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themongoose

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    Bottle Rocketeer
  1. Yeah I get that much, there are just too many variables. But has anyone made a deltaV map just with the changes in Kerbol alone?
  2. I have installed this mod a few days ago, and have never before installed any of the planet packs or antying else. I wish I had tried them earlier! It is great and a fantastic challenge! But, does anyone know if there is a deltav map or something similar for these planet packs? I has always planned my missions very tightly before, and now with everything moved around it is a little more guess work. I use VOID to get the deltav value for the ship, but I would like to know for example the requirements to intercept or land on the bodies etc
  3. Sorry I haven't got round to playing it yet, but surely you could just add a decoupler above the fairing base, then eject the whole thing below? This is what I used to do for Procedural Fairings, and I know it will only work for craft on the end of a stack.
  4. You could try this: http://forum.kerbalspaceprogram.com/threads/50736-0-23-5-%28Apr-02-14%29-Automated-Vertical-Velocity-and-Altitude-Control I have been experimenting with it myself but have been having a few problems. It does seem to consume more fuel than if I controlled it myself, and also does not seem to control the horizontal movement at all, so you need as straight-vertical drop as you can (again using more fuel).
  5. I am getting a bug using KCT since updating to 0.24.2. On loading a previous save everything works ok, but after a certain period of game-time (just a few minutes), as soon as the tracking station is entered, all the graphics are mis-placed (icons & text off-set in the wrong place) and the exit button does not work. I have to close the game process in task manager. A similar problem happens when trying to move between vessels in map view, every gets all messed up and I end up looking at the Sun only and cannot move. The logs screen does open, and shows alot of NullReferenceException but I cannot scroll the list as it does not respond to mouse clicks. This is 64bit with other mods installed, but does not happen when KCT is removed. Does it need to be recompiled to the latest version?
  6. I think it would be a good idea for the future, but you should only be able to contract-out something which you have demonstrated and proven you can do yourself. I.e. in order to "buy" a delivery of a certain cargo to orbit, you have to have previously orbitted a vessel of at least the same mass before. That way it would at least be possible to remove some of the tedious re-supply missions for bases and remote vessels.
  7. gpisic, can you confirm this? I have been trying to get OpenResourceSystem (the base version rather than Interstellar itself) working on 64bit, and so far the only thing that doesn't work is the ground based resources - all detectors show 0ppm so it looks like it isn't being generated at all. All atmospheric resources work ok though. I have tried to remove all but one dll as you say but it seems to make no difference. Does your ground-based mining still work?
  8. There have not been any posts here for a while, so I am not sure if this mod is still supported or not.... but I am having a hard time with the Surface Resources. I have defined the resources: and also added to ORS: with detector: with a png I made myself, and have also tried with the ones from Interstellar. I have set the scale to 100 in order to show SOMETHING, but I am never able to get any resources generated. Detectors always show 0 ppm, and extractors produce nothing. What am I doing wrong? All the file paths are correct. I was using Kethane mod previously, however I would rather use ORS due to the way it works (or should work). The atmospheric resources work fine with atmospheric extractor. The only thing I can think of... is I am trying to use the 64bit version. I have seen that mentoned in the Interstellar forum thread, but that it did work for those that tried...
  9. The only one I know of uses RPM so can only be used on an IVA: http://forum.kerbalspaceprogram.com/threads/80581-0-23-5-Vessel-Viewer It does show everything you ask, and much more.
  10. Whoa, this is amazing. I just jumped straight in with a mod-heavy install I was using before at near-max 3.8 Gb with Active Texture Manager. With these files, the game runs fine at 6 Gb memory usage, with DirectX, once Active Texture Manager is removed, no crashes yet and mods appear ok, including Firespitter and TAC which has been mentioned here already.
  11. Missing option: Probe cores because I'm a RemoteTech.
  12. Thanks for your reply! I have done some additional tweaking and can now succesfully fly my design. The problem was not the Firespitter parts as the plane flew fine with straight wings. What I found was that the design Yawed slightly on take-off, but the ASAS would massively over-react with opposite Yaw, flip the plane and crash. I have read already the incompatability with ASAS due to control delay. The design can take off fine without using ASAS as long as using MechJeb Smart ASS Surface, guidance set to 5degree pitch, then it takes off under low speed by itself. Once airbourne, ASAS can be engaged and it does not seem to suffer over-reaction problem again. Anyway heres some screenies to show it off. It can fly up to 10,000m on Kerbin where the power starts to equalises (gain from solar matches exceeds draw from engines) I had managed to fly the stock variant on Duna with stock physics, time to try this one with FAR!
  13. I am a late entry to using FAR, but I had decided to give it a go. So far I have been flying my stock plane designs and trying to modify or update them to work with FAR, so far so good. I have managed to get my mini-spaceplane into orbit with a few minor tweaks. But I have come across one problem that I cannot seem to realise what is causing it. I was trying to create a gull-wing type craft, for landing on rough ground etc, however the damn thing just pulls to one side as soon as it is airbourne - so much that it cannot be recovered from. It doesn't pull to one side on the ground, like the usual misalligned gear issues. The same craft works fine with straight wings, and the only problem I can think is because the propeller (firespitter) engines are mounted on the wings, the CoL has moved slightly above the CoM due to the gullwing shape, when it was previously inlined. But the difference is minute and I am sure real world gullwing planes like flying boats with wing mounted engines would have the same CoM placement, but fly succesfully. The CoL is also ahead of the CoM and CoL, due to the design with front-mounted engines, but again, real world prop planes would have the same configuration. Has anyone else out there succesfully flown a gullwing? With wing mounted engines?
  14. I have seen in my game, that Mun satellites targetting Kerbin can appear to be "too close" to Kerbin itself to succesfuly pickup a Kerbin orbiting dish, unless you specify the target as a satellite directly, as you describe. The cone-view shows it on the map sometimes, as the Kerbin satellite can be outside of the mun satellites cone (to the left or right), or too far back from the centre of Kerbin (if the orbit on kerbin is high enough). It only seems to work when it is nearer to the centre of the orbit in relation to the Mun.
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