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OrbitalDebris

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Everything posted by OrbitalDebris

  1. If you like huge rockets, take a look at what Yanfret is putting together over at http://forum.kerbalspaceprogram.com/threads/64993. Those parts are humongous, and look pretty good too.
  2. Seems to be working fine for me in 0.23.5, latest dev build of MJ and MechJebMenuToolbar.dll Edit: oh, I probably don't have mechjebrpm.dll yet - I haven't put back all my mods yet after upgrading KSP.
  3. Yep, my favorite part mods are this one, KW Rocketry and AIES for their really cool cluster fuel tanks.
  4. Yeah, I just posted a log on the chatterer thread. It's mostly OK but the EVA sounds (airlock and breathing) are missing. On the plus side module manager, Blizzy's toolbar and the MJ integration lib seem to be ok.
  5. I also see this happening. I just tested a simple one man capsule with Jeb in it and going on EVA, using build 0.5.9.2 on an up to date KSP from Steam. The radio chatter seemed to work fine, but there were no airlock or breathing sounds, here is the relevant part of KSP.log:
  6. Thanks Sarbian! I'm curious, what changed in KSP to break MJ? (I have a ton of mods, and I'd like to be able to guess which ones are likely also broken by the update and which ones are probably fine)
  7. You should try one of the more recent dev builds, the release version of mechjeb has had a lot of bugfixes since it was released. There's a good chance the problem you're seeing has been fixed.
  8. That was definitely a lot less heart attack inducing than MJ's suicide burns
  9. ^^^ what he said. Every single time I've had rockets in space turning sluggishly, it's been because I didn't have enough reaction wheels. For maximum effect, put them as far from each other as possible - two wheels next to each other will have a much weaker effect than one at each end of the rocket, especially if it's long (torque = force x distance, the reaction wheels provide the force).
  10. Ditto. Especially since KSP has a bug that messes up multi-part action groups if you remove the parts in the VAB and put then back again (in this case, only the one fairing will jettison and you need to do the rest manually)
  11. http://en.wikipedia.org/wiki/Navigation_light "Right-of-way lights  A red light will be mounted on the left or port side of the craft and a green on the right or starboard side."
  12. @DerekL1963 Oh, I didn't know about that workaround. I'm also running into that problem (except for the rage smash part ), plus something which I think might be related - some options like "control from here" go missing from the right click menu right after a rendezvous, but I can still select the docking port using RasterPropMon. A quick visit to the space center fixes that as well. Edit: I think I figured out what causes it: I could right-click and interact with my two orbiting satellites just fine, *until* I switched between them using [ and ]. That's when things went wonky and I had to switch to the map view and back to get control again. Hope that helps.
  13. @Sarbian Just done taking out the new MJ out for a spin, just a quick "put a ship in orbit and dock" exercise. Everything went pretty well, but the new work on the docking AP really shows - much saner use of RCS, I'd even say it passes the Turing test Great job!
  14. @Proot Right, in addition I wasn't sure why we would want compression or mipmaps on the default toolbar graphics (both compress and mipmaps are set to true on the packaged config). That's why I was asking if this was the correct fix - I was wondering if there was something I don't know
  15. I use Blizzy's toolbar and the basic version of this mod, and I've noticed that the custom mouse cursors (especially corner resize) get corrupted on the Windows version of the game - in my case the corner resize arrow cursor looks like a black square. I suspected it might be happening because of texture compression, so I "fixed" it by deleting the cache directory "GameData\BoulderCo\textureCompressorCache\000_Toobar" and editing the config file "GameData\BoulderCo\textureCompressorConfigs\000_Toolbar.tcfg" so it looks like this: config_enabled = true OVERRIDES { 000_Toolbar/.* { compress = false mipmaps = false scale = 1 max_size = 0 } } Doing this makes the cursors show up properly again, but is this the correct way to fix it, or am I just hiding the real problem?
  16. That's what I do as well... after the ascent autopilot is done my ships are always in a pretty good circular orbit, but lazily tumbling around. I then turn on the smart ass to point prograde and manually roll the craft to whatever is appropriate for the mission.
  17. This happens to me when I use engines with a very high TWR. If you use the thrust limiter the problem goes away, and in any case unless you need rapid acceleration you should try to use the engine with the lowest TWR that will do the job - more powerful engines tend to also be heavier, so you need more fuel to loft them up.
  18. Chatterer is a lightweight audio mod that helps a surprising amount with immersion. Your Kerbals will radio back to base (in Kerbalish) and you can even hear them breathe in EVA.
  19. I get that when I reload a game while an RPM screen is showing the vessel viewer. You can work around it by making sure no RPMs are showing VV when saving.
  20. In my experience, most pad explosions are caused by the physics engine giving the rocket a massive jolt as it initializes. Ferram's joint reinforcement mod will apply extra rigidity for the first few frames (just a fraction of a second) the rocket is in the launchpad to mitigate just that.
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