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Arran

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Everything posted by Arran

  1. Aye, struck me as weird as well, nearly all new mods are released with the new filestructure..
  2. Shamefully i must admit, The Mun still has a special spot for me.. It started it was the first Planetairy Object, i completly explored, placed at all anomalies a flag, have a kethane Mining Colony there, and a Refuel Station in Orbit, and a Interplanetairy Com Relay station there, so its has become my main starting point for missions.. I find it easier too start of the mun with a rocket too my current goal (Duna Colonisation).. Also somehow big rockets tend too lag alot on launch, so i send smaller rockets up too the mun, assemble them together, and move them from there too the next distination. I know its a complex, and maintance heavy setup i'm running, often need too adjust sattelite orbits (the allways seem to decay, no matter how precise i place them) and the station needs constant refuelling from the mining colony, and the colony often needs replacement equipment.. I tend too need alot of rovers, i've explored near the whole mun surface by Rovers, covered atm about 1000km on the surface with them (Most anomalies are discovered by rover trips) and destroyed a few of them, by driving waaay too fast over the survafe and forgot too quicksave
  3. Same here now as well, it allways used too work, but now the icon for opening the ISA map has gone awol :S..
  4. Do you have several RCS units on the structure, and attacked vehicles, asas/sas units. I am far a expert, just a trail and error kind of designer but when i attach vessels too a main carrier, without a rigid structure, and with the vessels not utterly passive, i get weird spinning and wobble like effects. So i prefer Remote Tech over MJ on big ships, and use only RCS and RT, mechjeb i only use for it info Displays nowerdays so its passive. and tie everything together with those quantum struts. Then i turn all RCS off, and only use those one the main ship, where i have RCS trusters placed on its grav center, with all things attached too it. And use directioma; trusters on it ends in 4pars too supper the main RSC units it turning. ANd i fiddle with the gibals of the engines, keeping the centre one as steering engine, and the ones outside with gimbal turned off.. Most weirdest designs i made, where at least "usable" this way (not that they worked as intended ) i assume you have footage of the ship, and adding a exoskeleton around it, would alter its appearance too much, and redoing the scenes would be alot of work.. Maybe use a structure of Quantum struts, and modify the Textures so they dont show up ingame, just function i'm not a modding expert in KSP, but i assume the mod can be altered in such manner. In regard of a "movie" making i think this would do the trick, so you dont need to do all the footage all over again.
  5. So if i understand you right, the fenomonon i see in my orbit info https://www.dropbox.com/s/3zf9ido7glm6i5g/Orbit%20info.png?v=0mcns that even though i have a near perfect AP/PE (roughly 1 meter difference) both exactly 11.400 km height, but keep fluctuating between 11.399,7 and 11.400,3 on each side is the problem they slowly deteriorate.
  6. Just go to the tracking station , select Debris from the filter, and End-flight, debris gone... (works as of 0.20, not earlier versions of KSP) no mods needed anymore... Old version 0.19 and earlier, turn Debris setting too 0, load savegave, and debris was gone.. never needed any mods too get rid of debris..
  7. I allways put some struts along the side of decouplers when i notice it too unstable, and gets wobbly, same for when i use docking nodes. For in orbit, i use Quantum struts which i place in a action group too turn on/off when needed. Here is some example, on how i reworked a rather wobbly design, into a rigid structure Its not the best example, didnt had any better ones ready yet, but i think you get the idear https://www.dropbox.com/s/v3zpc4bsxgy3mlp/Squid_launchpad.png?v=0mcns The lander/Kethane drill is connected with KAS too the rover, and supported by quantum struts, what again is connected too, the lifter itself, supported bu a quantum strut gun onto a small red decoupler, onto a docking node, The Lifter itself is build within a framework(allmost a scaffolding of struts) of struts too keep this tall rocket ridgit. Without the framework and Quantum struts, it would been utterly uncontrollable and wobble all over the place till it tore itself apart But in the framework of struts it even was alot more stable as espected, and could bring it perfectly too the Mun for its mining operation.
  8. I am setting up a network of sattelites with Remote Tech, and for my Interplanetairy missions i wanted too put 2 sattelites in semi-geostationairy orbit leading and tailing the Mun at a distance of roughly 3000 KM, just outside the mun SOI.. Now my first sattelite that is leading the mun went perfectly, launched it too a 11.400km height just 3012 Km in front of the moon at the exact speed of the mun.. First part of the mission completed, Then i started too try too get the second sattelite behind tailing the mun, this is where i getting into problems.. As soon my vessel is getting close too the mun, it thrown offcourse by a little due the mun's SOI and my sweet spot is lost, and have to do alot of correctional burns too put it back where i wanted too have the idear is <-- x O x <-- x are sattelites, O is the mun, <-- direction of Orbit How do i get my sattelite in this position without getting into the mun SoI throwing the vessel offcourse.. When i plan a node from Kerbin too the mun, it doesnt give any SoI indicator, but when my vessel getting closer towards the mun, it does gets into its SoI EDIT : Typo in the the Topic name, 300 should be ofc 3000 Km
  9. Same here, i used too play alot just with MJ, and by watching MJ i learned alot.. Nowerdays i dont even have MJ installed anymore, and do things or by Remote Tech flight computer, or completely by hand. Docking and such i just do by hand, i use alot less monopropellant too get it docked.. And due the fact i dont use MJ that can even bring the most unstable un balanced rocket into orbit, i really have too watch my designs on controllability and stability.. Whats adds imho a whole new aspect too the game..
  10. Mods i use : KSP Alarm Clock Protractor VOID Remote Tech Kethane KSPX Chatterer CrewManifest I tried about every mod on KS Port, and at one moment i had running about 100 mods, and it slowed down my PC alot, and i noticed i hardly used anything of them.. So with the new 0.20.2 i desided too go back too near Vanilla, and TBH i like it alot more.. have too think sometimes really out of the box too acomplish something.
  11. Strange enough i tend too start rotating too 80 degrees pitch at soon as possible (around 150m/s roughly) now that i feel more confident enough too leave mechjeb at home, then at 4km i tilt it over too 70/60 degrees, depending on type of rockets, and let it climb from there too 30km, and going then prograde as soon my speedmeter shows Orbit. Somehow with FAR on i seem too keep more fuel in the end, and a higher speed As compared how i did it before by Mechjeb acent autopilot, which required somehow alot more fuel and trust too get into orbit.. My rockets can now be smaller and thus lighter and faster, dont ask me the math behind it, i have no idear, i just have the numbers on speed and fuel left in my tank as reference, and its effiecenter as MJ's launches. (i have no clue on the why, i just work from trail and error) Rockets i never could make too the mun with MJ on the helm, now easely can reach even Minmus. But i tend even too neglect too get into orbit first on kerbin, and go straight for the mün (where i have a kethane supplied refill station for refuelling my rockets for interplanetairy missions)
  12. Slighty used CM by Jeb
  13. I just noticed the trim of KSP, didnt knew it was in the game , and yeah it solves the problem too that i dont have too pull right anymore, so the planes are now flyable thats the good part.. Still it means i have too trim my planes alot too the right, to keep them straight, and as result left turns are much more nimble as right turns nows since my trim is 2/3 trimmed too the right, so i have hardly any right turn movement on Tail and aerelons left. But i think Thorfinn has a point wich seems to be my problem, i notice the same effect on some larger powerfull rockets, but thats easy too cancel with Kill-Rot and turning Gimbals off. At least the problem is known, and i know now how too work around the issue, so for me this problem is answered. All we need too do is wait for the symetry to be fixed on wings
  14. I just tried too dabble with SPH, and noticed a few quirks.. All my planes, Selfmade, Stock and downloaded ones claiming too be very stable, all are pulling too the left, and are near uncontrollable, and over sensitive, even with turning sencetivity down, i tried with an Controller, Even used my FSX controllers, without controllers, unmodded KSP (pure stock), and Modded KSP with FAR, but nothing seems too work. Like this is a broken part of KSP and utterly not working as intented.. At first i blamed myself (allthough i know pretty well how too fly planes and even Choppers IRL and in FS(x) series) since this flight model for planes is as realistic as a Marvel Comic I just cant control the planes in KSP, with them pulling hard too the left.. I made a pretty stable plane now, and its pretty good controllable compared too the stock ones, but i just have too keep steering right too get out of the constant left pulling what makes flying it ackward, and i checked, and rechecked, tuned and retuned postions of all parts, but the left pulling just cant be eliminated somehow. It starts on the runway, and only get worse and worse as the speed and altitude raises. Tried several wing conffigurations, and positions, V-shape ailerons, T-Shape and basic low-cross chape, everything leads too the same result, a left pulling plane :S It drives me nuts... I checked about everything, checked my controllers in FSX, A10-Warthog, and few more tests, and they are all perfectly calibrated, can fly in those games straight without even touching my controllers, but in KSP.. well constant left turning.. I tried added RT/MJ and use kill-rot, and too use FAR too balance the place, nothing seems too help getting the left turning out of any plane.. Is this a more common issue, or i'm the only one suffering from this..
  15. When i use a Inflatable Heatshield on any size, or configuration of reentry module, it flips upside down, the inflatable shield just causes way too much drag, with RT on Kill Rot on, i still flips over. Even with some crazy Canards added too keep it stable, as soon i hit the 34k height mark, where the shield needs too do its work, my whole craft flips over. With the 2.5 HS, when i decouple the "fairing" between the HS and the Engine dissapears. The default heatshield of the 1.25m pod works great in combination of the mod, just the shieldparts seem too be acting weird.. Those are the 2 issues i encountered thusfar..
  16. I try out mods, in a second KSP game, if i like them, i add them too my main game, if they are imho too much off, too the vanilla game, i just remove them again.. Few mods, i know will eventually be replaced by ingame mechanics, like Autopilots (kerbals take over that role), Kethane (planned resources) too name a few temporairy mods.. I have too wait and see how the final game will have for contents and goals, but imho it its current state, the vanilla game is lacking and i fill these gaps up with mods for now.. No idear once the game has gone gold, what mods i will use, time will tell.. But there are some mods that i see as well, Must-have's, and some are just partionally handy. But my game leaning towards Vanilla still, with just those few mods that i find too handy too have.
  17. Mechjeb integrates with RemoteTech, it means if you are out of contact of any RT signal, Mechjeb fails too. So you need too keep MJ allways supplied with a RT signal. Without a network setup, as soon you're rocket is out of KSC's sight, you loose all control, with or without Mechjeb. Best way is too setup right away 3 sattelites in a Geostationairy Orbit around Kerbin, if you lanch a rocket at 60 degrees inclanation, all the way straight up too 2868.4 km and deploy it there, you can do it with no pod, pure on RT/MJ control, because you'r rocket stays all the way within sight of KSC. Or launch an manned rocket with into a lower orbit, and move the sattelites from there into they positions. (3 Sattelites should suffice, RT supplies you with the sats needed, just strap them onto the hull and deploy them on there positions)
  18. I have the problem when orbitting the Mun, and try too rendezvous my ships for docking, mechjeb suddenly starts too lag, the manouvre takes 68y,35d my RCS is going nuts (randomly shooting in all directions) and my FPS drops below 10.. As soon i turn autopilot off, the game gets back too normal.. This is with Mechjeb 2.0.8 .. The Log Window also gets at this point flooded with error messages.. Here you see the manouvre takes about 68years too complete Here you see how my Log is flooded with Rendezvous Autopilot https://www.dropbox.com/s/03ricovt6eybnqo/LogError.png I dont have this problem around Kerbin, it just seems too happen around the mun (havent tried any other bodies yet) Tried too reset Mechjeb, wiped the PluginData of Mechjeb, tried a reinstall of Mechjeb
  19. This is my Rover but it preforms 2 duties, its ofc a rover, and its a lifter for fuel cells too the station in orbit. https://www.dropbox.com/s/ogs2fmcy6lmklhn/watching_sunrise.png
  20. Only thing i cant seem to get working is the detection sound, but alas that aint a biggie. Currently in progress mapping new mun mining spots out, and positioning my mining stuff in 0.20 Started from scratch again Thanks for the fix, KSP without my kethana fix, is just feels not right
  21. I started just before Mnodes (v0.14) where in the game, but i had big problems in getting anywhere, so Mechjeb was back then my saviour (guess without it, i never gotten as hooked too KSP as i'm now), but when the MNodes where patched in, i started too try stuff by hand, and nowerdays i hardly use mechjeb anymore.
  22. With Mechjeb 2.0.7 its impossible too land at a taget coordination, when you fill in the coordinates from the Kethane Scanner, i overshoot constantly with about 300KM from target, or my ship keeps spinning out of control.. When i manually pick the target as close too the Kethane coordinates, it just cant seem too land it without problems.. Only way too drop exactly on the spot with a refining ship is too do it manually, from a to b. mechjeb is totally unrelyable, only use it has imho too get a quick raw setup for the nodes and then fine tune it, and do the rest manually.. Been trying whole day even too get close too the spots i want too land, only attempt that succeeded where the ones i did myself. Accent automatisation is uneconomical, taking off by hand saves about 1/4 of fuel, and the homan tranfers put my ships in a ackward position near planets, need again waste alot of fuel too get into a optimal orbit, again better off to do it by hand.. Only option i see that's working perfectly and only manouvre i still cant do by hand is the docking and rendevous option. only use i have atm for mechjeb. Followed many tutorials on this, tried as far i can find every reference on the subject, but it just doesnt seem too work at all like it supposed to work.. It did helped getting the basics learned, only letting Mechjeb to the basics resulted in dissaster and killed many kerbals. So its even doubous learning tool atm in this current build.
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