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mart

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Everything posted by mart

  1. Wait a minute! I just discovered something here.. You installed "Real Size" I installed from Space Dock and used 'rescaled' folder (KK_SpX_rescale.cfg) ! I copied your exact steps, and "SpaceX Cargo Dragon 2 F9 Stack" does not generate the legs error anymore. Also, "SpaceX ITS 2016" with 'empty spots' in the ship (see screenshot link previous post) is not available in this configuration. Where did that craft file came from the first time I installed ? ;-) I will test more, to see if everything is ok, but this seems promising. Again, my thanks for your patience and help!
  2. Well, you added the 'suggested' mods as well, I did that too the first time (didn't help). The ship you showcase there, loads for me as well. As does "SpaceX Crew Dragon FH Stack". If I load "SpaceX Falcon Heavy", it has half a fairing and no content (but might be as indented??) But ... Try loading "SpaceX Cargo Dragon 2 F9 Stack". It generates landing leg error as mentioned. Or SpaceX F9R Test Vehicle. And see this screenshot here, SpaceX ITS 2016. I have 'enough' working rockets to play around with, and I will install the 'suggestions' too, just testing this with only KK SpaceX pack to show you the error.
  3. First of all, thank you for this (very) quick response. Just so I read you clear: - RealismOverhaul is the source of the error for missing part "KK.SPX.F9LandingLeg" while loading craft file And RO is a per-requirement for pmborg SpaceX-RO-Falcons. But .... I don't want (or installed) RealismOverhaul. And I didn't want to install (or think I needed) pmborg SpaceX-RO-Falcons. Basically, all I wanted was KK SpaceX Pack. The very "basic" and keep my rest of KSP as vanilla as possible. So if I only install KK SpaceX Pack (as described in the first post of this thread) I get this error. Allow me to demonstrate: here So if you say you *need* RealismOverhaul then this is not for me. I just figured to have a SpaceX like rocket in my game and keep mods at the very minimum.
  4. Sorry for being a noob, but I did exactly all that the readme shows, and after trying loading a craft file I can't load any because of missing part "KK.SPX.F9LandingLeg". I read through the comments here, and figured maybe this mod needs pmborg SpaceX-RO-Falcons. So I decided to download that. But following his installation, I noticed a bunch of extra mods get installed too, I saw RealHeat, AlarmClock and about RealFuels etc. and dozens more. Maybe I'm expecting it to be too simple, but I'm only trying to keep a vanilla KSP (as much as possible) with only one extra: the SpaceX vehicles from the first post of this thread. I was under the understanding I only needed to add (recommended) Textures Unlimited, Animated decouplers, RetractibleLiftingSurface. (Just to add that after installing pmborg SpaceX-RO-Falcons the issue remains. Only change being I get this KerbalX message saying if I would integrate KerbalX it could try to fix missing parts)
  5. First off, wonderful to have this in KSP! I'm getting a vehicle error on all ships about "DeployableAeroSurfaces". I might have not installed an "optional" requirement that adds it ? I found a copy here from DerpyFirework. Just want to make sure this is all I needed to do, or if I'm missing a vital step in the installation.
  6. Hi again ;-) I have indeed experienced a very gentle lift off with quite a few reaction wheels on the back of the main tank. There is however still work to be done. I have installed KSP 1.1 and sure enough the thing works like a beauty, no issues at all. So I screenshot all CoM/CoT arrows and stuff to make sure I have the same readings on 1.2. Which I have unfortunately. So it really is a change in environment (atmosphere/drag) which we experience during lift off and make it rock about back and forth and swing a bit. And it's a change in SAS or gimbal or both which makes it do uncontrolled movement while in space and using the final burns for orbit. As said, the launch can largely be solved with all your input. I thank you very much for that. However, I need to lower the gimbal during launch to 30% at least for a gentle launch while at the same time I need more gimbal once in orbit. Gimbal alone won't cut it, I have to throttle back to at least 40 or 50% tops otherwise it spins nevertheless. So ... All in all: - Launch is now 'acceptable' not perfect (especially if you use KSP 1.1 as intended with this craft, you can pitch / roll and correct as you wish without issues) - Orbit correction is not yet as it should. It is however possible to make burns if you plan ahead. I kinda wanted to fix alle issues with stock not by using any mod. I also want to 'cheat' as little as I possible can, and release this craft for 1.2. For now, I don't think it's the quality I expect for release. For me it's ok, I know now what I need to do and how to fix things. For others it's a bit of a puzzle without clear instructions. So yeah. Still some fixing to come up with. But I'm getting there. Regards, Mart.
  7. Well yeah this might just be on the edge of being cheaty but if you take a look inside the nosecone you'll find 2 wings clipped so.... This is great, thanks for all your investigations and time !! As soon as I get the time to give it a go again I'll let you know how it went.
  8. First of all, thanks for even trying and looking at it ! Yeah, gimbal is an issue as it seems. Why was that not before I wonder. Must have changed. I have been playing with gimbal and no real succes yet, but there is so much to try. I mean, 3 engines and gimbal off or gimbal anywhere between 0 and 100 .... And then there is the SAS we have the RC-L01 and the mk3 cockpit, do I switch some settings or disable one of them completely etc. etc. Together with your inspiration, and you earlier tips I will try again see if I can work things out. Again, thanks ! Mart.
  9. Hello, I've created a craft (Space Shuttle) all-stock in 1.1. I've have since then flown it many times (as others) in version 1.1 of KSP without any issues. I haven't played for a few months, and now I'm dusting off my KSP and tried to load the craft file. Since it's all stock, it loads without issue of course but it doesn't fly as well anymore. Who with CoM / CoT / SAS / Flaps and such knowledge is willing to have a look at the craft file please ? https://kerbalx.com/mart_nl73/Space-Shuttle-Prometheus The 2 main issues (I can PM you a video of the issues): - During launch right when SRB occurs the shuttle starts to rock back and forth. Wobbles. It's controllable but annoying. - In space, when I circularize orbit (I do that with Main engines for the first part), the craft becomes very very unstable and uncontrollable. Note: The craft file has a 'hidden' RC-L01 in the nose. So there is SAS settings on the cockpit and the RC-L01. there are also 2 flaps 'tugged' away there for CoM and landing. Yes, some might be odd, yet this was one perfect bird to fly with in 1.1. Regards, Martin Ps. It mentions on Kerbalx, it's made during 1.2 pre-release. That's not true. It was build in 1.1 and intended for 1.1 and worked in 1.1 it is however never tested in 1.2 until now. edit: Can confirm 'gimbal' might be a big issue with this issue
  10. Thanks for your quick response appreciated. Wonderful mod you made and I know my shuttles this is great.
  11. Thank you. I have of course created my own craft file. If someone wants that PM me. The launch pad that is used in the video is seen in other video's as well, maybe not the same but there are great launch pads out there. I was hoping someone here had those parts as well. Let's hope so. I will try to look further. edit: The radiator panels on the cargo bay doors are not solar panels right ? They do not charge batteries. Someone ever made a mod for that ? Seems so ugly to put solar panels on the shuttle just to make it charge batteries.
  12. I can't seem to find a .craft file that is working. The ones mentioned in this thread are either already offline, or contain a whole lot of missing parts... Also; the parts that are used for launch tower / clamps in the example video's are those available too somewhere ?
  13. Project Space Station.... Ahhh those were the days.
  14. What can I say, autism sucks. No offense intended as I'm diagnosed with autism myself. Heck, didn't even know it until I changed to the 15th or so job, the 20th or so depression and so on. Yeah, erasing the first 15 years (make that 20 please) would be nice. I sucked at math too. So people said "you will never become a programmer". But I did. Problem is, for me it took just that bit harder to master. It didn't come naturally. Didn't like schools and stuff, so I self educated. Even read some books, though I hate that (reminds me of learning). After some time though I finally became that programmer companies wanted to hire. My autism was kind of blurred because I could hop from job to job. They wanted me... Eventually though I kind of collapsed, the 30th or so depression was too much. Unable to work for 2 years now and I don't think I'll ever program again. Done it for 20 or so years. Think I was working hard to 'fit in' be like the other ones, know as much as the next guy. You can learn how to program. You can be a good programmer too. And if you are remotely like me you appreciate home scholing, self education, a friend who leads the way. And if you find those ways you'll eventually get there I'm sure. Bottom line ... Eh where was I going with this. Ah crap, just giving a little support as I know the pains of life being "a little different than the rest". You know I've had the same "dream". I had the game I want boiling inside for more than 20 years. The first steps in programming were focused on coding that particular game. Never succeeded in finishing it. I also looked for that particular friend that would lead the way show me the ropes and code with me. Never find him (or her). Coding a game takes a lot of different kind of talents all put together. And though I have some of everything in me, it's just impossible to do alone. And finding the right support and people, well never worked for me.
  15. Nice to know I'm not alone in the universe that loved Star Trek the way it was. Thought it was part of aging. Or perhaps it still is who knows. For me Star Trek died back in 1994. When ST:TNG ended. I'm sorry guys, I just miss Captain Picard. ST:VOY was a joy to see, though it only reminded me of the good old ST:TNG days. Now as for the movies, hey, I kind of like them! But it's not real Star Trek to me. I'm sorry, I just miss Captain Picard. Wait, wut, I've just said that right?
  16. I've been playing it for about 40 hrs and that's where it stopped for me. Do you like a simulated environment that takes you to Mars ? Do you like constructing a base the way you like it without any plans other than the ones you set for yourself ? It's great. And the graphics are great too! Thing is, I'm disappointed at the game. Don't know if any of you played Project Space Station in the old days, or BARIS (Buzz Aldrin's Race Into Space) but I was kinda expecting that kind of twitch. The first releases of Take On Mars lead me to believe this was the game I was looking for. Exploring Mars with limited budget, carefully planning where to invest in and eventually try to reach Mars with a manned mission and try to explore manned and eventually build a base on Mars. All this with kind of a story line like BARIS and with planning, budgets and so on. The first part is a lot like that. The second part, well, isn't. That's just a simulation game about working on Mars. No dramatic launches, no failed launches, no launch windows no crew selection and so on. Well guess my disappointment is due to my expectations. Not blaming the game here. It's for other audiences I guess. You read a lot about "developers gave up on this game" and that sort a thing but as I've been checking up on the progress now and then I believe it's still supported and growing. Hopefully they reach final release. Keeps getting pushed forward. I'll keep my eye on the game hoping they will add things that will make me interested again ;-)
  17. @RocketPilot573 I was (with the little spare time I have being a working husband and dad and all) trying some of the suggestions made here. Finally stumbled upon the Bobcat Soviet Pack and fell in love with the Buran shuttle. I might be looking at this the wrong way... But for me, besides it's great flying a shuttle like that Buran of Bobcat, I would like to use it to bring payload to my station. And so I tried but somewhere around 25kms up the launch combination flipped and twisted and went totally out of control. I thought this might be due to the heavy load. But that's the point, bring up heavy load ... So I strapped the Shuttle all the way to the top as RocketPilot573 said, looking at the center of mass. This was kind of partly successful. It now flew easily to 35kms but then went out of control also. Of course as long as the main tank fuel is filled up it will fly stable enough and onces it get's drained the center of mass changes. Anyone ever tried something to make, say, a special craft file for one particular flight to have a different configuration so it could bring up heavy loads ? Edit: @RocketPilot573 good looking shuttle, once I get more of that you call free time I will sure try !
  18. Wow thank you all for replying ! I'm sure to give the mini-shuttle a try ! @fiddlestyx I'm okay with it as long as I don't have to haul up stations parts on the top of the nose of a capsule. Looks silly and flying is ... well.. hard. @OneEyedShark Yeah well... in this case size does matter.
  19. Hi Forum, I've been playing the career mode quite a while now. And until now didn't saw any shuttle orbiter kind of parts. So I wondered if this was possible. Found the Tiberdyne mod and thought this would be the only way to get a working shuttle. From what I gather lurking around for a while, the developer is very busy on Nova Punch and basically made correction for it to work with 0.23 and that's it (for now). Also, it was recommended by Kerbal wiki as a shuttle. So I used it. Got a lot of problems launching it, and equal problems to make it go steady in space. Firing the engines made it pitch all the time. Read this was mainly due the above mentioned problems and I should use the Intrepid. So I did, and it's indeed more stable. Then got into the problem that, after being docked a while with my space station, it couldn't fire engines anymore and I couldn't get it to de-orbit. Lurked around once more and read this was because of the power issues. This seems odd, because other rockets (docked with my space station) get power from the space station (or am I mistaken?) Then read it's possible to transfer power like with fuel. But although I get the "in" and "out" buttons, it didn't transfer power. Also, it could be that some engine ran out of fuel but I can't seem to find the "tank" that is used for this engine and could not transfer fuel. Now I am very NOOB-ish when it comes to the math and formulas. Read that you could put solar panels to the cargo bay doors to give it more power (also the generator is running....). But putting those tiles to the cargo bay doors leave them "floating" in the air when you close the cargo bay doors. They don't interact with the doors. My conclusion therefor is (from my noob point of view perhaps) this is not 'fit' for your everyday player yet. My only use for the shuttle would be to use it like the real life situation would be, build my station faster and use the cargo bay for hauling up tanks and satellites. Now I've spend about an hour trying to make the coupler work that is supplied to firmly attach cargo. It just works ... well, not good. Finally with some adjusting (adding a fuel tank first, and then my load) worked. Only to see it explode in space when I found out the gear was down (default) at launch. Getting the gear in causes the wheels to "appear" in the cargo bay, and exploding my cargo. So ... Finally... I kindly ask .. Do any of you use 'KSP native' parts (I like to play vanilla) to create a useable shuttle craft. On that has a cargo bay that is. For the soul purpose of bringing tanks and parts to the space station. Maybe a craft file I can look at ? Kind regards, Martin.
  20. Without any question the very best docking tutorial ! Learned that aligning your RCS thrusters the right way, start your initial transfer if you are 'almost' catching up with your target proved golden. Never changed anything in my docking after reading this.
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