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Second Hand Rocket Science

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  • About me
    I come out from under my rock once in a while
  • Location
    Scotland
  • Interests
    Being in a vegetative state

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  1. Necroing an old thread that I asked about a long time ago, but is there a proper fix? I want to make Raptor9 inspired blueprints so a blue background is needed
  2. https://imgur.com/a/TmUm8Fm I found a radial parachute going somewhere north of a BILLION METERS A SECOND on an escape trajectory out of Kerbol. I don't even know how it got here. It showed up as a blip on the map while I was ham-fisting a Duna polar orbit to survey scan it without SAS, a story in of itself for another time. It was like an asteroid you haven't scanned with the telescope thingy that fades away after you briefly catch it. Definitely one of the funniest bugs I've encountered
  3. Vector. Slap eight of those on the bottom of a 5m fuel tank and you feel like Thor himself. If you've ever read the description for the 5m tanks, that is exactly how it feels
  4. I made it a lot better by making the 1.6 megaton slightly oversized launch vehicle 3.75m instead of 5m, but it is still bendy enough to throw off maneuvers in the upper stages. The strut thing hasn't helped, probably since you can't directly mount struts onto a docking port radially. It is now possible to get to orbit without RUD, but trying to make delicate orbital adjustments to get a Minmus encounter is quite literally impossible. https://imgur.com/a/wtO5dGu Redesigned launch vehicle and payload. Heavy skycrane will be sent separately. Obviously with the fairing removed.
  5. I thought I had cracked it by moving the very heavy fuel filled skycrane to the bottom instead of the top, but it didn't make any difference. I suppose it actually didn't make any difference to the CoM in the first place as the indicator is almost slap bang in the middle of the big science habitat bay thing, which is in the center of the entire craft. So I'm stumped
  6. I don't usually change from the default autostrut, just do to heaviest all the time. Payload is heaviest, and rocket isn't really the issue here, but I'll strut the boosters and launch vehicle to root and see if it makes any difference Making the boosters strutted to root just made them noodle too and clip into the main fuel tanks.
  7. https://imgur.com/a/umaHRQo It is pretty long, but it's all auto strutted and has rigid attachment enabled. It doesn't bend without the launch vehicle but as soon as I add the launch vehicle it becomes reminiscent of a wet, floppy noodle you find at the bottom of the bowl. See attached video: Don't worry, I'm not planning to fly to Minmus without a fairing, but it's much easier to see the noodleness without it. If for whatever reason you're interested in what it is, it'll be a habitation module for my first ever Minmus base. I'm not expecting it to work, since I've never done a space base ever, but I hope to teach myself at least how to do precision landings and if all goes well how to use an albeit primitive skycrane. What do I do to fix this? Manually put on some struts? Connect the base of the module to the fairing via a larger structural piece? Or is this just too long and spindly to be launched in a single go?
  8. And now all parts go invisible when using the right click menu in the VAB, and pressing buttons on the right click menu doesn't work anymore... Doh! Found a few errors:
  9. Huh, that's weird. Usually CKAN is meticulous with its dependency... ing? Is that a word? I'll download Firespitter and CommunityCategorieKit and we'll see what happens. If that fails, I'll post the log via Dropbox What a strange dependency... Firespitter is for propellor planes, right? Anyways, it's working now that it is installed. Thanks for your help!
  10. I use 1.12.0 and the mod doesn't seem to be working with all dependencies installed after installing using CKAN. The only error related to Konstruction is: Cannot create config from file 'E:\Games\Kerbal Space Program\GameData\UmbraSpaceIndustries\Konstruction\Patches\ConstructionPorts.cfg'. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Here's my modlist:
  11. I've not talked here for a very long time (two years ish) but this bug is really getting on my nerves. I can't toggle SAS/RCS or stage separate after time warping inside Kerbin's atmosphere. This doesn't happen when time warping outside of Kerbin, but the effect persists if it's happened before escaping Kerbin's atmosphere while in space. Modlist printed from CKAN: Astronomer's Visual Pack (AstronomersVisualPack 3:v4.13) Astronomer's Visual Pack-8k Textures (AVP-8kTextures v1.13) B9 Part Switch (B9PartSwitch v2.20.0) Breaking Ground (BreakingGround-DLC 1.7.0) Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.7.1) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.9.0) Making History (MakingHistory-DLC 1.12.0) Module Manager (ModuleManager 4.2.3) PlanetShine (PlanetShine 0.2.6.6) PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.6) Real Plume (RealPlume 2:v13.3.2) Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.8) ReStock (ReStock 1.4.3) ReStock+ (ReStockPlus 1.4.3) RSMP - Remastered Solid Plume Effects (SRBWaterfallEffects 2:0.4) Scatterer (Scatterer 3:v0.0838) Scatterer Default Config (Scatterer-config 3:v0.0838) Scatterer Sunflare (Scatterer-sunflare 3:v0.0838) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) Stock Waterfall Effects (StockWaterfallEffects 0.7.0) Waterfall - Restock (WaterfallRestock 0.2.3) Waterfall Core (Waterfall 0.9.0) As you can see I don't use part mods, just graphics. If anyone could help that would be appreciated. PS: I also have a niggly little issue where SRBs still have plumes and make sound after they run out of fuel. If anyone could also help with that it would be great, but it's not that important Cheers, SecondHandRocketScience Oh, I nearly forgot a log! Here it is: https://www.dropbox.com/scl/fi/h60wk1uwyv0rdqtxvrix8/Player.log?rlkey=etvtg5y8in7yr0qsz2vmvnycu&dl=0
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