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junkie_business

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Everything posted by junkie_business

  1. Hi, I've just started with 1.2, I'm in sandbox with extra ground stations turned off - but my signal penetrates Kerbin. Is this correct? I'd have thought it would require a clear line of sight like RemoteTech? Thanks, jb
  2. Hey sarbian, thanks for the mod. Is there a way I can get the gimbal stuff to work with engines from other mods? I've tried to do it with a FASA engine (only by pasting the 'KM_Gimbal_3' module into the config) and while I get the proper menu when I right-click, the sliders have no effect. Is there a solution to this? I'd love to use the trim feature on other engines. Thanks, jb
  3. Man, nobody here is under any obligation to even acknowledge any suggestions you make, much less implement them. Which university you attended is irrelevant and nobody cares what you say your IQ is. [REMOVED] If you have ideas, why not implement them yourself like NK says? I'm trying to RSSize some mods; having never done anything even remotely codinglike before I've asked NathanKell and others what were probably silly questions and received nothing but civilized responses. Consider that the reactions you look to be getting from modders may not be their problem. Also your complaint that someone criticized you for a 'wall of text' was hilarious, it being buried in a wall of text. Congratulations on that.
  4. Thanks for the reply. I've been playing around and things seem to be working out, but how do I find those ratios if I don't know the IRL flow rates? I could do it for F1 because it's well documented, but I'm having trouble finding information for other engines, or I can only find the total F+O flow, as with the Fregat engine.
  5. Sorry Nathan, you made RSS/RO so much more reliable and easier to use, it's tempted me to get involved again, I'd love to bring some of RaiderNick's pieces into the RSS. I've been fiddling with engine configs and I either forgot or didn't ever know what to do with engine configs. Say I'm trying to RO'ize RN's Fregat, how do these numbers relate to what the game does by the time it's on the pad? What units are the 'ratio' measuring in, mass isn't it? Does it work out fuel consumption on its own via the Isp? I hate to ask but there doesn't seem to be a guide for this anywhere. Keep up the good work my man.
  6. I'm having a problem on the RSS version too, several km after launch it starts to roll around an axis which seems to be located somewhere near the Ext. Tank connection node. I'll have another look tonight.
  7. Is there an alternative link to this? Mediafire is giving me about 5kb/s.
  8. Hey guys, great mod. I'm having a problem with RaiderNick's R7, the verniers don't seem to gimbal at all, did I miss something on the install?
  9. Any ideas how I can stop this doing somersaults with FAR?
  10. For some reason whenever I click a Salyut in the VAB sidebar, once it appears the green tick that sits in the corner and gives you career notifications starts counting up really quickly with messages like 'You hired Somename Kerman', and I'm locked out from clicking the actual part and moving it or anything. This only occurs with the Salyut stations, and never happened with the v0.53 version, any ideas? EDIT: The same also happens with Skylab
  11. I'm getting the same problem, in the in-game log it looks like something with Mechjeb. I've had a look at the output log but I'm not really sure what I'm looking for, any ideas anyone? https://www.dropbox.com/s/urzh6u0ltv53gqv/output_log.txt?dl=0
  12. Thanks, I'll see what I can find. Incidentally, I found that one of your configs is missing the tech level entry: r7_blok_i.cfg in R&_RN/master.
  13. Thanks for the reply, here's a screenshot for reference: http://i.imgur.com/prJNPiu.png Is there anything specific I could look for in the logs? I've just checked I have the latest Module Manager.
  14. Hey Nick, great mod, but I'm having some launch troubles. Firstly the space bar doesn't work to stage. Then few seconds after liftoff, the screen goes black, the HUD items stay but go blank etc, the altitude pointer goes literally off the scale quicker than any rocket could manage. This only happens with your launch hardware, any ideas? I'll try and get a screenshot next time.
  15. You're right, I just reinstalled all of my mods. Except ModuleManager. Herpa derp.
  16. I reinstalled all of my mods, and now it works. Excellent work anyway, Skylab is one of my favourites.
  17. Hey Bull, when I try to use the Vostok Rocket .craft it says that the Soyuz 1st stage lateral booster, the 2nd stage and the 3rd stage decoupler are missing, but I have them and they work separately. Do you know what's up?
  18. Thanks sidfu: http://www.dropbox.com/s/c2bmxjfk68fgabh/KSP.log https://www.dropbox.com/s/urzh6u0ltv53gqv/output_log.txt
  19. Hey, I'm not getting any stock antenna RT2 functionality. I've got the latest ModuleManager. Any ideas? If I edit a mod antenna to have RT functionality, it works fine.
  20. Hey Nick, I can't open your unbroken .craft file because of locked/invalid parts. I have the complete FASA kit, am I missing something?
  21. After a bit more playing, I have to disagree with you here. I've integrated these parts with all kinds of others, with great results. The Blok D fits on anything as a whole, Bobcat's engines fit on these fuel tanks, etc.
  22. Excellent stubbles, incidentally I had no problems whatever without struts when using Kerbal Joint Reinforcement.
  23. I know what you mean klick, but I imagine for most people, the rocket is the means, rather than the end. I know I spend a lot more time tweaking landers or rovers than I do rockets, and sometimes I just want a vehicle that will get where I need it to be with minimal interference - which is a big deal with FAR launches. If that vehicle looks and sounds fantastic, then even better. It's a masterpeice. If Energia and Vostok are half as good as this, I'll be very pleased.
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