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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. Just thought I'd bring it your attention if you didn't already know, Manley encountered a bug with KAS in the latest Interstellar Quest episode where attached engines didn't work (at 5.25).
  2. I agree, to be honest. It's part of the reason I haven't downloaded NovaPunch yet... Can't it have KSP or KASA or something on, like the KW tanks? Truth be told, "Kerbal States" is more NP than KW. Just my two cents. Still loving the work so far though.
  3. Awesome! Thanks, looking forward to the next update! Great mod, by the way. Really quite helpful. EDIT: in the meantime, is there something I can change in a cfg somewhere to stop this from happening?
  4. Think I found a rather annoying bug. It appears as though the decoupler ejection force slider is incompatible with KW fairings. I cannot change the slider, it stays at 0 and they do in fact eject with 0 force, as the remnants of the solar panels that were on my payload but are now floating in space after getting caught on the fairings will tell you. Doubly irritating as you can't attach separtrons to the fairings to help push them away. Not reproducible every time, but I'm pretty sure it's this mod that caused it. I have a test .craft if anyone wants to help confirm (obviously need KW installed and it's built with FAR installed, but has plenty of dV to get into orbit without FAR. Middle stage is kinda low TWR though). EDIT: Now with picture proof!
  5. Yeah, I'm not seeing the problem either. Is it that the cockpit looks weird? That's due to the Squad TRP (they are reduced textures, after all....) In other news, Kerbal engineers recently made a breakthrough in rocket design - turns out, adding fuel to a rocket drastically improves chances of liftoff.
  6. Wowsers! This is definitely something to keep an eye on! I'm always put off using stock engines when KW ones look so much better, so this'll solve it! Absolutely superb work. Just hope this doesn't get stuck in development hell like many other mods
  7. That's because you must've created another one somewhen. A couple if updates ago, blizzy made so you can have multiple ones. See the delete toolbar option in the dropdown? Click that.
  8. The .cfg says it's available at the start and I know it is. If it's greyed out in the VAB, you'll need to go to the starting node on the tech tree (it'll have a little number in the corner) and research the parts individually.
  9. Just a little heads up - I love this mod so much but it doesn't factor in engine alternators. Is it even possible to do so? Or is along the same lines as reaction wheels in that there's no way to know when they're running?
  10. Hey, you mentioned that the launchpad cam will be moving in a future update.. will this be automatic? I love setting up a launch cam on the launch clamps and watching it go, but I want it to be able to track the craft so I can zoom in and out and stuff. Failing that, any kind of movement would be awesome (slightly related - is there any other way to set up a launch cam other than on the clamps? I want it further back and the only way I can think to do this is to have a whole bunch of clamps outwards and attach the cam to the furthest one)
  11. One thing I noticed was that during launch and ascent, the dV updated quite slowly, probably about once a second. I could attribute this to gameplay lag that occurs anyway, but looking at the dV display in the ALCOR pod I was using, it was updating much faster. Probably about normal for it, actually. So there's that.. Also, it still has a problem with docking calculations. While it's usually ok (and pretty fast at updating the display), I did manage to confuse it with this: It's not calculating for dV for the currently burning engine, since that's staged after separation of the capsule (which would leave the engine on the docked probe left). This meant that the dV displayed is for the probe engine, and obviously increased as I continued burning. Granted, this was obviously a test case with manually activated engines (staged on, turned off, then on before and after docking etc) and if you're paying attention, it's not a problem, but it's not implausible to happen IRL. All that said, I can't remember if this was an issue with the 6.2.2/3 or not. So yeah, there's that too.. but the first point I made still stands, it updates dV quite slowly. This was the rocket I used (fairings decoupled for visibility), using a mix of KW and stock engines. Despite looking like it has major oomph, it's got a **** poor TWR, but this was just slapping as many bits on to confuse KER. As it stands on the launchpad, stage 1 is separation, stage 0 is probe engine.
  12. I have the script that adds the functionality to all command pods without needing to attach the actual part. Seeing as I always put the part on the command pod anyway, it makes sense and is one less thing to remember to attach. Besides, I don't think the window would even come up if there wasn't a KER functionality on the ship. It didn't update until I restarted so I'm guessing the calculation code stalled. But it did have plenty of fuel (those 4 parts alone gives around 1.8 km/s of dV) and the engine had just been put on. Thanks for the help anyway, much appreciated! Oh and I'll certainly test out the new sim code for you! I'd be glad to help. I had already installed 6.2.3 but hadn't restarted KSP (after I took the screenie, I restarted and it updated to 6.2.3 so maybe that helped, I dunno)
  13. Hi, wondering if someone could help me. I want to add an alternator to the stock 909 engine. Am I right in thinking I'll need something like: @PART[liquidEngine3]:Final { MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 3.0 } }
  14. Don't know if it's worth asking sarbian about that, since MechJeb can include cosine losses in its dV calculations.
  15. Because its cfg doesn't say you can. What I did was copy/paste the relevant bit from a stock sensor (like the thermometer) to the magnetometers and it worked. From memory, it's this bit you need to add in dataIsCollectable = True collectActionName = Collect Data interactionRange = 1.2
  16. Umm, it it just me or we not talking about how this says Orbital Preiod under the rendezvous tab?
  17. Adds realism? Another nice thing for IVA and knowing which bit just exploded off?
  18. Ohhh i see what you mean now. Something to do with the collision mesh, I don't have the smarts to fix that.
  19. Granted, it's not actually in the first post, but the first post does contain a link to the release notes for 0.4.6 which lists it.
  20. You can rotate things while attaching them using B/N, Alt + B/N and Right Alt + B/N. Each one rotates it round a different axis.
  21. I button mash both mouse buttons while the cursor is on the ship I want to switch to. Works eventually.
  22. It should stabilise after a while, usually from a third to a half full, depending on how many radiators.
  23. Very droll, but that doesn't actually tell me whether I'm prograde or retrograde to the Muns orbit. To my orbit, yes, but not the Muns.
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