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RealTimeShepherd

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Everything posted by RealTimeShepherd

  1. Thanks! Yeah, good point, I activate the engines at the same time I start the flip but there is a spool up delay, I guess I should wait for the spool up before starting to flip! Also, I totally wanted to use your mechazilla chopsticks but they explode my craft. I posted about it on the previous page. I'm planning to do more, any chance you can help me troubleshoot as I would love yo use those instead!
  2. @Fossilized Check out my YouTube short. Must be watched on a phone!
  3. @Fossilized Just wondering, I'm about to start shooting a video, will hold on if an update is imminent...
  4. Hey Fossilized, I am using this at real scale with the Tundra SuperHeavy and the vehicle is getting stuck . I am already able to catch the booster using other parts, if I swap to using this part, the vehicle explodes when I close the arms, or if I guide it in with the arms closed, it gets stuck when only about 15-20% of the way in, as if the colliders were misalinged. I even increased the scale to 1.2 to try and make it fit but it will not slide in. Images below and I also have a video if you want to see that!: The vehicle is really pushing inwards as you can see by the direction of the engine thrust. If I open the arms, then it goes forward into them but then everything explodes when I close them Any assistance is gratefully received!!
  5. Hey @ColdJ, thanks for helping me in multiple threads! I've downloaded version 2.7 of BForArtists and installed the mu addon. I get this error when trying to export a mu file: I'm stumped!
  6. It looks like there is something messed up with the models I am connecting the ports to. I managed to explode both docking rings and the craft were still stubbornly welded together! The StarShip from Tundra has nodes that extend beyond the docking ports, so I'm wondering if they are somehow interfering with each other...
  7. Hi guys, wondering if anyone can help. I'm trying to edit some .mu files from Tundra Exploration, but some of the models fail with an error when I try and export: Other simpler objects can be exported no problems. Does anyone know what is going on here?
  8. @ColdJ Dude, I'm sorry to come back to you, but I can't undock my ships once docked! The part doesn't show that action, I;ve tried assigning the action to an action group in the VAB, as undock and decouple both show up, but no joy. I've even used kOS, which also sees the actions, but nothing happens. Any ideas??
  9. My friend Awesome work, it functions perfectly, you have made me very happy!
  10. Hi I've some experience with editing shapes in Blender and editing cfg files, so I've been able to make stretched pieces and similar I would like to take a piece like a decoupler and edit or create a new cfg file in order that the decoupler can dock with another decoupler of the same size I need to use a decoupler as there are going to be engines that fire through it, so I effectively need a large docking ring which is open in the centre I tried this first of all, but it di dnot transfer any docking capability to the part: ------------------------------------------------------------------------------------------------ @PART[Decoupler_4]:FOR[RealismOverhaul] { !MODULE[ModuleDecouple]{} !MODULE[ModuleTestSubject]{} @MODULE[ModuleDockingNode] { referenceAttachNode = top nodeType = size2 stagingEnabled = False } } ------------------------------------------------------------------------------------------------ Can anyone help? Many thanks!
  11. I must be dumb because I can't find any other launch button apart from the one in the top right next to the exit button What is the 'site menu drop down'? Is it different to the Launch site selector in all the screenshots?
  12. I have managed to use the KK launch sites before, but it is not always consistent It frequently places my craft on the default launch pad or the default runway and not the ones I have selected in KK So, I've opened the base, I've set it as Launchsite, I've even set it as default Launchsite, it definitely says 'Current Launchsite: <Name of my custom launch pad>' but it often still starts me on the default pad/runway instead Any idea how I can troubleshoot this?
  13. Hi Does anyone know if it is possible to have a fuel tank that contains two fuselage tanks for LOX and CH4 and another ServiceModule tank for the CH4 header tank. This is of course to copy the StarShip design and have some CH4 in a header tank protected from boiloff (I already put a ServiceModule LOX header tank into the nose which is a separate piece so pretty straightforward) Thanks!
  14. Yes! That was the missing piece Many thanks for the tip, I am in Boca Chica heaven
  15. Thanks guys for the answers. I had already set the statics as launch pads and runways, but when I try and pick them from the VAB, they are red and 'closed'. I don't know how to 'open' them! Is this a KSP thing or a KK thing? Thanks again!
  16. Hi, sorry if this is a dumb question, but when I place new buildings, are they linked to an existing space center or can I have a new space center that I can switch to using KSC switcher? So far, I have a lovely launch site, but I can't launch anything from it...
  17. @taniwha - I must thank you for that advice!!! I saw an animation that showed StarShip at a 90 degree angle to the direction of travel during reentry (belly forward, nose up), so was just slavishly following that. Switched to 70 degrees (with the nose slightly towards the direction of travel) and I've just made my first successful reentry. Absolutely made my day
  18. Looking for some help if possible! I'm using RSS/RO with FAR Basically, I have a modded SpaceX StarShip, using the Tundra Explorer model with RO settings in a cfg file. During reentry though, no matter how shallow I make the entry, the forces climb to around 8G and the tank section explodes "Due to aerodynamic stresses" I would like to alter the cfg file to allow the part to withstand greater aerodynamic stresses. Is this possible? Many thanks!
  19. Hey Jimmy Yes, you are correct! There are indeed little green triangles that prevent the tanks from being drained Thanks for the tip
  20. Hi I am using RSS/RO and I want to write an RO config for the Tundra GOJIRAIII (StarShip) parts I've already managed quite a bit of it, but I needed to add fuel tanks to the crew cabin. The reason being is that the real StarShip will have header tanks in the nose, mainly so they can be insulated and they will also act as ballast during the 'belly flop' manoeuvre. I have managed to add fuel tanks and they provide just the balance I'm looking for, however, when the engines fire, they are drained at the same time as the main tanks in the lower section. The lower section has a handy 'disable crossfeed' button which locks its fuel tanks, however, the crew cabin has no such button Does anyone know what I need to add to the Part section in my RO cfg file in order to enable this button in the GUI? Many thanks
  21. Ah OK, here is my KSP.log file https://www.dropbox.com/s/eye3xi699tn23xa/KSP.log?dl=0 Many thanks!!
  22. Well I got the scary 'You will lose your savegames' message. This is the relevant section of KSP.log [LOG 12:02:21.727] [TweakScale] WARNING: **FATAL** Found a showstopper problem on batteryBankMini (Z-200 Rechargeable Battery Bank). [LOG 12:02:21.727] [TweakScale] ERROR: **FATAL** Part batteryBankMini (Z-200 Rechargeable Battery Bank) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). Anyone know what it means?
  23. Well, I guess you could either lock one of the other dimensions, or split the cost between them, I'd be happy with either. Personally, I find planning a Mars orbit and return mission from a single launch using RO/RSS and Principia to be so difficult in terms of carrying enough Δv, even with aerocapture, that I am keen to minimise any waste, so I will be spending 20 minutes crafting that burn to get the lowest possible PE on the target planet... It is of course possible that I'm doing it entirely wrong!
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