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Thomas Edison

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Posts posted by Thomas Edison

  1. On 8/30/2019 at 11:07 AM, Zorg said:

     

    Deleting Plume Party entirely would break the plumes for the reDirect/SOCK engines as they use Plume Party FX in the main part CFG. 

    If you didn't want to use Plume Party for the stock engines  you can just delete PlumeParty/Configs. Note that reDirect/SOCK engines will still have PlumeParty FX. The only way around that would be for you to personally patch them with standard stock plumes.

    :/ I think Plume party is way better than stock plumes but hey everyone is entitled to their opinion)

    I tried that earlier today. Is there a certain folder I need to delete? Sorry I'm not great with configs and stuff.

  2. 11 hours ago, slaintemaith said:

     

    11 hours ago, slaintemaith said:

    I've had zero luck with the PVG outside of RSS/RO, and with Space Shuttles, I've had crap luck even with RSS/RO.
    I've had great luck with these settings, though, using the classic ascent program.
    Granted, I'm using a 2.5x Stock sized RSS, but it should still be close for Kerbin.
    The image (barely) shows the resultant almost-orbit you want with a Shuttle. (This one is 201.577 x 44.647)  Less than 90m/s to circularize!

    *Note: I neglected to set "Stop At Stage #:" to 3.  Your results may vary depending on how you set up your .craft.

    **Note:  Also all gimbals and control surfaces are ON, and all are set for Roll, Pitch, and Yaw.  Use the Hybrid version of Attitude Control. (In the Attitude Adjustment Program)

    ZKxRDEY.png


    Thanks!

     

  3. Seems that I might of found an issue with the airbrakes. You can see here they dont deploy correctly normally with just hitting extend or with an action group. But when I invert the left one it works fine. Hope you maybe can fix this.  https://imgur.com/gallery/PfaTndj

    EDIT!

    In the photo it shows me inverting the right one. when I invert the left not the right it works fine.

  4. 17 minutes ago, benjee10 said:

    Make sure you have every single joint in the arm locked. If even one is unlocked, the autostrut won’t be able to run past it. You might want to try adding autostrut to multiple parts of the arm too, for instance the booms or longeron attach point.

    Just tried that, No success. Any suggestions? Im going to try maybe something like KJR.

    (UPDATE)

    Kerbal Joint reinforcement- Next, Has fixed the problem as I can see. 

  5. 10 minutes ago, benjee10 said:

     

    Locking the arm parts either in flight or in the VAB basically allows autostrut to run past the robotic joints, so you also need to turn autostrut on on the end effector part, otherwise it doesn’t have any effect other than to prevent the robotic parts actuating actively. When the parts are unlocked autostrut is ignored.

    Thanks for the speedy reply!

    Just tried re-doing all of that, Still moves for me. I Tried all the different autostrut settings and tried locking in VAB and On the Pad. Still no fix. Seems to be rooted in the servo pitch joint.

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