which Toolbar (stock, blizzy, both or none) is selected for ScienceAlert in ToolbarControl and if blizzy is selected: do you have blizzys installed?^^ Also, a log file would be helpful If you don't know where the log is located (depends on your OS), take a look into this thread:
  18. Uhm...for some reason it wasn't in this build, but it is now. I just updated the .zip file so you can use the same download link from my post above
  19. Welcome to the forum I assume you build something like this? Just a flea, a capsule and a (para)chute, like alomst everybody does at the start of a career game? Beside the min. pressure and the altitude, there is one more parameter which is important for a chute to open: speed! By default, a chute will just open, if the speed of your vessel is low enough so the chute will not be ripped apart by aerodynamic forces. Depending on your flight profile, your speed is probably just too high. You can easily see, if your speed is fine to open a chute by looking at the staging symbol. There are 3 states for chutes: 1) Unsafe to open (red) 2) Risky to open (yellow) 3) save to open (no color/grey) If you fly straight upwards, you will go up to ~20km before falling back to Kerbin. While falling back, you will obviously gain some speed again and this is where you will get some troubles: this design will be too fast for the chute to open as soon as you reaches an altitude of 2000m. To get around this issue, try to fly a curve instead of flying straight upwards so you will not accelerate too much during your descent. edit: By activating the 'advanced tweakables' in your game settings, you can also allow the chute to open in an unsafe or risky situation but most times it will just destroy your chute
  20. Not quiet sure if there is actually a mod for flybys but there are at least 2 tools you can use: 1) KSP TOT 2) Flyby finder Both tools are originally designed to work with the stock system but also support RSS and some planets packs as well, just be sure to grab the correct version or to setup the tool properly to use RSS. The OP of each tool will tell you how to do this Both tools are a bit tricky to use and require some 'training' (flyby finder is a bit easier in my opinion but KSP TOT seems to be more precise) but as soon as you get used to it, it will grant you some easy access to a difficult part of space travel edit: In the OP of flybyfinder, the link to the RSS version seems to be broken, so here is the correct one:
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