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jayvaughan08

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  1. Sorry, I took a break for a while and though I've been back... it fell off my radar. Anyways, really just wanted to say thanks. That was all.
  2. Sorry to revive this thread. Could someone explain the whole surface velocity at the equator vs rotational velocity? I could see maybe minmus or the mun making sense with this, but surely not kerbin? At 450km I'm still at ~1800m/s
  3. thank you, thank you, thank you! I've missed this docking camera for so long!
  4. In conjunction with this thread I wanted to ask, Is there an official way for those of us who purchased the game directly from the ksp website to get a hold of the CSteamworks.dll. We need this to utilize the native steam controller support. It seems that only those who purchase ksp through steam are able to get the dll. I'm trying to get the best set up for my steam controller and steam link with KSP.
  5. It's giving you the message even after you right clicked and hit 'deploy' before attempting to board it? edit: and it actually deploys (has electric charge and probe core... youll see the animation)
  6. I second that request actually. Nodes on the floor and ceiling would be nice.
  7. Are you're sure you're using the new garage and not the old one? the old garages were left in I think to prevent craft from breaking. It's tight. But I was able to get it to fit. At least using the mini wheels on it. Looks like @Rafael acevedo was able to get it to work with the full size wheels though.
  8. Ah I see, re: the Sabatier... Although, in the description doesn't it say "this container uses CO2 and Hydrogen extracted from Ore to generate Water..." however we have no means of converting said ore into hydrogen unless I missing something and it can't be mined with just TAC and KPBS. It would work if the input was supposed to be ore instead of hydrogen though. Regarding the balancing. I'm someone who likes things very balanced and symmetric which is why I love modular systems. And having mass equal when the modules are about the same length would be great. The problem is so far, getting the modules 'exactly' the same length isn't really possible. They're always off by a few units no matter which combination parts I use. Sorry, that's probably just OCD. I'm not complaining or suggesting, I'm happy to use what you've made and/or are already making for the future. Garage Picture Attached:
  9. Loving the Mod! Thank you for this Nils277 ! Just a heads up, on the new garage parts it looks like there's some clipping between the new garage adapter, the new garage, and the new door. Also, the new garage does some wonky stuff if you try to adjust it using the move tool in the editor. And a question... using TAC-LS (and perhaps this should be a TAC question), in the wiki it says its possible to be self sustaining on minmus because there's water. Is that still current? I haven't been able to find any water on minmus using the CRP. There are hydrates though. I think I just figured it out, you can mine ore and use the Sabatier reactor to make water. I do wish that the hab, greenhouse, and science modules were the same length and mass just about. I spend an incredible amount of time in the editor trying to get everything balanced on my rockets when using the bi or tri-coupler. Perhaps this is by design (for challenge) I suppose? Anyways, I'm loving the models and the mod so I'm hesitant to suggest changing anything! P.S. does anyone know of a mod to add in counter weights (preferably radial)?
  10. Hi all, Looking for a bit of help here. I want to test out these rovers posted by Moraru but I'm unable to locate any parts by SpaceTech... I'm thinking they were lost when spaceport went down? I've searched the forums meticulously. If it doesn't violate the license for the Spacetech parts, would anyone mind sharing them?
  11. Thanks for the replies. I've tried setting the physics delta slider in the middle, the default, far left, and far right all with the same results.... It's always on vessel load. It even seemed to occur once when the vessel was out of focus and on rails. Attached are some images.. Also, the craft is very small, only 15 parts. They get off the launcher just fine. I'll attach a craft file shortly and am able to attach my persistence file or quick save if that will help.
  12. Sorry if this is posted elsewhere. I recently began encountering random vessel explosions upon loading them up from the tracking station. Out of the blue, a suspicion entered my mind that it might have to do with part clipping. I've clipped parts within other parts thousands of times with no issues before but after some research on the forums I suppose it is a valid cause for ships exploding. My question is, what set of variables causes random explosions related to part clipping? I only began encountering problems with clipped vessel explosions once I started playing on my pretty old laptop. When I played on my tower with an i7 I had no issues. Still not positive its part clipping causing the issue but I'm wondering... could it be that on slower computers maybe the physics calculations cant catch up before the scene loads causing parts to instantly smash into each-other? Just wondering if anyone else has experienced anything similar.
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