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tychodin

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Everything posted by tychodin

  1. changing the line for "position" to "\bposition" fixes the "to" error, but now i'm just getting the ,0.0 float error.
  2. i'm also getting the error where the line.split() in part_dict is not getting a proper position, and so it tries to convert the string "to" to a float for pos(x). this happens for every craft i try to import, even stock craft. so something has changed about kerbals part structure that this plugin doesn't account for. it seems like it should be a really simple fix, just finding the correct line where position actually is, but i don't know how to look at print statements from the python script to see what it sees. the mu importer works fine, and i've imported a few parts to test. it's just the craft reader importer that's not up to date.
  3. Accepting a rescue mission out in Munar orbit. VAB to Munar SOI in 30 minutes of real time. <SUCCESS KID> Realize there's no empty seat on your craft. #justkerbalthings
  4. NO WINDOWS! i don't want to enable sticky keys! just kerbal things...
  5. i've successfully gotten to within half the moho orbital distance before running out of fuel, and i definitely noticed the incidental heating at periapsis. if your game crashed, you probably had the heating gauges on? those have a memory leak in the current version. there are several heat management mods out there, though, and a heat-shield is really only effective for reentry, as once it ablates, it no longer shields.
  6. i don't know what that is, but it sounds like you would do it the way you encounter asteroids. just do a rendezvous and then match velocities at nearest approach.
  7. ok, so it turns out it wasn't just the trim issue. and now whatever it is has infected every single craft i have flying. switching to anything in space causes it to suddenly start rolling to the left, and i can either counteract it with E, or trim it with alt-E to try to stabilize, but that's just a bandaid. something is seriously wrong with this game now, and it's basically unplayable.
  8. it looks like it was just the trim issue. several of my robotic craft that i'd long ago resigned to fodder for the deep-space kraken after they became unusable were recoverable when i switched to them and used alt-x. for reference, the latest thing that contracted this disease, and the one that made me so absolutely livid that i finally posted about it was this:
  9. woah you may be right. i didn't even know trim was in the game. i don't know how i've been inadvertently applying trim.
  10. i only noticed this after 1.0.2, but i can't say for sure if something in that update caused it. what i'm running into is that almost any craft i make will at some point start to spin when in zero grav, and do so uncontrollably. i can fly something all the way to minmus no problem, but then i make a small roll adjustment or something and poof, it starts spinning faster and faster until it breaks apart. i can usually counteract it with manual RCS, but SAS seems to make things worse. and even more strangely, if i change the control node to something facing the opposite direction (say if i have a computer core on one end and a docking port on the opposite end), then the spin will begin in the reverse direction. it's as though SAS is on when it isn't, and is applying a constant roll. what's even worse, is that it appears to be contagious. if i somehow wrest control of something suffering this problem and dock it to something else (like my space station) that works fine, the space station will begin to spin around its long axis, and even if i undock the offending craft, the spin continues to accelerate on the station until it, too, rips itself apart. what is happening here??? i'm using a number of mods, but they're all updated for 1.0.2, and it's difficult to tell if and how a particular mod might be responsible.
  11. a white dwarf is the core of a star that has ceased fusion. there's no explosion for these stars (unless the white dwarf explodes later). they just go through a pulsational phase where they shed their outer layers and leave the core behind. and like i said earlier, Kerbol is far too large to be a white dwarf.
  12. except even the largest white dwarf would be about 50x smaller than Kerbol. Kerbol is something like a KV star, and as far as stars go, about twice as common as the Sun.
  13. ok i'll try that tonight. and i'm sure this was answered somewhere in this 179 pg thread, but what's the deal with solar panels? even for new craft, i cannot retract any panels that have been toggled open. the solarpanelsretractfix.cfg doesn't appear to fix it either.
  14. so i've noticed the auto-tankbutts are activating on tanks where they shouldn't. is there a fix for this? can i just turn off auto-tankbutts?
  15. bah, if the transforms don't even work, i guess i'll have to bite the bullet and learn how to use unity.
  16. is that because of the tensor form of the transform? because i think it can be expressed as a vector instead.
  17. i wonder, does the transform need to be a child of the mesh?
  18. ok so i tried making an empty single arrow pointing in the correct direction, but it's still not picking it up. the .dae file has the transform node <node id="thrustTransform" name="thrustTransform" type="NODE"> <matrix sid="transform">1 4.15965e-16 0 0 0 0.4871138 -0.8733385 0 -4.15965e-16 0.8733385 0.4871138 0 0 0 0 1</matrix> </node> so i'm not sure what the issue is. i don't have unity installed, so i'll keep looking for a blender solution for now.
  19. do i just need to make an empty in blender with the name node_thrustTransform or just "thrustTransform"?
  20. ok so i made the model in blender. what exactly is a thrust transform?
  21. so this is my first custom part. i'm creating a radially attached engine, and i just used the Rockomax Mark 55 cfg file as a template. and while the tooltip in game says the part is producing 80kN of thrust, the craft doesn't go anywhere, and it's acting like there's no actual thrust. here's a link to the cfg file: https://dl.dropboxusercontent.com/u/1091702/part.cfg what am i missing here?
  22. i'm also using pretty simple designs. i'd share the craft file, but i'm also using mechjeb2 and b9 parts on it, so it's probably not that useful. my first attempt has fuel tanks on the bottom with the drills attached there. thinking the problem was that the drills had to feed directly into a kethane tank, i moved everything and tried with this design: still doesn't work. edit - i've removed the extra parts from other mods. here's my craft file.
  23. having trouble getting drills to actually fill kethane tanks. not sure what's causing the issue. in any case, i created a new toolbar icon for you, after noticing that your github comment for the original suggests you don't like the current one
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