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Dreadp1r4te

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Everything posted by Dreadp1r4te

  1. Hey guys, I'm sure this has been mentioned before, but I'm having two minor issues. First, the "Lock" command doesn't seem to do much, either that or I don't understand it's functionality; is supposed to prevent the locked part from being actuated [from the IR controls] or is it supposed to lock the part as in make it rigid so external forces (gravity, bumping, collision) can't move it? I attempt to lock parts, but when I press the corresponding actuator after locking, they move normally. Also, the GUI option doesn't change to "Unlock" or anything of the sort to indicate it has been locked. Second, the toolbar. When in flight, the toolbar refuses to hide the IR controls when clicking. However in the VAB/SPH, it works as intended. No other toolbar-enabled mods I use have this issue. Is there any known incompatibility with other mods? I'm running a lot; currently the ones that interface with Toolbar (off the top of my head) are: FAR, Targetron, RCSBuildAid, Kethane, CrewManifest and ActionGroupManager plus a bunch that don't interface with the Toolbar. They're all updated to the latest version; that's the first thing I check when something like this happens. Anywho, love the mod aside from those hiccups, and can't wait for the redesign!
  2. Hey just finished recording a spotlight for you; I'll add commentary for it tomorrow and upload it, then PM you a link to do with as you please (or with your permission, I'll post it here.) While recording I noted that the MechJeb control buttons on the right hand side in the IVA do nothing, but the MechJeb monitor interface works fine. Not sure if I was doing something wrong, but I tried several of the Orbit commands and Target commands with the push toggles and nothing happened, nor did MechJeb register an activation (green light on part, or interface window change).
  3. Ooo hey neat, you fixed the IVA in the S3 Hypersonic cockpit from B9. I had to manually do that before because it got overlooked in the MM patching process, probably because it referenced the stock Mk1 Cockpit instead of it's own cockpit. Glad to see you switched to using a HAS function in the MM config, good catch.
  4. Freakin' fantastic. I'll whip up a mod showcase for ya, if ya want. This work of art deserves it.
  5. Yes please revive this; I've been waiting for a plugin like this and had no idea it existed! The demo video looks great, as I've been trying to find a way to make a VTOL SSTO similar to the one in Avatar.
  6. Actually, my blame was directed at the Unity developers, not Squad. They're doing what they can with what they have; in fact there is a x64 bit version of KSP for Linux because Unity natively supports x64 in Linux. The Unity team is taking their sweet time providing x64 support for Windows, and yes, that is absolutely and totally their fault. This is the ONLY game that runs on Unity that I will play; I consider the entire engine to be junk and cheap, and I said the same thing when Unity first came out: a graphics engine designed to run in a browser will be junk.
  7. ...I have Win 7 x64 with 12 gig of RAM. It's insulting how poorly this game runs and how frequently it crashes when I can run MUCH more visually demanding games (*cough*Battlefield 4*cough*) at 60 FPS in ANY scenario. Unity devs need to get their kerbals together and release x64 for Windows. Gonna try this mod out and see if it helps. I gotta have my mods, man. XD
  8. The Rover is Bobcat's LRV from the American Pack. Pretty nifty stuff, and the LEV is even more nifty. It comes with propmonitors in its cockpit; splice in some SCANsat maps and you've got a freakin awesome exploration vehicle. I am curious though, what are those landing gear from? And the comms dish on the side of the fuel tanks and the top of the can itself?
  9. Try opening up the Action Group editor, and clicking on your fuel tank. Should see a new window appear on the left beneath your action groups.
  10. Be sure you're right clicking on your (controlled ship's) docking port and hitting "Control from here" then right click on the target ship's docking port specifically and click "set as target." This is the usually the problem in my case.
  11. Good idea, yeah. Would also make compatibility updates slightly easier, if compatibility with newer versions is dependent on Firespitter being updated. Case in point, B9 doesn't technically support .23, but since both Exsurgent and Firespitter have been updated to .23, just updated the two plugins fixes the incompatibility. Granted this wouldn't be the case with every update, but in this situation it was convenient because Bac9 is fairly busy if I recall correctly.
  12. When this gets finished, I'll do a mod spotlight for ya on Youtube if you like. I have the current version already and it'll be used in a few videos (one coming up soon) which will show some of the features, but it's not the primary focus of the video, so when this new update gets released I'll do a proper mod spotlight for ya. Looking fantastic as always
  13. If you're still having trouble with that, some mod packs include lower resolution textures you can install to reduce their impact. B9 is a good example, and B9's textures are all very high resolution so installing the low res textures is nearly essential if you plan on using B9 with other mods. Just B9 and NovaPunch gave me every-other-flight crash to desktops due to their RAM usage, until I switched to B9's lower res textures, and this is on a fairly high end gaming PC. Until the Unity devs release a 64 bit version of Unity for Windows, we're stuck dealing with this stone-age crap
  14. Your best bet here is to do your burn very carefully without timewarp on to get the science ship back on a course to Kerbin. Once done, un-grab it with the claws and back your rescue ship a way a few meters then match velocity. Then execute your time warp. Once back inside Kerbin's SoI, exit time warp, re-grab the science ship, and put the science ship on a low orbit (like 30km or so) to aerobrake it, or alternatively just de-orbit it from whatever orbit you manage to push it into (assuming you're not using mods that affect re-entry like FAR or Deadly Re-Entry). Because of the way time warp works, doing this in stages is the only way I can think of; just keep your relative velocity to the target at 0 so you don't drift (too far) apart. If you're having trouble matching velocity, set the sci ship as your target and click on the speed indicator on your Navball until it says "Target" (which it should by default when you set a target) now, the indicators on your navball show your prograde and retrograde velocity RELATIVE to the target, so you can use RCS to 0 it out. If you start to drift too far apart during time warp, just un-warp and maneuver back closer. Hope this helps, and kudos for the creative rescue!
  15. The camera view by default is slaved to the ship's center of mass but also integrated with a ships total size; if you transfer fuel around in a long rocket from one end to the other, you'll notice the camera focus shifts fore and aft, depending on which direction you're moving weight, and attaching KAS winches to things will also shift your center of view around if you're using docked mode. I've never had it slide out of control though, that's a new one
  16. My theory (I've yet to test it) is that HooliganLabs' Airships mod, possibly with KAS to lower the refinery to the ocean while the balloon keeps the platform above stationary. As far as KSP will be concerned, the ship would count as "splashed down", since part of it will be touching the water and the rest will be stationary.
  17. I seriously love this mod. It's fantastic. This is definitely something EVA needed in this game.
  18. This could be another problem entirely, and one I've heard of before; since your quicksave is already in orbit and (hopefully, if its orbital) out of the atmosphere, no aerodynamic calculations are made for the craft. I'm not sure if this was fixed or ever addressed, as I only today started using FAR, but I've heard mention of it before in my quiet forum lurking. Make sure you're not encountering the same issue I was before you panic, though; it might help to post some pics of the craft for Ferram (or anyone more aerodynamically adept than I) to take a look at. I know enough to get a plane in the air, but not enough to bring it safely back down. No wonder I can't find any test pilots...
  19. This is with an empty cargo bay at all points in the flight; it's CoM is tailored so that draining the fuel from the tank (which is directly afore of the reactors/engines, behind the cargo bay) doesn't move it's CoM much, still keeping it ahead of the CoL. I designed it for retrieving payloads from orbit like decommissioning stations without just de-orbiting them; as such it's set up so that the weight in fuel it burns getting into orbit/rendezvousing with the target is replaced with the weight of whatever it's recovering in the bay, but as a fail safe it's set up so it can still land with no cargo/fuel load remaining. Since neither of those have been the case as these are just sub-orbital hops to test stability, I can kinda rule that out for now but I'll set it aside for future consideration. I have had trouble with pWings correctly displaying CoL, and I'm not sure if that has been corrected by or exacerbated by FAR, so it merits further testing. I haven't put RCS on it yet, I'll try that first to see if I can stabilize it, in addition to increasing the size of the vertical stabilizers to increase yaw stability as I think that may be the culprit. Will post back with results. EDIT: I added a 3rd vertical stabilizer in between the initial two with its own rudder, as well as enlarging the other two rudders, added two reaction wheels, and a reasonably balanced RCS network that favors yaw control at the nose and is balanced otherwise around the CoM. I also temporarily stowed the radiators in the cargo hold to reduce drag. This had the net result of giving me outstanding roll authority, as well as the yaw authority needed to overcome the side slip that seems to be common on re-entry. She now lands as gracefully as she lifts off. Thanks a ton for the help Ferram!
  20. Okay, so after further toying around with this I've come across some issues on re-entry and I'm not sure what's causing them. Here's the craft in question: Whenever I try to re-enter the atmosphere from LKO (around 100km) I end up, invariably, in a perfect 0 degree flatspin, and can't recover from it no matter what I try. I've tried numerous angles of approach, from entering the atmosphere nose first, as the craft would fly, and when that didn't work I tried a 15 degree angle, 45 degree angle, and a 90 degree angle. Everything results in the craft tumbling out of control, then just when it seems like I might regain it, it shifts into a flat spin with the nose on the horizon and falls straight down. What am I doing wrong here? Atmospherically this craft flies like a dream, cruising right up to LKO at a 25 degree climb. I'm no aerospace engineer, so any help here would be appreciated. (I know the radiators are producing extra drag, but they're necessary so the KSPI reactors don't overheat, and since the craft flies fine from the runway to orbit, I don't think they're the issue)
  21. This guy never owned an Asus G74SX For whatever reason, Asus, in their brilliance, decided that gamers didn't NEED true numpad, so they put a numpad on the keyboard (separate from the main numerical keys, mind you) that... get this... emulates[ the main numerical keys instead of functioning as numpad keys. I know! Brilliant, right? They later released a BIOS update which would correct the issue; however, their notoriously difficult BIOS updates assumes that everyone owns a USB stick formatted to FAT32, which you can flash the bios from instead of just making their WinFlash utility actually work correctly... *cough* anyways, rant over. Just had to chime in that there are an unfortunate few without the use of a Numpad. XD
  22. How did I ever fly spaceplanes before this. Oh my GOD. Ferram, you sir, are a GENIUS. Absolutely brilliant. My first flight out of the hangar in a craft I had recently designed, and was having trouble with because pWings don't seem to want to accurately indicate the CoL (which apparently installing this fixed) I lifted off the runway with all the grace of a figure skater, I swear. Not only that, but using KSPI's nuclear reactors and thermal hybrid turbojets (think SABRE engine, but powered by a nuclear reactor, and doesn't require fuel when in atmosphere, although I'm pretty sure the two 14 ton nuclear reactors count as fuel) I got this 100 ton spaceplane into orbit using only half of its fuel supply, which prior to FAR required about 80% of its fuel. Ferram, you have my heartfelt thanks. You do indeed make things fly.
  23. Well, considering I've always launched aerodynamically sound rockets and used a true gravity turn to get into orbit, I might not crash TOO often. XD Well, there was that one time I put a 150 ton circular space station into orbit in one mission...... but that was more for kicks. That reminds me, I need to de-orbit that station...
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