Martin_Baker
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Everything posted by Martin_Baker
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Hi all, I'm not sure if this belongs here, or in the Karbonite thread, or in the regolith thread, but I'll start here. After scanning Kerbin from a 500 km orbit with a Karbonite scanner and enabling the resource overlay on the big map, I cant get any color to differentiate the resource deposits on the big map. When I select the various resources (karbonite, minerals, ores, water, etc) i get "percentages" where my cursor is hovering but no color change for anything except different biomes. Which is to say the map looks no different in biomes with or without the resource overlay active. I guess i was expecting different colours to represent varying concentrations of resources, but there are no resource deposits being depicted. What am I doing wrong? Am I missing another mod or dll? Just using this version of scansat, karbonite, mks and mechjeb. I feel like Im missing a .dll or something to have resources not showing on the map at all. Any assistance would be appreciated. Regards, MB
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[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
Martin_Baker replied to DMagic's topic in KSP1 Mod Development
Sorry for bumping this post but I'm getting this exact issue and was hoping someone may have a solution. I guess I'm expecting to see some colour variation indicating resource deposits on the large biomes map after scan and enabling the resources overlay, but there are no colour variations, only "percentages" where my cursor is hovered. Is this normal? -
[0.90] Kerbin Shuttle Orbiter System v4.13
Martin_Baker replied to helldiver's topic in KSP1 Mod Releases
Wait, what? What sorcery is this? -
[0.90] Kerbin Shuttle Orbiter System v4.13
Martin_Baker replied to helldiver's topic in KSP1 Mod Releases
I guess I put the docking port on correctly, facing the right way. Here's another shot. I always us MJ to line up with the centreline of the target port and then turn it and RCS off at about 1m separation, turn on SAS, drift towards the target port and let the port magnetism take over for the final docking. What could cause collider issues and can I do anything about them? -
[0.90] Kerbin Shuttle Orbiter System v4.13
Martin_Baker replied to helldiver's topic in KSP1 Mod Releases
I'm hoping someone can offer me some help. For the life of me I can't work out what I'm doing wrong. For some reason I cannot dock the SST to anything else using the forward docking port. The rear docking port works brilliantly as shown, but the forward port will not dock at all. Once lined up I turn off RCS and MJ docking autopilot and just drift towards the station port at between 0.1 to 0.5m/s. When close enough the rear port magnetism will attract the ports together and dock. But the forward port has no magnetism, the parts bump into each other then just drift away without docking. I'm sure I'm just doing something stoopid, but can't work out what it is. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Martin_Baker replied to helldiver's topic in KSP1 Mod Releases
Hell yes! One thing this thread needs is more screen shots. Always good to see how others use their shuttle. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Martin_Baker replied to helldiver's topic in KSP1 Mod Releases
Looks like the top one is hollow, the bottom one is solid. No idea about the purpose of the hollow one. Installing resources maybe? -
[0.90] Kerbin Shuttle Orbiter System v4.13
Martin_Baker replied to helldiver's topic in KSP1 Mod Releases
Dang nabbit! I want a better computer :-( I'm running texture compression and 1/4 res and still getting lag issues. Nice pics by the way! Also, what light are you using above the hatch in the cargo bay in the last shot? -
[0.90] Kerbin Shuttle Orbiter System v4.13
Martin_Baker replied to helldiver's topic in KSP1 Mod Releases
Did you download the new MJ case (link in the OP on page 1 of this thread). Other than that, I've never experienced issues with MJ resulting from the orientation it is mounted in. Anyhow, download the new MJ case, it is really tiny, mounts on the sidewall of the cargo bay (I've had no issues mounting it there). It is really discrete and you barely notice it is there. Hope this helps. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Martin_Baker replied to helldiver's topic in KSP1 Mod Releases
Biohazard, take a look at the excellent post by FREEMANtsinq on page 119 of this thread. He has posted an excellent tutorial when I asked the same thing. Very easy to follow and worked well. I hope this helps. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Martin_Baker replied to helldiver's topic in KSP1 Mod Releases
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Hey helldiver I can help here. I let Mechjeb do all the flying for me. Here's my normal liftoff to rendezvous procedure : 1) I have a station orbiting at 100 km and set my MJ ascent guidance orbit altitude at 100 km. 2) I liftoff and climb under ascent guidance. I engage ascent guidance autopilot before main engine start, select rendezvous target and select launch to rendezvous. MJ will start main engines and LRBs, I release launch clamps manually. I let MJ do the whole ascent. Make sure autowarp is deselected, you won't need it. 3) For a 100 km apoapsis, MJ will throttle off all engines at about 75-80 km for the coast to apoapsis. At this point I turn off ascent guidance autopilot. I do not let ascent guidance autopilot do the circularisation burn. As soon as I turn off ascent guidance autopilot, and while still in the coast to apoapsis I engage rendezvous autopilot with a 100 m separation set. From there I just sit back and watch MJ do its thing. It gets me within 90-100 m every time. It can get me closer, but I like to leave a bit of separation for screw ups. With your fuel efficiency tweaks in 2.06 I usually arrive on station with approx 430 delta v remaining. I hope this helps.
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[0.90] Kerbin Shuttle Orbiter System v4.13
Martin_Baker replied to helldiver's topic in KSP1 Mod Releases
Not sure if this will make much difference or not but something I have noticed in the VAB is if you load the stock KSO craft file, the centre of lift is offset laterally to the right (from the rear of the orbiter looking forward) from the centre of thrust. The fix is quite simple, just remove and refit each of the two vertical fins. Doing this brings the CofL in line with the CofT. Like I said, not sure if this will cause the handling effects you're seeing, but it is the first thing I correct if I load the stock craft file. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Martin_Baker replied to helldiver's topic in KSP1 Mod Releases
If you're going to restrict this to PMs could you please Cc me? After the two brilliant responses to my initial request I followed the posts to the letter but cannot resolve the issue of the solid white cockpits. I've decided to give up and just use the KSO as intended. But if there is a solution I'd be very interested to hear it, I just didn't want to clutter this thread with more of my questions. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Martin_Baker replied to helldiver's topic in KSP1 Mod Releases
Yes many times. Just never once on the runway at KSC. I still cannot pick the correct deorbit burn point from a 100 km orbit. I have always either undershot or overshot the runway. I also have RealChutes installed and have fitted two drag chutes to the rear of the KSO and they help reduce my velocity greatly for a nice gentle touchdown (like I said just never on the runway - usually in the water 20km east of the end of the strip). -
[0.90] Kerbin Shuttle Orbiter System v4.13
Martin_Baker replied to helldiver's topic in KSP1 Mod Releases
Thanks for that mate. My desktop is 5 years old and I'm looking for any excuse to update to a new rig but I can't justify it at the moment as the one I've got keeps running. I'll cull some parts out of the packs I've got installed and give it another go. Thanks for the tips. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Martin_Baker replied to helldiver's topic in KSP1 Mod Releases
Yeah definitely not 80 mods at once. Might be time for a new machine me thinks. I've only got the following mods: KW rocketry Procedural Fairings Mechjeb Chatterer Remotetech 2 Kerbin Shuttle Orbiter Texture Compressor BobCat's Soviet pack KOSMOS station parts I had to remove clouds & cities and kethane and drop to 1/4 res just to get decent frame rates. Now that I'm getting an understanding of what others are achieving I know what my limiting factor is, it's the whole rig and I'm not going to get any further improvements. Thanks for the heads up. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Martin_Baker replied to helldiver's topic in KSP1 Mod Releases
Hey LawnDartLeo, what graphics setting do you run in the KSP graphics options (quarter, half or full res)? The only way I can get mid 2s on memory usage is to remove the clouds mod and run KSP at 1/4 res. This was when I also had texture compressor running. Any higher res and my machine hits the wall. I can tolerate 1/4 res as the improved frame rate makes it worth it. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Martin_Baker replied to helldiver's topic in KSP1 Mod Releases
Lol, instead of docking to a space station using KSO's docking port, I wanted to see if I could dock a payload (with its own docking port) to the station by raising it out of the cargo bay with the arm and keeping the arm attached to the payload until the payload docked to the station. All went swimmingly right up until the docking ports on the station and payload coupled. As soon as that happened, the induced death wobbles were fascinating to watch, but resulted in the space station, payload and shuttle all tearing themselves apart like a scene from gravity. 7 kerbals (1 crew on board the KSS and the 6 crew on board the KSO Resolute) will be remembered for their pioneering spirit. Docking payloads using the arm is now a prohibited procedure. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Martin_Baker replied to Cilph's topic in KSP1 Mod Releases
I use it in place of Communotron 16s. When deactivated it has a lower profile than Communotron 16 or Communotron 32 and I prefer to use it if I need to mount an antenna in a space that would see either of the Communotron antennae clipping through another piece of airframe, for instance behind closed cargo bay doors. I have a personal preference against allowing parts to clip through one another. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Martin_Baker replied to helldiver's topic in KSP1 Mod Releases
I like the yellow. It reminds me a little of Powered Work Loader that Ripley used in Aliens. It would be cool if there was an ORB (omnidirectional rotating beacon) on it. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Martin_Baker replied to helldiver's topic in KSP1 Mod Releases
I run Deadly Reentry and have no issues. I don't have FAR so can't help you with that one sorry. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Martin_Baker replied to helldiver's topic in KSP1 Mod Releases
Hi Picard I will try and explain it as best as I can. Go to your GameData\Romfarer\Parts\Romfarer_RoboticArmBuran\ folder and you should find a part.cfg file. In that file under the "// --- asset parameters ---" heading there is a line that says "rescaleFactor = 1.25", without the inverted commas. Simply change that line so that it says "rescaleFactor = 0.7", again without the inverted commas. For an extra bit of realism you can also change the following property; under the heading "// --- standard part parameters ---" there is a line that says "mass = 0.5", I reduced that to read "mass = 0.35", again without the inverted commas. I have no idea if I have used the correct figure for the mass reduction, but it all seems to work ok at this point. I hope this helps. If not, let me know and I will see if I can write it a bit better. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Martin_Baker replied to helldiver's topic in KSP1 Mod Releases
Hi Virtualgenius, the panels are Salyut solar arrays from the Kosmos space station parts pack. The panels on the satellite being manoeuvred by the arm are called Salyut Lesser solar arrays. The panels on the small station are called TKS solar arrays. Hope this helps.