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adriangm44

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Everything posted by adriangm44

  1. Something is happening... I met all the requirements for a contract. (I even deleted in the cfg of the contract pack the requirement of having completed a previous contract, which it was met as well, hoping to fix it). But the contract REFUSES to being offered. I can't move on with the progression... No one answering in Career Evolution thread. Any help here?
  2. When manually downloading Scatterer (just the release, no configs, no sunflare), there's still a config folder with the planets, sunflare, etc folders. Do you think I should delete that folder? Actually I don't understand how my game doesn't look like yours yet. Kerbin looks like a pool ball reflecting the sun in all it's glory on it's oceans, it's not beautiful though... Because if you check on CKAN, on the contents tab of Scatterer, Scatterer Default Config and Scatterer Sunflare, there are the same files and the same size. So what am I missing?
  3. Yes, what @EndAllFilms said happened to me once (Booster separation ok, Orbit ok, when it switches to the booster it’s in the middle of the ocean, it doesn’t even start landing burn, crushed into the ocean). I didn’t notice if booster started the boostback so I’m not sure what’s the cause. I tried to recreate it with log saving but that didn’t happen anymore, instead, the booster overshoots the landing zone (maybe on boostback or aero descent) but when the program switches to the booster, it’s landing trajectory is overshooting the launchpad (like almost at the end of the raceway facing the VAB), it tried to steer to correct the trajectory, but it’s too slow, then the landing burn starts normally and it also steers to match the landing target. It does pretty well but it runs out of time until the engine switches. It lands just touching the bottom edge of the Orbital Launch Mount. I wish I had videos but I’ve been real busy and only had played KSP for short times. But honestly, I’ve not just having problems with booster return. Also with ship return. I’ll try to make a video about it cause explaining is going to be a nightmare and I can’t una gone what it would be trying to understand hahahaha
  4. The feature that allows you to "store" a vessel when you're not using it is so awesome. Let's say I create a hangar with that feature next to my base craft. I place my rover under the roof first and then click on store the vessel, then dissapears (yayyy!). Then, whenever I want to use the rover, (what?!) it won't let me! A message appears on screen saying "to clear the runway". I have to place a flag 200m away from the Hangar and THEN it would let me load the rover again. Is there a way I can disable the min distance to use this feature?
  5. Sorry, I did not have physical time to take this into account. Do I have to update my craft files? I usually spend a lot of time editing and personalizing them, I change the names of every part (Starship Crew|Cargo|Tanker, Super Heavy Booster, Orbital Launch Tower) so when they separate I don't get confused with the naming and it's clear which vessel is which. Also I have personalized cranes for each Cargo and Crew to deliver the payload and kerbals down to the surface (https://youtu.be/-FNXAgvxJ6M), add the legs and so on and so on... It is just a pain to have to re-do it over and over again but I don't think anything can be done if it is mandatory to update the crafts in order for them to work properly. Also thank you so much @Janus92 for regarding this issue and quickly taking action, I will try this now and write it down in this message's edit box.
  6. Thats a different thing, it's just a patch from discord that lets you remove them in order to add an independent part for the new long-sided COPV'S. I've checked, they don't mess with the fuel options. And yes, I'm using the lastest SEP version. Yeah I can give that a try soon. I do use CryoTanks, I just disabled the boiloff and the cooling cause it caused many problems but apart from that it worked fine in the last version. I will try this tonight or tomorrow if not. I don't have to reload the game to notice CryoTanks was actually the problem. See here. It just worked before because you didn't tweaked the fuel values in the first versions. There must be a code that can be written in your patch to disable those lines on the booster and the header tank. (Interestingly suspicious, the ship's body is not affected by this).
  7. Janus, since the update I have double B9 fuel switches, one of them with the wrong ammounts, causing it to not have enough TWR to take off. Help please. Logs (last lines, as I spent a couple of hours building) and screenshots here: https://drive.google.com/drive/folders/1sjrYmI23lKUamwNXZWlnKaazIdDRCG-L?usp=sharing
  8. I meet all the requirements for the Space Stations -SSOneYear- contract. And yet it won't show up as available in the contracts building... It's just stuck where normally it would say the unmet requirements you need to accomplish, it says all of them are met! I don't understand...
  9. Does it work with the last version of Scatterer? Cause I updated both Spectra and Scatterer (stayed in 0.0772 cause the atmospheres looked really thick and weird) at the same time. I got inside a save file and this is what I got: https://imgur.com/gallery/szY6rIs https://imgur.com/gallery/Dl6X2mJ No cool clouds like in the video, very thick atmosphere, Duna looks weird... I don't know how to install this properly... What visual mods do you have @Benzo Kerman? And what configs for scatterer and pretty much everything else?
  10. I remember one the time when MechJeb used to work so well, landing perfectly on the Mun, Minmus, even Duna… I think it was last year when this mod helped me built a base in Mun, it nailed every landing on the spot (I even had to take over cause it would land on the previous ship hahaha). Sadly I don’t remember what version it was, can someone remember the last time Mechjeb worked well? And if it would compatible with 1.12?
  11. Actually I tried with the Harpoon (Tweaked the cfg file and allowed part attach), and this one indeed attaches to wherever it lands. The Grappling Hook, instead, does but manages to drift to the side before attaching, no matter how close you are when ejecting (I tried dozens of times and it only works with the Harpoon). Anyways, that's sorted, Harpoon works just as I wanted. This is my concern now, remember this? --> With the Harpoon and Grappling Hook this is totally fixed, but my aim is still the same: DELIEVER HEAVY PAYLOADS FROM THE TOP OF ROCKETS (specially Starship), ONTO GROUND LEVEL. And I'm still running into some problems that you can see in this video: - The crane deploys automatically with the KAL sequencer. Once it's at the top, I manually adjust the height so it can be closer to the payload in order to not crush it into the walls when I lift it up. - Manually, I have to eject the winch, stretch the cable, separate the payload, and then retract the cable until it's docked. - Then gargo moves along the rail, separating from the ship, and once it's further enough, I can then slowly extend the winch cable until the payload is on the ground. PROBLEM 1: Theres no action group for Eject, nor Instant Stretch in the action group pannel, so I cannot automatically sequence the lifting of the payload. PROBLEM 2: The integrity of the winch and the harpoon (when the plug is docked) seems to be VERY weak and wobbly. As you can see, when the winch is being retracted, the integrity and stability seems to be not perfect but good enough, I could then move it move it away like this but I really need it to be docked to ensure the payload doesn't get stuck with anything in the way. It is only after it's almost retracted, when I get the red message "Cannot lock the connector: not aligned", that the winch starts drifting down from it's top attach point. And as you can see, it gets worse when the plug docks into the winch: both winch and Harpoon are so wimpy and it's like they're about to come apart. PROBLEM 2.1: As a result from the previous issue, after the cargo deployment onto the ground and retracting the plug into the winch, this one completely looses it's initial integrity, making it impossible to fit into the ship when I undeploy the crane, because the part has drifted away from it's attach point so much. REQUESTS: - Possibility of having more action groups for the winch that can be sequenced, such as Eject, Stretch, Release... - This is not a request (kind of), but a question. How can I make this not happen? It feels so discouraging honestly. I could get along with it if the drifted part just came back to it's original position after loading out the vessel and then back in, but it won't happen, as you saw in the video. Help with this please. Thank you very very much!
  12. @IgorZ Why can I only attach the Grappling Hook to another part ONLY when I eject the winch cable? I even changed the <forceNeeded> from the cfg to = 0.01, yet it won't attach when only extending pacefully the winch... I have a problem with ejecting, as when it lands on the part, it just won't attach to the point I want (the very center of mass). It will grapple a few cm away. I tried checking and unchecking "Align to hit normal" and many other things in the KAS Part Adjustment tool but it just won't work. Any ideas?
  13. What’s the compatibility With MechJeb 2? As it handles time warp on its own, I found (this was a year and a half ago) that the moment I pressed “execute maneuver” in mechjeb with automatic time warp, the game just stoped frozen. It did not crash, I could still hear the music, but no gameplay whatsoever nor any other different sounds. I came back after a few hours and it was still like that. At the time, I was running a heavily modded game and I installed several mods at once and I just did a fresh clean and never installed Better Time Warp again. Now I can see again its potencial capabilities and I wander if it was this what may have caused the bug/error. What do you think? Compatible or not?
  14. How do I install the new KISv2 from the massive code library you got in GitHub?
  15. Just don't dock it. You can transfer resouces without doing it. The problem is that wheel damping does not get quite much along with docking, as the damping frature of the wheels is always doing calculations to keep the craft stable, once you dock it, it also needs to calculate all the other counterweight that the other parts are giving. Happened to me plenty of times... Just don't dock okay? hahaha
  16. Okay, is this possible? What are the steps I should follow to make some Kerbalism features (all the science stuff, radiation, space weather) but make USI have all the life support systems?
  17. I'm having the same problem, when it stages, the ship will start spining backwards and then it will fire up the engines pointing down. I also run many mods but none of them interfere with atmosphere or guidance (The only thing I could think of is booster guidance or mechjeb, but theyre not active during launch). I had Ferram Aerospace Research a while ago, it's the only mod that changes the aerodynamics (you should check if you have that one @PaisteP7), but I deleted it some time ago and it's got stock aerodynamics. Perhaps we should look deep into details, like what ship configuration we were using and what characteristics we share. In my personal case, I was using cargo starship with an almost empty cargo payload (Only 0.1t or 100kg), a grappler to catch a small asteroid inside the payload bay. Maybe balance was the problem? I have to try with other starships to know.
  18. Janus do I also have to install "Flap Authority Limiter" from the extras folder?
  19. I think you need to take a good commnet into account for your missions. For sandbox, yeah, you just want to fly and explore, but in real life (let’s say career or science mode) starship would need to have a deployed antenna outside the fairing in order to reach Kerbin directly. Such case won’t work on a reentry as you have to close the fairing for it; or the dark sides of celestial bodies as well. I’m pro commnets rather than overpowered antennas
  20. @Janus92 Your Starship script is amazing! Will you be doing a script for Falcon 9 and Heavy in the future?
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