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OrbitalManeuvers

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Everything posted by OrbitalManeuvers

  1. Yikes ... superfail on EngineIgnitor. Just grabbed the github, dropped in the folder to my working/stable 1.10.1, and B9 blows up. I can't even take a screenshot of it since it's on the startup screen, but lots of 'engineSwitch' problems ... agena.engine.xlr81 subtype 8048 can't find matching module. Same type of error on lots of engines. No errors after removing EngineIgnitor folder. I do (ofc) have clickthroughblocker/toolbarcontrol I forgot to mention that it's me, and I am cursed when it comes to KSP mods.
  2. I appreciate your patience as I attempt to explain this better. What you've said makes perfect sense, but I think I wasn't clear enough. Removing the 'mast' node from the lander version (which doesn't exist in the orbiter version anyway) completely fixes what I showed in the above video. By that what I mean is that in the VAB, both top nodes still appear, the solar panel will attach to the correct node, the struts appear, and saving and loading the craft results in the solar panel still being exactly where it should be. I.e. the opposite of what I showed in the above video. I could make a video of it working correctly, but you already know what that looks like. So I understand what you've said above about removing a node breaking functionality, but what I'm seeing on my system is that removing the cfg node fixes the broken functionality. I don't know enough about the relationship between what's stored in the model and what the CFG says. So if you say that the 'mast' node in landv_core.cfg is correct, and it's also correct that it's not in landv_orbiter_core.cfg, then I'll put it back and look elsewhere for a different solution.
  3. How much pain should I expect if I wanted to try this mod, too? The thread is oldish and ends abruptly. How is the coverage for BDB engines? This is the only parts pack I'd want it for. I kinda already try to keep ignitions (and throttling) in mind for historic rockets, but I don't know which can do what so it'd be pretty cool to have this info in the VAB and have it enforced during flight.
  4. When I fly KH-1, first stage cutoff is @ 64km, 2333m/s, Ap is 149k, 2m 47sec to Ap. Could FAR really be doing that much? Edit: JNSQ
  5. oooh look, this thread was quite old someone on reddit mentioned this mod today, so i came and grabbed a copy and it's pretty fantastic! my right-click finger is going to be very happy with less right clicking. at this point in KSP history, i'm on KSP 1.10.1, the latest release of this mod is 3.0.1.0, and it's working fine for me. Thanks for publishing this!
  6. Incredibly, this makes sense to me. Thank you for taking the time to write it out. That gives me everything I need to know for short term local fixes, and confirms that proper changes need to come from the mod authors
  7. The wind threw back her hair, wings flapping wildly, as she soared spread-eagle through the solar system...
  8. Hello again, I have more info about this. I have moved to 1.10.1 and what my earlier video shows still happens, but I have found something new. Fully disclosure: I only know this "fixes" the problem on my system, I don't know what else it breaks, but maybe this will give you a clue. I noticed the orbiter version and the lander version have the same node layout in the VAB, but the orbiter version works, and the lander has the problem shown in the video. So I compared the cfg's and found that the lander has an extra node called "mast" that the orbiter doesn't have. Removing that cfg node fixes the issue shown in the video I posted. Any ideas?
  9. hiya. I will be fully satisfied with "it's complicated" as the answer ... but here's the question: the patch that was released for JNSQ for the patchwork texture stuff is very different than the change I originally tried on BeyondHome, which was to change the PQS node's materialType setting from whatever triplanerthingus, to Vacuum. That change worked fine for me on Armstrong in BH, but my understanding is that the JNSQ patch is better, yes? Is it possible to sum up what the JNSQ patch is doing such that I could try the same thing on BH (I'm on an older version and not holding my breath for an official patch). Incomplete quote from the JNSQ patch for 1.10 included in spoiler for reference. Does either approach accomplish the same thing, if the scope is my own personal install?
  10. My submission for a Ranger Block 2 landing since this was asked about. Full end-to-end mission, sped up 4x in most places.
  11. Huh, look at that. I've been jettisoning the skirt based on G forces ... between 2 1/2 and 3, which drops the G to about 1 after separation. I wonder if that works out just because of the payloads I typically have on top of the Atlas?
  12. Hello! A question, and a comment about BDB support... I'm noticing the huge difference between when 1.87 tanks are unlocked, vs when the Bobcat is unlocked - being "the" stock 1.87 engine. Tanks are mostly level 3, and the Bobcat is level 6. Just wondering if that's all laid out the way you intend. One person's opinion about BDB support: when you use the stock tech tree with BDB, the parts unlock quite chronologically, meaning that can to build Vanguard/Explorer, then some unlocks get you Thor/Delta/Agena, followed by Atlas and then Titan ... in other words, it's already laid out mostly-probes first in the stock tree. Not sure what you could really add to that by spreading out the parts even more, other than just delaying the building of every model. Just an observation.
  13. I have no problems with CameraTools on 1.10.1, aside from the glitch described above. I seem to have 1.13.0.0, according to CameraTools.version, which also says KSP 1.8.1, but there ya go.
  14. Rats just came back to edit my post but wasn't quick enough. Yeah I went back and have been reading since the beginning and finally got to that part. Thanks!
  15. I'm old so I'm gonna wax poetic dad-style for one second, and say my congrats. The BDB team has every reason to be incredibly proud of what you've accomplished with this release. There are a lot of innovative and creative solutions in here, in addition to the fantastic texturing, modeling, and coding. Hats off to Zorg, the SAF stuff is a HUGE addition. I wish I knew who everyone on the team was, but Cobalt, Zorg and Jso have been big helps with figuring out how things work, so thank you. Also, a big thanks for doing all of this in public where you have to put up with humans while you're trying to get something creative done. That's an accomplishment on its own.
  16. The Prometheus-III-S3 Engineering Antenna is available at the start of a new science game (stock tree). Is that intended?
  17. Can you explain how you quoted Zorg's message but with resized images? I feel like I'm not the only one who needs this info
  18. This was a good find today. Thank you for the brain time and the clickity time you put into these values. I have it installed and it's working perfectly so far at the home planet.
  19. I am trying to move some installs to 1.10.1, and didn't want to delete these parts, so I had a go at this. Without this change, startup would hang on ca_explorer and once that was fixed, it would hang on ca_explorer_solar. Below are changes that fix this on my 1.10.1 install. These changes come from following Zorg's instructions above - I would have had no idea how to do this otherwise. Full disclaimer: I don't understand these values or the KSP drag system enough to say I've tested them and they work great. I have no idea if they're "right" or not, but considering the source and the results, I thought I'd share this workaround until something more official becomes available. This fixes the startup hang for both parts, and they still load fine in the VAB:
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