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pantheis

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Everything posted by pantheis

  1. Where are you getting argon from? I haven't been able to find any resource tanks that hold argon that are included with this mod.
  2. I'm playing through career mode with this mod installed and have finished the default tech tree with the only things left stuff that this mod adds off the end. I have the plasma engines and see they can use various fuels. I wanted to try argon out, but I cannot find any argon storage tanks. I see xenon, pure liquid fuel, but no argon. What am I missing?
  3. I just tried testing the limits of this plugin by building the tallest ship I could manage. The ship consisted of a mainsail under three orange tanks, plus a bunch of small 1m tanks stacked end over end on top of the 2 meter probe core in the center of it all with extra reaction wheels at each end of the ship (very top and between the last orange tank and the mainsail engine). Added 4 SRB's near the bottom and another 4 offset 45 degrees half way up the orange tanks. Added an additional four winglets near the very bottom and another 4 at the very top. No struts on anything. This would have horribly failed prior to this plugin. With it, it flew straight as an arrow. There's an ever so slight amount of bending outwards on the SRB's once they fire up, but nothing that caused any problems. Mechjeb took the super long ship up to a mechjeb perfect 100km circular orbit despite the top SRB's colliding and destroying the bottom winglets after detaching. This will become part of my KSP setup!
  4. Just a little something I've noticed but I've always avoided the KW decouplers because they always caused issues with flexing and breaking where using a stock decoupler would behave fine.
  5. Actually, this isn't a much easier way as it doesn't do what the instructions in the opening post do. The instructions in the opening post make the window have no borders, that is, no top bar with minimize and close buttons, no window borders, just the game. Your suggestion simply makes the existing window maximized and doesn't remove the borders.
  6. I've been trying to use the smaller sized landing legs to land a 30t ship, using four of them at 90 degrees apart and I'm finding that they are very twitchy. The place where they are radially mounted seems to twist sideways, leading to the entire craft walking around on the ground. This is especially visible when landing on any type of slope. I used Module Manager to add SQUID to them to see if that would help, but they still end up sliding around. I really love the leggings because they provide a lot of ground clearance (something sorely missing in landing legs), but is there any way to get them to be a bit more stable? I attempted to strut them, but the part doesn't seem to allow surface attachment.
  7. Maybe work with the Modular Fuel tanks mod and look at how they do it? It's done via the action groups screen, selecting a tank brings up the box showing various fuel types and amounts. Works pretty well IMO.
  8. Thanks for the info, it looks like there's still a bit of work to do on this before I can replace all of my tanks with this one part. It looks like this is going to be awesome though!
  9. How well (if at all) does this work with Modular Fuel tanks?
  10. I can't help but notice that this Mechjeb seems to completely ignore anything you've set in the ascent profile box instead trying to automatically calculate the best ascent path. Having this be a toggle option in the ascent dialogue box would be best.
  11. That looks really neat! Are there "docking ports" defined at the tips of the guide spikes and inside the holes they fit into to get a 5 point instead of single center dock for stability?
  12. How in the heck do you manage to even take off with that kethane miner? The big tank the miner is built around seems to be the largest Kethane tank. Filling that up would make your ship extremely heavy and I don't think 480Kn of thrust is enough to lift that from anything but the lightest gravity areas... Does that actually work?
  13. I only had the one DLL installed. I tried on a clean copy of KSP 0.20 and experienced the same issues. However, when I downloaded and installed the new version you just released, all of the issues I was having previously are gone. Things are working perfectly now. Thanks!
  14. I can confirm that this update does not seem to function. The symmetry circles are blank, there is double text showing up when you try to change options and vertical snap does not work at all. It sort of snaps to various degrees around, but it doesn't seem to be as exact or have as many options as the 0.19 version. The thing I'm really missing is the vertical snap though.
  15. That sounds great! On the engine/VTOL balancing, would your plugin be able to negotiate handling a set of active, thrusting engines rotating from vertical to horizontal? I would love something that could do automatic smooth take off/landing in VTOL mode. Even MechJeb just can't handle it, and it doesn't handle engines that rotate very well at all. Been rather annoying trying some interesting designs only to have it think forward needs to be up and tipping my craft all the way back.
  16. This sounds amazing! Any chance you could get with the Mechjeb folks and get this integrated in place of their RCS balancer? And maybe help them with some of the control issues 2.x has with always attempting to maintain a specific roll level? It will roll you to a specific value before pitching when trying to do things such as point from prograde to Orbit+ when it should just pitch, no roll needed.
  17. Okay, this is seriously one of the coolest things I've seen on here! I cannot wait to play with these! Awesome job!!!
  18. Thanks!!! I've been eagerly awaiting this new version so I can make my mobile exploration platform vehicle with detachable and reattachable rovers. Yay!! So excited!
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