bcqJC

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About bcqJC

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  1. Just finished checking it out. Thanks for the fix! TLDR... You'll notice in the screenshot that I'm using an upside down Ground Hangar nestled inside a cargo bay in my vessel. Being upside down, the Ground Hangar door slides to the floor. I did this because if I use the Ground Hangar right side up, my rover will fall through the floor of the hangar and the cargo bay when launched. With the Hangar upside down, the hangar's roof acts as a solid floor.
  2. If you just want a general idea of the values, something like the Cherry Light in the kOS mod, might fit the bill. Taking a page out of XLjdedi's playbook, you can map out the RGB values for the light in a KAL1000, with the positions you're interested in, e.g. throttle, prop-pitch, etc. Then, you'll have a visual indication using colour.
  3. Allista, I just out the nightbuild. It doesn't work with the stock Mk2 Lander Can. I think it doesn't like that the Mk2 has a different orientation if the "Rover" variant is used. I'm able to adjust the orientation in the SPH but when launching the rover, it launches using the default orientation of the Mk2 Lander Can "Lander" variant. Which causes clipping between the Hangar and the vessel and a big explosion. You can test by creating a rover using the Mk2 Lander Can and putting some wheels on it. Drive it around first before testing with a Hangar so you're sure that the orientation is correct. There is a workaround though. If I use a probe core as the root part, attach the Mk2 Lander Can to that and build the rest around it.
  4. Just noticed this now. I've been using the rotate tool to set the direction of the blades :) I just built my first "plain" helo - no contra-rotating blades just like most helos IRL. I assigned the authority limiter of the heli blade to the Translate U/D axis to make the helo go up/down. For the tail rotor, I used the smallest rotor motor and smallest prop blade. Then mapped them to the Yaw axis so that I can swing the tail using the Yaw controls. Torque limit for main and tail motor are both mapped to Main Throttle. The rest of the axis groups are default. It is flyable without any SAS, albeit a bit difficult. With SAS on, I don't have to baby sit it all the time. I can actually take my hands off the keyboard for a few seconds and let the helo fly a bit. Lesson#1 for me was the wrapping my head around the distinction between the "Motor Size and Output" in the SPH, and the "Torque Limit" in flight. Lesson#2 was "less is more" when it comes to torque. Before, I thought that I would need lots of torque to make things spin around. My plain helo only has 10% Max Torque on all motors. I think set that to 5% because I can fly the helo at just 1/3 throttle. The less torque you use, the less of it you need to counteract. Those are just some lessons I learned. I think some craft examples and/or KSPedia articles stepping people through how to build their 1st working helo without going through the "principles of flight", will go a long way towards lessening the frustration of trying to enjoy the new parts on the first try.
  5. Note that in my setup, I have NavUtilities in the Blizzy toolbar. Hold ALT and left-click on the NavUtilities icon.
  6. Thanks for the explanation... I keep learning new things. Please disregard that request then. I already use the Radial Hangar since it allows resizing Size and Aspect. Now I know why it works there, and why it has sliding doors. I requested the change to the ground hangar because I was looking for a hangar that will fit inside a cargo bay that has a rectangular cross-section like some of the OPT or MarkIV cargo bays. Yes, something similar to a ground hangar with sliding doors is perfect. It'll just be like the Radial Hangar, Size and Aspect can be changed, but rectangular instead of square cross-section.
  7. @linuxgurugamer, For Breaking Ground onwards... Is it possible to incorporate Action Sets into the mod so that in addition to being able to specify an Action Group to execute, I can also refine it to an Action Group within a specific Action Set as well? For example, I might have a set of actions to control starting and stopping Fuel Cells in AG1, AG2 (rather than using 1 AG for Toggle, I want to start from a known state). With Action Sets support, I'm hoping I'll be able to specify an AS4/AG1, AS4/AG2 instead. That way, I can define SmartParts related actions in say, Action Set 4; while the default set is reserved for flight ops related stuff, for example. Thanks!
  8. Do you remember if you were using a Ground Hangar at the time? I had something similar happen to me in my early days of using the mod. I placed a Ground Hangar inside of a Cargo Bay (to keep the visual style). And when it came time to bring the payload out of the Hangar/Cargo Bay combo, the vehicle collided with the mothership. Then I found out later that the Ground Hangars have passthrough floors - floors have no colliders or something. So when the payload emerges in a gravity environment, it will collide with the mothership. I fixed that by adding structural plates at the bottom of the Ground Hangar to "catch" the payload when it's launched. It may be an awkward solution. But for me, it still keeps with the spirit of the mod - lower part counts = better game performance. A Ground Hangar plus 2-4 structural plates is still better than trying to fit a 20+ (or even way more) parts payload inside a Cargo Bay, and keeping everything stable during flight. While on the subject of Ground Hangars (also Habitable Ground Hangars)... @Allista, is it possible for both of them to have Aspect controls as well? I guess I got spoiled by the other hangar types having both Size and Aspect controls. As an aside, I still haven't gotten to my goal, and the reason that got me into using Hangars mod... Build an asteroid base
  9. I didn't know that it's possible to create MechJeb scripts. So much to learn... If you can assign a MechJeb script to an action group, the SmartParts mod has a part that can invoke an action group when the CommNet connection starts to drop.
  10. Maybe useful to someone other than me... I use "Visualize Autostruts" in the Physics section of the console, to display all autostruts. That way, I can at a glance, tell if I enabled Autostrut on any Robotic part or part connected as a child to a Robotic part.
  11. Wouldn't the cooling effect be a function of how much propellant is left? As the propellant gets used up, it will reach a level where an external device is needed to assist the cooling. Further depletion of the propellant places more burden on the external device. Or the engine's max throttle can adjust to compensate as the propellant gets used up and the cooling effect drops.
  12. Sorry if this is off-topic... As a general rule, is it "troublesome" to have multiple copies of a DLL in the GameData folder? I just took inventory of mine and there are: lots of copies of MiniAVC.dll. 3 copies of KSPDev_Utils.1.2.dll spread over: EasyVesselSwitch KAS KIS Should I be concerned with those?
  13. Yes it can. Set throttle to zero. Bring up the SmartRCS MJ module and turn on the option to use RCS when thrusters are offline. Turn on RCS (toggle with "R" key). And you're ready. Personally, I keep RCS off until after I've finalized the maneuver node and oriented by probe to the maneuver using SAS. Otherwise, things get jerky. Also, depending on the mass of your probe, set the RCS max throttle to a low value. Don't forget to turn things off after the maneuver is complete. Otherwise, MJ will use RCS for any sort of maneuvering and use up all your propellant.
  14. I updated to 1.7.2 today and have played using my save from 1.7.1. My ships that use the OPT parts are ok. Do you have all 3 OPT mods? OPT Space Plane 2.0.1 OPT Legacy 1.3.1 OPT Reconfig 1.5