si2504
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Posts posted by si2504
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On 5/8/2021 at 9:24 PM, lemon cup said:
Have you made sure to right click both the grapple fixture and the End Effector and "Enable Same Vessel Interaction"?
Also, a helpful tip: turn on advanced tweakables in the settings menu (if not already) and turn the Docking Acquire Force down to 0 on both parts. This will eliminate phantom Kraken forces while you are fine tuning the arm.
Line up the ports, but if you haven't given the Effector its very own axial rotation servo, you'll see why now - you have to rotate the effector so that its sensor pod is oriented to line up with the small docking target on the grapple fixture.
When you've got that, and the arm is hovering over the fixture, turn your Docking Acquire Force back up, and gently "slam" the arm down onto the fixture. You'll know you're latched when the arm stops moving - even if it looks like the two parts are crooked and not docked. When you decouple the payload from the shuttle bay, the scene will instantly reload and the effector/grapple fixture will magically be docked perfectly.
Yeah that's what I was missing, same vessel interaction. Got some brilliant gameplay of undocking unity node using the arm.
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@benjee10 HTRobotics........how the hell does the LEE and the grapple fixture dock together? its driving me crazy lol. they are perfectly lined up and they just wont attach to each other.
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1 hour ago, Beale said:
cool. What I would like to see, what I could not find anywhere so I had to sort of mock up, are Zarya's correction and docking engines (KRD-442). On yours they're just the squad spider engines, but we have the s5.79 for MIR so would be cool to see the KRD-442 engines.
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1 hour ago, golkaidakhaana said:
Beale I love your and mods ....... I appreciate you and I loving Tantares ,,,,
+1..... Zarya and it's ride.
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alright thanks guys. I figured it would be linked to Isp and thrust somehow.
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13 minutes ago, davide96 said:
And then I need to put the patch file in? Game data?
Yes just drop the .cfg file into Gamedata. Your best bet is to look at examples of other parts that have configs for real fuels and then you will have a rough idea how you need to write it.
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hey @Katniss218, I'm try to get KSCSwitcher working correctly and with the default launchsitespatch in your configs, the screen is black and no amount of back scrolling brings it back in view. Now, i've looked at the configs and you have "@Site[us_cape_canaveral]". In KSCSwitcher, Site name = ksc. Once i set the @Site to "@Site[ksc]" in your configs, there's no longer a black screen, however for some reason the position of KSC is placed somewhere around the position of your LC-39 pad and raised slightly above the rest of the terrain. I have been using your cape mod for some time now with no issues, up until KSCSwitcher is installed and the positioning for some reason is altered.
would it be possible for you to see if you can replicate this and see if you know what is conflicting with the KSC positioning? Thank you
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On 5/2/2021 at 10:28 AM, davide96 said:
Good morning all, I have a "simple" question: is there a method to add the real fuel support to a mod? The mod in my case is redirect mod.
Thanks in advance
Davide
I believe you would need to write a patch for the part you want to add it to. Something like @PART [xxxxxx]:NEEDS[RealFuels]
Other things would probably need to be added like a modular fuel tanks module.
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Good day people. I'm after a little help with a Zarya craft I'm putting together in RO using RF. so according to a NASA source, Zarya has 16 fuel tanks filled with NTO & UDMH with a total mass of 5,760kg. Eight tanks holding 400litres and eight tanks holding 330 litres. This should give me a total of 5,840 litres. However, when I take the mass of the tank out of the equation in game, the mass of the total fuel in the tanks is weighing more. Where do I see what the masses are for UDMH and NTO in the configs or does anybody know why this may be occuring?
By the way I use a bass mass of -1 in MFT module and tank type service module.
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46 minutes ago, bmyers831 said:
@pmborg
Hi,In 1.10 is the Dragon Crew capsule RO config working? I don't see the RO values from your fix-KK_SpXCD_capsule.cfg file in game and the part shows "non RO" in the title.
I've looked over both cfg files and I'm not able to spot the problem (though my .cfg skills are minimal).
I think the other RO configs are working fine.
thanks
The capsule isn't tagged as a RO part that's why. to tag a part for RO it has to have the tag "%RSSROConfig = True" or False for a WIP part. Also the capsule isn't using its RL propellant of MMH/NTO, its using normal monopropellant. So the configs are what they say they are, Work In Progress and not fully finished.
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Hi guys, I'm trying to figure out which config in an engine file determines how much fuel a particular engine burns per second. I'm using RO if it helps. Thanks
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On 5/1/2021 at 5:16 PM, Rockettom0374 said:
Hello,
is there a way to play KK‘s launcher SpaceX mod with RO and RSS so that the rockets have the right configuration including size and fuel?
And is it also possible to optimize Tundra‘s exploration with RSS and RO too?
A instruction with the right KSP version and the settings/codes of mod would be really cool!
Thanks and greetings from germany!
@pmborghas RO configuration files for KK Space X pack.
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4 minutes ago, Beale said:
For sure, they are roughly like so
red - KSP
white - IRLIf you have blender, you can take a look at the raw files if you need some custom measurements:
https://github.com/Tantares/Tantares_Assets/tree/master/FGB
Mostly all parts with a rescale of 160% will be IRL scale (Though there a little deviations to fit into the KSP node sizes).
Thank you very much Sir!
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6 minutes ago, Beale said:
So next, we can move onto the 1.25m Mir parts, kvant-2, Kristall.
Not quite ready to put on GitHub.
The aim as ever is still a good balance, for the first time you should be able to build a good, and decently accurate / specialised Mir, but there is some focus to keep the parts generic. If you can think of some accomodations that would make the more useful in generic uses, let me know.
what are the model sizes of the MIR & FGB crew sections out of curiosity, 2.5m? Always good to know what the parts are modelled at so people like myself that like to make RO configs can do so accurately.
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10 minutes ago, Beale said:
For some consolation, these parts are a long way away, you have months
There is so much left to do, including all of this:
Busy busy then! Look forward to seeing the upgrades.
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2 minutes ago, Beale said:
some of the new parts will remain the same names (about 25% so far), but unfortunately it is unavoidable that a few will have new names due to restructuring.
However, once it is closer to a release-ready state - it is fairly trivial for me to provide a was-is mapping which should hopefully make updating this RO config trivial (are you using VS code / Notepad++ / sublime, or a similar editor? Mass find-replace is possible).
Yeah I use notepad++. I've just literally put the FGB and MIR in orbit too as start of my ISS build. Lol. Ah well, you can't knock progress, and it will give me something to do.
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6 minutes ago, Beale said:
Are the new parts/updated parts going to keep the same part names do you think? I have created a lot of RO configuration files for the MIR and FGB and would be a pain in the backside to have to redo them.
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1 hour ago, slaintemaith said:
SSTU seems to have complaints with the DylanSemrau shuttle and that version. Is that another "ignorable" warning like RSSVE's?
how do you mean complaints with the shuttle? And yes, it does complain that it isn't compatible with 1.11.1, and to a certain extent, it isn't. Depending on what you want to use from SSTU, some things work OK, and some things don't. Whether or not this is an issue with some SSTU parts themselves, I don't know. The large solar arrays for example are a broken mess if you try and use them in 1.11.1. Would be nice to see it updated fully for latest versions though.
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3 hours ago, slaintemaith said:
I'd love to know what versions you have of all these to make this install. I can't get HabTech 2 to work with RSS/RO to save my life. and I'm pretty sure RSS/RO is only supported to 1.10.
Officially it's only supported to 1.10, but with the correct Kopernicus BE branch, it works for for 1.11.1. All the mods I have installed are the latest versions.
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hey guys, check out a video I put together just for fun, STS-97. Best viewed in the highest possible resolution.
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34 minutes ago, slaintemaith said:
What versions of KSP & B9PS are you using, if I may ask?
KSP 1.11.1 and the latest B9PS....
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12 hours ago, slaintemaith said:
How do you get the end caps to work? I'm using 1.8.1 and have to switch editors even to right click on the HabTech 2 parts and get the Top/Bottom node tweakables in the PAW.
Is this something with B9 Part Switch?yeah i'm not sure what could be causing that issue. If by the end caps you mean the bulkheads you can apply to the modules, that's handled by B9Partswitch so must be something to do with that.
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2 hours ago, adriangm44 said:
I do... but I LOVE both mods... can't spare any of them!
Is there anything I can disable or tweak in the files? Maybe they could help me in Paralax's thread?
Here are the LOGS, CRAFT, and SAVE FILE <-------------
Have you tried to remove the Parallax folder temporarily to see if the problem goes away? If it does, I'd ask in the Parallax thread. Hard to say without seeing the config files inside the Parallax folder.
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Infernal Robotics - Next
in KSP1 Mod Releases
Posted
How difficult is it to make mods with robotic parts compatible with IR? The only current Module in the parts config is an MuMechToggle. Could I not just add a IR Module to the part and if so, would anything else need to be added to ensure compatibility?
Thanks.