Corovaneer

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Everything posted by Corovaneer

  1. Corovaneer

    [1.5.1+] Dang It! Continued

    Just now I had a problem of RCS thruster breaking, getting fixed, instantly breaking again upon use, getting fixed again, and then again breaking as soon as it thrusts. As far as I understand reliability in the mod this should not occur on the time span of three minutes. It also reproduces after switching back to space center and then back to ship again. As soon as you want to use thruster it breaks again and no amount of fixing prevents it.
  2. Corovaneer

    [1.3] Alcubierre Warp Drive (Stand-alone)

    Another question - why isn't it possible to change mode in flight? To go from conservation of velocity to conservation of angular momentum? If one plays mod in a career it's kinda difficult to amass enough cash to make one of each just to compare, if you're stuck with one mode for whatever reason. Especially if there's no easy way to get the module back down to KSC to recover it (because of heat and drag)...
  3. Corovaneer

    [1.3] Alcubierre Warp Drive (Stand-alone)

    Is there a way to reduce drag on a 25KK part? Or, well, any part? It's a bit frustrating to see this elegant aerodynamic-looking rockety ring resisting air flow with the might of a brick wall of the same size. And I kinda want to be able to get it back down to the surface in a manner other than an inflatable castle.
  4. Corovaneer

    [1.5.0] Procedural Fairings 1.5.0.5 (2018/10/18)

    What does this "density" parameter affect in practical terms? I was never able to collapse a fairing through pure atmospheric stress at the default low value, so why would I want to increase mass of a fairing? Does it affect how it handles thermal effects or something?
  5. Corovaneer

    [WIP] KerbinRover Off-road vehicles

    This time I just installed it from CKAN on top of everything and ran a body with 4 wheels and nothing else. Wheels did not break, but colors remain: I haven't seen this with any other capsules so far, if it goes away somehow I'll let you know. Edit: it was "critical temperature gauge" mod.
  6. Corovaneer

    [WIP] KerbinRover Off-road vehicles

    The car's body fabulously cycles through red, blue and yellow hue on the launchpad for few seconds, and then wheels break from overstressing. 1.4.5, modded
  7. Three out of four attempts to start "Dawn of Space Age" mission instantly crashed the game, with no crash reports or error messages. The game also crashed when attempting to restart this mission when it did load. A crash report prompt showed up but then also failed with "class could not be created" or something like that
  8. Found the issue. Projectiles only work if textures are set to full res.
  9. No projectiles are rendered for me, what could be the problem? Clean install.
  10. Ah, ok I guess I've become desensetized to fluff text thanks to Squad, so this part didn't register at all.
  11. Atmosphere analysis can't be run in water, I think. Also, text does not specify that the contract is at three locations, not just water in general.
  12. 1.1 build 1230, Windows 8, 32-bit version, non-steam, clean install. Landing struts LT-1 and LT-2 are sinking into terrain and meshes, while LT-05 performs normally. While raising or lowering LT-2 the pads initially get the grip on surface, but immediately after full extension pads fall through the surface.
  13. It was not a request, just a question about functionality. Thanks for the answer.
  14. Can it plot frames per second too?
  15. Corovaneer

    [1.4.5] Throttle Controlled Avionics

    What is the best way to maximize thrust while retaining attitude control with throttle? Setting engines to "main engine", turning OFF vertical speed control and enabling T-SAS+Killrot still causes throttle to jump around wildly between about 40% and 100% several times a second. Is it possible to keep engines at 100% and only reduce throttle at some of the engines if attitude adjustment is needed?
  16. I have a question and maybe a mod idea. What is the point of stock narrow band scanner (the hexagonal thing) if it does not work on a planet without prior sweep by the big M700 scanner? 1) What sense does it make mechanics-wise? It's a scanner or it isn't? 2) What's the point of bringing one at all, if you already have the data from M700, and can see ore-rich areas? If you oh so wish to win few hours over few days of mining by moving to especially rich vein - there's surface detector for that. Won't it be a better idea to have two scanners different in mass and size, with different capabilities? Trading smaller size for data limited to area directly below your ship, compared to instant whole-planet scan by the big bulky polar scanner?
  17. Corovaneer

    Narrow band resource scanner - what for?

    Not necessarily. Narrow band scanner offers you a display to look at - and you can limit all the information you get to that display. You get to know what is directly below your ship - but this data is not stored in the tracking station or the map view. So you can figure a decent spot along your orbit, say, "this crater looks better than the area around it" - but you still don't know how good the spot is compared to rest of the planet. And you would have to scan again if you play tomorrow, simply because you would forget what's where. If I would like to establish a permanent refueling station - I would still bring M700 - but if I need an emergency resupply for my mothership somewhere out in the Jool system or on Dres - it makes for a tough choice to take huge dish on every mission. At this point I would simply hope to find a decent spot with save/load if I really need some fuel, than to bring it.
  18. Corovaneer

    Narrow band resource scanner - what for?

    I've never landed into a completely empty area which looked good from orbit, using M700 data. Sure it might not be the absolute best in the vicinity, but usually it does not matter. On the other hand, bringing M700 over is a nasty 2.5m business, while narrow band scanner fits nicely under a 1m fairing "radome". I can easily fit it in an spaceplane. The size alone makes difference for layout of rocket, and rocket layout makes for a completely different mission. But having one dependent on the other kinda makes the choice pointless, because you're forced to always bring the big one first.
  19. Corovaneer

    How to stop rovers from being unusable

    Rectangular wheelbase of 8-10 wheels usually works better than 4 wheels. It offers lots of grip, adding a kind of "on the rails" effect to any vehicle. Center of mass should be low and roughly in the center. Don't make hard turns going full speed. Brake when going downhills. Power and steering work better on front wheels, braking in the back. Etc, common sense mostly.
  20. Navball docking alignment indicator, made by mic_e and maintained by Leeman ! It is minimalistic, intuitive, and fits KSP design seamlessly. The only downside it has is that it can make docking way too easy for newbies.
  21. I might have been using "Hotfix2" from github page. Just now I used the 1.0.1 the spam went away, and the docking reticle also actually appeared. So whatever was the error it was in the difference, I guess! Thanks for maintenance again!
  22. Win8, 1.1 build 1230, with a bunch of recent mods. One that changes interface near navball is BetterBurnTime. The rest are toolbar-based, usual stuff. 25.04.2016 17:06 <DIR> 000_Toolbar 25.04.2016 18:30 <DIR> 000_USITools 25.04.2016 22:11 <DIR> AtmosphereAutopilot 25.04.2016 17:13 <DIR> BetterBurnTime 25.04.2016 17:52 <DIR> Chatterer 25.04.2016 18:50 <DIR> CommunityResourcePack 25.04.2016 17:25 <DIR> ContractConfigurator 25.04.2016 18:49 <DIR> ContractPacks 25.04.2016 18:48 <DIR> Diazo 25.04.2016 23:55 <DIR> DistantObject 25.04.2016 18:57 <DIR> Firespitter 25.04.2016 21:55 <DIR> KAS 25.04.2016 21:57 <DIR> KerbalEngineer 25.04.2016 18:44 <DIR> KerbalHacks 25.04.2016 17:01 <DIR> KerbalJointReinforcement 25.04.2016 17:28 <DIR> KerbalSports 25.04.2016 17:29 <DIR> Kerbaltek 25.04.2016 21:55 <DIR> KIS 25.04.2016 21:54 15 360 MagiCore.dll 16.04.2016 19:49 <DIR> MagicSmokeIndustries 25.04.2016 18:48 <DIR> MechJeb2 25.04.2016 18:48 <DIR> Mk1CargoBay 25.04.2016 16:55 62 464 ModuleManager.2.6.23.dll 25.04.2016 17:20 <DIR> NavBallDockingAlignmentIndicator 25.04.2016 21:54 <DIR> Nereid 25.04.2016 18:44 <DIR> PlanetShine 25.04.2016 17:07 <DIR> ProceduralFairings 25.04.2016 17:18 <DIR> RcsSounds 25.04.2016 17:15 <DIR> RealPlume 25.04.2016 17:15 <DIR> RealPlume-Stock 25.04.2016 17:18 <DIR> SCANsat 25.04.2016 17:09 <DIR> scatterer 25.04.2016 17:23 <DIR> SDHI 25.04.2016 21:57 <DIR> SensibleScreenshot 25.04.2016 17:15 <DIR> SmokeScreen 25.04.2016 16:51 <DIR> Squad 25.04.2016 18:40 <DIR> SurfaceLights 25.04.2016 18:43 <DIR> SXT 25.04.2016 16:55 <DIR> TakeCommand 25.04.2016 17:14 <DIR> ThrottleControlledAvionics 25.04.2016 18:30 <DIR> UmbraSpaceIndustries 25.04.2016 17:20 <DIR> WaypointManager 25.04.2016 17:18 <DIR> WheelSounds
  23. Beautiful mod! Now I have valid reasons why to go to Laythe! I'm sure supply replenishment in life support mods was already suggested, but I think it would benefit even more from one thing kerbals do best - facial expressions!
  24. Thanks Leeman, I'm glad this mod is maintained! It really should be stock by now Haven't tested the main capacity yet, but I've noticed a spam in ksp.log: