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Capt. Hunt

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Everything posted by Capt. Hunt

  1. There's a few problems going on here. As @bewing mentioned, you're coming in way too fast and too level, you should come in at about half that speed, and let it roll a bit on the back wheels before you bring the nose down, especially with that extreme of a downward rake to the aircraft when the wheels are level. In addition to reducing the friction, you should also reduce the springyness of the suspension, as that could induce a bounce at higher speeds. The extremely compact design is probably not helping, increasing the length between the nose and main gear will make the plane less likely
  2. IIRC, it's sized to fit the BlueDog Gemini Capsule.
  3. I get this sort of thing all the time with mods. One of the things Anti-virus software like Norton looks at is how many users have downloaded this file, and Norton has absurdly high standards for how many it takes for a file to be "trusted," so mods that only a small indie game community download are immediately suspect for it. It especially doesn't like KSP mods because they tend to use .DLL files for plugins like this. I doubt the Anti-Virus is even looking at the code for anything malicious before it's throwing warnings. Norton gives me a hell of a time because it will just automatically
  4. Someone posted some real views of the Earth from Space a few pages back after your previous comment about the milky atmosphere. You might want to check those out. Long story short, Scatterer is actually pretty close to the real atmosphere (note, as mentioned above, Kerbin in the main menu is slightly more saturated then the ingame version).
  5. IIRC, how it is now is that you can "enable cooling" with the rightclick menu for any tank to prevent boil-off, but the Cryo-tanks are still more efficient at cooling, so they do it better.
  6. Yeah, it would be handy to disable staging on solid boosters, that would properly enable more dynamic igniting. Right now for example, I've got a rocket that has Delta style staggered boosters, using KM Smart Parts to trigger them at certain altitudes, but because I can't remove the boosters from the staging, Mechjeb gets confused if I don't have them in exactly the right order on the list.
  7. @blackrack, you are a steely eyed missile man, you can take all the time you need.
  8. if you go back a couple of versions, the old SM doesn't come with the attached engine. It should still "mostly" work. However, @sumghai did have to redesign the parts to fit the new Mk 1-3 capsule, so the umbilical cover and the boost protective cover of the older version won't work unless you can find a mod to reinstall the old Mk 1-2 capsule. At least I think the integral puff engine was added in the same version as the capsule change.
  9. it depends, on the planet, the reentry speed, the reentry angle and a number of other factors, so this is a really hard question to answer with the given info, there is no one "required speed" to reenter at, nor is a bigger heat shield necessarily going to solve your problem. First off, keep an eye on what the heat shield is doing. Is it slowly losing ablator until it runs out? then yes, maybe a bigger heat shield might help you last longer. Is it shedding ablator quickly or (worse) overheating faster then it can ablate the heat away? Then you probably are coming in too steep and fast. A
  10. there is a workaround, but I'm sure he'll release it when it's ready.
  11. I don't know if I'm using it wrong, but the game doesn't seem to recognize the relay antenna horn as a relay. I do have the reflector dish mounted next to it, and it does seem to work as a direct antenna, but it isn't acting as a relay.
  12. looking at the criteria for this contract, it wants you to launch an unmanned rocket. The rocket in this picture is clearly not unmanned.
  13. that one's not really hovering so much as flying. Although I applaud you for finding such a loophole in the rules of the challenge, since it doesn't actually define "Hovering"
  14. As I mentioned earlier, I tried that but couldn't get DX12 to work, what is the command for forcing OpenGL?
  15. ok, thanks, I looked through the KSP log and didn't see any obvious problems that would be related to this, I also managed to find the MM log file, which didn't say anything useful. In some of the earlier posts about the "Workaround," they mention forcing OpenGL instead of DX12, what's the command to do that? If this doesn't work, I might just have to wait until @blackrack finishes the new release.
  16. I got a memory exception when I tried the workaround. Just so I know I got it right, you force DX12 by typing " -force-d3d12" after the address in the Target box of the Shortcut properties, right? Where do we find the log files now? It's been a while and I can't seem to find them.
  17. Nope, as you can see in the threads @zer0Kerbal linked, both mods are currently non-functional. You should wait for @IgorZ to release an update, I'm sure one will be coming soon.
  18. it is going to depend on the mod. They might have changed something significant to that particular mod, or the mod's version check setting is too strict and AVC disabled it. My advice is to look at the threads for those mods, if they are broken, then chances are someone will release a fix soon.
  19. I just noticed this today, there is a little grey box in the lower right corner of the screen, it first appears on the menu loading screen, then persists everywhere in game, even during flight. Any clue what this might be? I do have lots of mods, but I didn't see this yesterday, and haven't installed anything new since then. Steam downloaded the 1.9.1 patch this evening, but not until after I first noticed this and opened steam to verify my game files. It's been a while since I've had to report a bug like this, where are the log files? and which one should I post?
  20. I should point out that scatterer hasn't been updated for 1.9.x yet. Edit: I just noticed that the OP was asking specifically for 1.8.1, not 1.9.
  21. I downloaded a couple off of the Steam Workshop, ended up having to completely rebuild them to actually get them functional. Maybe some of the stuff on KerbalX would be more reliable.
  22. No, it is I! Perhaps @GRS shall appear.... now!
  23. We need this. One question though that I don't think has been asked yet, Does it work both ways?
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