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AdmiralSirJohn

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Everything posted by AdmiralSirJohn

  1. Seems to be hanging at the loading screen. Apparently, Module Manager can't seem to get past the Mir Core Module. Do I need to reapply the compatability pack, perhaps? EDIT: D'oh! I didn't delete the Realism Overhaul folder. Also, I'm not able to get the truss docking ports to attach to the S0 truss.
  2. Actually, the way you have the Canadarm trolley now works fine. It's just a matter of getting the S0 attached to Destiny... though, now that I look at the diagram, having S0 attach to Z1 does make equal sense in a simulation such as this. Just need to find a way to make both be recognized as docking ports, rather than attach points. (Makes it much easier to launch on unmanned rockets.)
  3. Yeah, I'll probably have to attach it to the Z1 and mount the Canadarm 2 carrier to the S1 and/or P1.
  4. Interesting. I guess you learn something every day. Maybe KIS struts?
  5. No rush. And what you have marked as the truss is actually the S5/P5 truss. Now if I can just figure out how to launch and attach both the Columbus and JEM modules without a shuttle (can't seem to get it into orbit above 75 km or so). And I have no idea how to attach the S0 truss. It looks like it should attach to the side of the Unity module, but there are no attachment points...
  6. Not a big problem. I'm not in any hurry. It's just being a PITA with certain pieces. For example, I had to add a docking port on top of the Z1's integrated one in order to get it to capture. And I have no idea how to attach the S0 to Z1 (I do have the truss mount connected to Z1, pointing back toward the Russian modules).
  7. Does one have to use KAS/KIS to attach the truss parts? I tried just docking them like spacecraft and couldn't get them to capture.
  8. I was thinking something that would integrate with cryo rockets/interstellar fuel switch.
  9. Is there an edit for the SSME config file to have them fueled by LH2 rather than LF?
  10. I'm having insta-booms when reaching target altitude. Here are my installed mods (including version numbers where known, all others latest available on Kerbalstuff): ASET 1.3.0 BAHA SP CHAKA Exploration Odyssey CryoEngines FAR Fustek Station Parts X0.04-4 DEV BUILD Interstellar Fuel Switch Raster Prop Monitor Kerbal Engineer Kerbal Joint Reinforcement MechJeb 2 Near Future packs (construction, solar, spacecraft, engines, electrical) Final Frontier RealChute Ship Manifest SpaceY Lifters It seems to be a heat issue, but it happens so fast that the indicator doesn't even show up. Log file available at https://www.dropbox.com/s/poneeqe8go7ervw/output_log.txt?dl=0 Thanks in advance to anyone who can help. I'll start by removing FAR, then I'll set conduction to 1. If it keeps happening, I'll come back and report.
  11. That's interesting, and with the tweaks to the heat system, it might come into play in 1.1...
  12. Are the docking ports supposed to be so sensitive? I just had a set explode on capture. (Moving at .01 m/s!)
  13. I find that judicious use of separatrons will negate this. And that sucks about your abort test, but I bet it was funny as anything...
  14. Good point. I've occasionally done that myself on rendezvous and docking launches.
  15. I'm just wondering how many of you, when staging a rocket, set the decouplers as separate stages or group them with the next engine, so that the engine fires as the decoupler releases (what NASA calls "Fire in the Hole")? Personally, I prefer using the "Fire in the Hole" method.
  16. I suspect you're right. And Kerbal Konstruct is exactly what I'm looking for. Thank you, Axelord! (Was my description really that scattered? "Same process, different location" was really all I was after.) And I'd like to thank you for not assuming I haven't already looked for such mods. Over in the Facebook group, they assumed I just wanted everyone else to do the work and present me with a ready-made recipe. If I hadn't been banging my head against the wall trying to find such a thing myself, I wouldn't have come across as so frustrated/hostile...
  17. Head, meet brick wall. Like I just explained over on Facebook, I don't want to tweak the game's own resources. I just want my offworld facilities (especially the launch pads and VAB-equivalent) to function the same as the ones at the Space Center. Same parts, same fuel loads, just available at all my facilities. Is that really, REALLY so hard to understand? (And RainDreamer, while LLL isn't quite what I'm looking for, it does look interesting.)
  18. Recently, I've been playing with the idea of bases. Unfortunately, everything I've tried (or even seen) have been set up to require kethane/karbonite/regolith or some other resupply mechanism. That's not how I play KSP. The fun for me is designing, building and flying, not the minutiae of supplying. Thus, the resource requirements for things like Extraplanetary Launch Pads completely suck out the fun for me. What I would love is for somebody to come up with a set of parts that would let me build these things, put Kerbals aboard them, launch them, assemble them in orbit or on some body, do a bit of science AND NOTHING ELSE. No planet surveys, no mining, no drilling, no shooting up rocket after rocket filled with snacks. Isn't there something for this game designed to appeal to the architects, or must we be forced to become resource managers and bean counters?
  19. I know this has been answered elsewhere, but I can't seem to find the post... If someone could point me in the right direction, I would appreciate it. Is there any way to get the gold reflective visor to show transparency?
  20. I just used this in a fresh install of .90, and it won't decouple from the capsule. Is there a workaround for this? (Yes, I tried action groups, and "Decouple" isn't there.)
  21. Anybody know if there's a plain, white (preferably multi-layered, but single layer will do) set of suits? It would be even better if it came with a wireframe "unwrap" guide like the old Quake 2 texture replacer. I find starting from an essentially blank canvas is the best way to customize something, but I can't seem to find one...
  22. Yesterday, I launched a two-part Munar mission, using a couple of custom flags I'd added to the game, in hopes of doing an "International" mission. I put one flag on the lander, which I launched first, and the other flag on the Command Module, which I launched later. In the "in my head" storyline, the country launching the CM provided two Kerbonauts, while the country launching the lander provided the third. When I actually landed on the Mun, however, I noticed that both Kerbonauts were wearing EVA suits with the flag of the lander, rather than the flag of the CM on which they had been launched. The flag planted on the Mun was also that of the lander. It would be cool to have a way to designate a flag for individual Kerbonauts to make such an "international" (or "multi-corporate"?) mission possible. Perhaps, instead of just planting one flag on the Mun, a contract will call for two, with a slight increase in reward... Thoughts?
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