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Posts posted by mr. engino
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1 hour ago, TheShadow1138 said:
I'm glad you've been able to mitigate the issue. The only other thing I might suggest is that maybe the way Kerbal Joint Reinforcement works, overrides some of the stock behaviors for attachment rigidity that causes the joints to be "floppy" when rigid attachment is set to true in the part CFGs. That would be kind of funny though if KJR was actually causing loose joints. Maybe, as a test, uninstall KJR and see if the problem persists. Either way it seems you have a workaround so that you can still use KJR and TrekDrive.
I uninstalled KJR, it seems to have improved the joint connections somewhat, but there is still some wobble in the impulse engines. I'm not sure how to fix that beyond adding external struts.
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A follow-up to my above post. I have uninstalled tweakscale, did not notice any differences. However, when I adjusted the settings for KJR the parts stabilized when autostrut was set to heaviest part, the sole exception being the impulse engines, though a few struts added to them fixed that.
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10 minutes ago, TheShadow1138 said:
I did have this happen after initially updating to KSP 1.12+, but defining rigid attachment to be true in all the part CFGs fixed that months ago, for me any way. I personally haven't used autostrut on the ships, and I don't have Kerbal Joint Reinforcement installed, so I don't know if that could be negating the CFG defined rigid attachment. My guess is that that wouldn't be the cause though. Do you have any mods installed that auto-scale parts or anything like that?
I'm trying to think of what could cause this for you, but not for others. If there is anything that might be altering the mass of the parts, maybe that's causing issues, but other than that I'm not sure what would be causing it.
I do have tweakscale installed, though I don't use it for these parts; is it possible it's causing issues just by having it installed?
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Fantastic mod, but I've found parts of the main ships to be rather... eh... floppy, especially when changing direction or in the atmosphere. I have both autostrut and rigid attachment enabled, have kjr downloaded and enabled, and tried placing external struts, but certain parts still insist on bending all over the place when outside the sph build mode. Would anyone happen to know how to fix this issue, be it another mod or by editing the part config files?
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A suggestion for a qol improvement to the mod, could you implement some way to arrange/rearrange stored spacecraft in flight? Perhaps a separate window similar to transferring spacecraft between hangars but for a single hangar? Or, some kind of drop down menu so we can quickly select a spacecraft from a large list? My current use of this mod is proving tedious pressing the arrow button repeatedly to select the correct probe to launch.
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RPM is a great mod for spicing up IVA experiences, but it seems to only apply to stock/mod command pods, and not for the Making History DLC. Disregarding the outcries about 'historical accuracy' and 'hurr durr do it yourself', is there such an addon in the works/already released?
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5 hours ago, OhioBob said:
I don't know what CKAN is showing, but no, you can't use GPP or GPP_Secondary without Kopernicus. None of the installation instructions have changed.
I see. Kopernicus hasn't been updated in a long time, so I've no idea why this mod is suddenly compatible with the latest version of KSP.
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Just noticed GPP Secondary on CKAN, but Kopernicus isn't listed under mod requirements. Does this mean I can use GPP secondary by itself?
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At long last this mod has been updated! Now I can finally build jets with the juno without having my ears bleed!
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I've recently figured out how to build good aircraft, but I've found the jet engines (ESPECIALLY the juno) to be far too noisy to enjoy using. Are there any mods that alter/replace the piercingly screechy jet noises?
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I like the new parts that were added, but it seems the new star tracker part is not giving my spacecraft any enhanced sas capabilities. Any ideas on why?
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Today I decided to spend another day testing the potential of robotics parts, which has yielded an interesting discovery: by placing linear RCS ports on hinges, I can convert them from regular rotation control and angle them into an ad hoc monopropellant thruster setup. However, as I'm using mods, this phenomenon might not be the case in vanilla KSP, so plan accordingly.
Also, I've learned that attaching canards/winglets to alligator hinges allows you to store them out of the way if you build a spaceplane/rocket hybrid and still need some atmospheric control after decoupling the wings/jet engine. -
Don't have any screenshots as proof, but lately I've decided to explore the nearly limitless possibilities offered by the robotic parts from the breaking ground DLC. So far I've built and flown a foldable rover, a space station somewhat similar to Matt Lowne's SSTO space station, and a space probe with a dynamic antenna system thanks to the antenna reflector system included with Near Future eXploration. Here's some handy advice when building spacecraft with the robotic parts: if you lock the parts in place, they won't wobble around both in flight and with SAS; discovered this after I launched my space station with struts and radial decouplers.
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I did some more testing today, experimenting with different weapon placements and stuff, and it appears that with stationary guns in orbit, the aiming reticle is aimed towards the prograde vector of the orbit, meaning the shots originate around that particular area. Also, when such a spacecraft lands on another planet/moon, the aiming returns to normal.
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Ok, I just did some further testing using the fixed machine gun, and I think I see what's going on. With the turrets and fixed guns on the ground the green circle shows where the guns are aiming; but in space, since the camera angle changes, the circle doesn't line up with where you're shooting, EXCEPT when the camera is lined up behind the fixed guns. Therefore, all is needed I think is a separate aiming reticle for when you enter orbit. This might be more complex than I'm imagining it to be, but it might fix my problem.
EDIT: I just realized/remembered that the laser weapon works fine in space, so whatever aiming code is used for that weapon might help. -
35 minutes ago, Xd the great said:
Lets just say that BDAC guns do not work extremely well in space. Did you test them on Kerbin?
Well that sucks, though in some ways it "makes sense" as the most feasible space weapons would be lasers, explosives, and railguns. I still wish I could use the turrets in space...
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7 hours ago, Xd the great said:
Any pics/logs?
Sadly no, the new update probably broke the mod even more now...UPDATE: I do have images, but apparently imgur no longer allows albums.
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I installed this a while back, and noticed that the .50 cal turrets apparently don't fire/aim correctly, instead having their targeting thing off to the side of the spaceship. Is there a way to fix this?
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I've found it quite irksome that when a spacecraft gets into orbit around Kerbol, you always get the same result for experiments regardless of the distance to Kerbol itself. I believe that the results for certain experiments should change in relation to the spacecraft's distance from Kerbol, especially if it's in or around a planet's orbital area. Is there a mod that adds extra biomes to achieve this, including 'interstellar' ones?
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On 2/6/2019 at 5:16 AM, MonanMuller said:
I was fascinated by your work, hope you can keep on with that. However, I want to say that when I use mechjeb to launch the Hokulani Skylab after it reached to target altitude and the autopilot went off and I try to activate the SAS, then message "has no operational sas module" appeared what happened to the skylab since I assemble it according to the manual.
I appeared to have that trouble myself, but I think I know the solution! In my science mode save, I noticed that all or most of the probe cores in BDB have their sas functionality added via part upgrades. Therefore, under the assumption your skylab is in a sandbox save, all you have to do is go to the difficulty options and enable the 'part upgrade' option.
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For the record, let it be known that I am a mature adult who does NOT have a childish sense of humor and is NOT using recently added parts to build phallic satellites, I swear!
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3 hours ago, CobaltWolf said:
Small point update, should be safe but as always please back up your saves.
Bluedog Design Bureau v1.5.1 "Бруно"
DOWNLOADS
Available via Github and Spacedock, CKAN listing may take several hours to update.
Changelog:
- NEW PART: "Taber" Pioneer P3 Engine - Early 0.625m service module / circularization / course correction engine for probes.
- Minor edit to the "Pog" probe core.
- Fix Delta P fairing ring bottom (interstage) node position. This was overlooked when the Delta K was adjusted.
- New stock engine effects: Able, Ablestar, Castor 1, Thor, Vanguard, Sargent motors, Juno: 6K, 45K, S3D, and Vernier.
- Raise Sargent motors Isp to 235/214. Those are real numbers.
- Fix Skylab window covers switch in flight
- Disable allow shutdown on SR120. Not compatible with the animated engine and was causing the engine to never start. (Thanks Roryamm and Rocketology for catching this)
- Typo fix in DeltaP_FairingRing.cfg (Thanks Komodo for catching this)
- Fixed FX for the "Wally" SRB
- Fixed Gemini SM plumes.
WOO! At long last, a proper bottom part for the pog probe core!!!
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I started using this mod again, but I think it's giving me some grief. In my game I have BDB, which has a few probe cores with built in solar panels, and for some reason the batteries no longer have any electric charge! I assume this has something to do with KSPI-E, as this didn't happen until I reinstalled this mod. Is there some kind of workaround for this, or do I have to resort to adding batteries to my spacecraft?
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17 minutes ago, CobaltWolf said:
I'm actually surprised nobody dug this image up... it's only 2+ years old...
Bear in mind the probe core was originally just something I had sketched in a notebook, and retroactively called both the Pioneer core and the Venera core (I believe it's actually Venera in the files). So it's not going to be a perfect recreation. I'm probably going to touch up the textures too to make it more like the Explorer-6 design (back to the two-tone look). This probe is going to wind up being a mix of Pioneer-5 / Explorer-6 and Pioneer P3. Is there any interest in including the little antennas on the bottom of Pioneer P3? (Second pic). This design was intended to be used as a very very very early Venus flyby mission. I'm hoping this little service module will be useful for flyby course corrections without being overpowered.
Ooh, didn't know this was in the works already! I think the antennas could be added, though perhaps using existing ones, with attachment nodes on the bottom piece.
[1.9 - 1.12+] TrekDrive - A Star Trek-like Warp Drive by ShadowWorks v1.0.3b The Galileo Seven (Hotfix) [27-03-2022]
in KSP1 Mod Releases
Posted · Edited by mr. engino
Follow up number 2, I asked on the KSP discord about how to improve part stability, someone said that increasing the attachment node size can reduce part wobble.
So, by increasing the node sizes for the impulse engines, that should make them stiff; I'll experiment with the config files and see what happens, and reply with the results.For sanity's sake I am NOT touching the config files again.