DavidHunter
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SpaceX Autonomous SpacePort Drone Ship (ASDS) [1.2.X]
DavidHunter replied to sciencepanda's topic in KSP1 Mod Releases
Now try landing a Falcon 9 first stage on it. -
[1.2.2] Contract Pack: Clever Sats 1.4 (13/12/2016)
DavidHunter replied to severedsolo's topic in KSP1 Mod Releases
This could be easier to implement if you look at the Figaro GNSS mod, although this hasn't been updated in over a year. I would love you long time if you decided to take over Figaro (and perhaps incorporate it into the Clever Sats mod). I used to use Figaro GNSS networks all the time. If you do decide to do this, can I suggest (perhaps as an optional setting) that you make it so that Kerbal Engineer Redux and/or MechJeb, etc. won't display lat/long values in their read-outs if there is no GNSS fix received by the active vessel? @sarbian, is it even possible for a third party mod to change parts of MJ like this? Just a suggestion. (by the way, if you need technical advice about how the networks work in general, I can be of some assistance as I use GNSS routinely for work... I'm a terrible programmer though, so don't ask me for help with that. )- 131 replies
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Yup, working perfectly. Thanks for the fix and advice.
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Have you ever herped so hard that you derped? 'Cause I just did and I feel silly. Thanks for the help. I'll test out the arm later today. If you don't hear from me, assume it's all working.
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Ok, downloaded 1.71, still no parts...
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That was there, but commented out. Ditto in the lower arm file. I uncommented those parts, and the camera ID option appears in the right-click menu on the part in-flight, but still no feed comes through the RPM monitor when in IVA. I decided to download the current version again via GitHub (I realise sometimes SpaceDock has problems when devs upload new versions; SpaceDock loses parts of ZIP files, etc.). Anyway, running off the Github latest version, I tried to load the same craft in the VAB, but it told me there were invalid parts. None of the Canadarm parts are in the VAB parts list at all now.
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Yes, I am sure.
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Howdy. I've managed to install this mod and build a Canadarm inside a stock Mk3 cargo bay. Currently sitting on the launch pad to test it out. I have RPM installed, along with KAS and IR. All mods are their latest versions. So both in the VAB and in-flight, I right-clicked on both the End Effector and Lower Arm parts, but neither pop-up window had the camera ID listed, so I couldn't change that. In IVA mode, when I click the EXT button on the RPM monitors, I just get a "No Signal" screen, as if there are no cameras aboard. But I can see the camera on the lower arm part. Is there any particular trick to getting this camera feed to display? Thanks in advance.
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Yep, found the EXT button. Sadly it goes to a screen which says "No Signal". Presumably that's an issue with the Canadarm mod, though. Thanks for the help, @MOARdV.
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Ahh right. Thanks. I'll try this out next time I play KSP. I thought I had tried mashing every button but I can't recall if I pressed the EXT button specifically. I'm actually using RPM for the Canadarm mod; the part has a camera built into the arm and the mod page recommends installing RPM (presumably in order to display the video feed from the camera). Thanks again for the explanation.
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Silly question, but... I've had RPM installed for as long as I can remember, yet I've still never managed to look at video feeds from external cameras when in IVA. Is there any particular button or trick one must perform to turn view such? Thanks.
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[Old Thread] KRE - Kerbal Reusability Expansion
DavidHunter replied to EmbersArc's topic in KSP1 Mod Releases
Thanks, will hopefully test it on the weekend (busier than usual work week this week sadly). -
[1.2] Procedural Fairings 3.20 (November 8)
DavidHunter replied to e-dog's topic in KSP1 Mod Releases
I'm having the exact same issue. Fairing shells just fall off at random. Most of the time it's during launch, but a minute ago I had just loaded a rocket on the launch pad and the fairings fell over before I had even done any staging... (hence why I'm here now). This solved the issue for me. Hope it solves the issue for you, too, @CodeFantastic. -
[Old Thread] KRE - Kerbal Reusability Expansion
DavidHunter replied to EmbersArc's topic in KSP1 Mod Releases
What phantom forces or legs walking around?? Seriously, working perfectly fine here (other than the 300m/s crash tolerance, haha!). -
[Old Thread] KRE - Kerbal Reusability Expansion
DavidHunter replied to EmbersArc's topic in KSP1 Mod Releases
So I downloaded this to test it out yesterday (running v1.12) and it seems to be working perfectly fine for me. I'm not sure what issues you're fixing, but anyway, your continued work is much appreciated! Today I launched (and landed, and then relaunched for the fun of it) my first reusable booster. Fun times were had, thanks to your (landing) legs! I did notice one slight issue, though, and it hasn't actually effected me, so it's not a problem as far as I'm concerned: I notice the crash tolerance for the legs is set to 300m/s. That's some hardy legs! Anyway, just wanted to chime in and say thanks for the great work. -
[Old Thread] KRE - Kerbal Reusability Expansion
DavidHunter replied to EmbersArc's topic in KSP1 Mod Releases
This is a brilliant idea. Can't wait until it's fully operational. I will follow this thread with eager anticipation. -
Mod request: in-flight CoM and CoT indicators
DavidHunter replied to DavidHunter's topic in KSP1 Mods Discussions
Thanks. I'll keep an eye out on the dev builds for an update in due course.- 4 replies
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Mod request: in-flight CoM and CoT indicators
DavidHunter replied to DavidHunter's topic in KSP1 Mods Discussions
I've been using MJ since before I can remember. I was delighted to find the indicators could be enabled in the Attitude Adjustment window. Brilliant. Thanks, @sarbian! That said, if I might make a suggestion, I notice the indicator spheres are subjected to shading. This makes them invisible when you're on the night-side of a planet/moon. (I don't know if this is the default way the spheres are displayed, or if it's because I've got EVE or Scatterer installed...). In day time, the sphere is visible. Examples: image 1, image 2, image 3, image 4 (the sphere is completely invisible as the Sun is directly behind it in this view), image 5 (as seen when on the night side of a body). Is this MechJeb's normal behaviour? Or is it likely to be caused by a visual effects mod I've got installed? Thanks again, you've solved my problem!- 4 replies
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Howdy folks. I'm terrible at programming... so I'm going to throw the idea out into the open and hope someone is intrigued enough to do it for me (please). Playing with a bunch of mods installed, particularly KSP Interstellar and various life support mods, requires that crewed interplanetary trips have a lot of parts, and on-orbit assembly becomes necessary. Here and also here are screenshots of a crewed Duna transfer vehicle and lander that I made in KSP v1.0 early this year. As you can see, it was painstakingly put together so that the two main engines for the transfer to Duna were aligned (more or less) with the centre of mass. This was all done by eye and guesswork (and a lot of docking ports). It took me about four weeks to plan, build, launch, and assemble. So: I need some way of seeing where the active vessel's centre of mass is, on-the-fly, during flight. This should make it easier to ensure my centre of mass and centre of thrust are aligned. Better yet, if the proposed mod could also show the centre of thrust based on currently-active engines (i.e. engines that are switched off should be ignored), that'd be grand too. Pretty much exactly what you see in the VAB, but in-flight. Please and thanks in advance for anyone who can make this a thing.
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Hooray!
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Scenarios seem to have issues
DavidHunter replied to DavidHunter's topic in KSP1 Technical Support (PC, modded installs)
Ok, turns out it's probably a fault with the Throttle-Controlled Avionics mod. Discussion continued here. -
I'm having the same issue, actually, as reported over here. I was reading this thread by chance and saw your post. I'm running KSP v1.1.2, 64-bit on OS X. After seeing your comment, Black Spy, I removed all mods except TCA and Module Manager. The issue persists when both these mods are installed. Player.log file for this attempt. I also removed TCA (but kept ModuleManager installed). The issue didn't occur. Ergo, I believe that the issue must be caused by TCA. I'm going to close my original report and link to this comment (so that the discussion can continue here). (Oh, while I'm here: thanks for an awesome mod, @allista!)
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Scenarios seem to have issues
DavidHunter replied to DavidHunter's topic in KSP1 Technical Support (PC, modded installs)
Ok, it must be a mod. They work fine without mods installed. Here's the result of my first attempt at the Powered Landing scenario. Not bad for my first go. -
Hello, I have installed quite a few mods and just tried out a few of the new scenarios. I haven't yet tested the scenarios without any mods (I will do that shortly). When in any of the scenarios (e.g. Duna EVA or Powered Landing), when the scene first loads, I can see the craft for an instant before it disappears. I can control the throttle, SAS, and RCS, but I can't manually steer the craft, nor see it, and firing the engines doesn't actually change anything/apply any thrust (Kerbal Engineer shows the ∂V decreasing - as if the engines were firing - but the speed read-outs don't change at all). Has anyone else experienced this/found a fix? I'm running 64-bit v1.1.2 on OS X. Here's my player.log file. I will now try it with mods removed and will report back if I narrow it down to any particular mod. Thanks, David