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Everything posted by hjrrockies
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External Command Seat: No Control
hjrrockies replied to hjrrockies's topic in KSP1 Technical Support (PC, modded installs)
I'll give this a shot here in a few. Thanks Update: Same situation, unfortunately. I'll fiddle with my mods until I can isolate the problem. -
External Command Seat: No Control
hjrrockies replied to hjrrockies's topic in KSP1 Technical Support (PC, modded installs)
I have had wheels configured that way before (basically the same design with a pod instead). The wheels aren't spinning, and rotational input doesn't do anything either. That, combined with the total absence of the normal clickable options in right-click menus, makes me pretty sure it is an issue with the seats. -
I'm having an annoying issue with the external command seat, and I can't quite figure it out. I have a rover (no probe core), radially attached to a stack with 2 command pods. On launch, I decouple the rover, and EVA Jeb over to one of the two external command seats. When he boards, he has no control of the rover, and I can't even control Jeb (no options on right click menu). The rover has batteries, so electric charge isn't the issue. I'm not sure if I have a mod conflict here, or if something else is the problem. I'm running FAR, KER, TweakScale, DMagic, TACLS, Universal Storage, and a few others. Imgur album, so you can see what I am talking about. Thanks in advance for any help! EDIT: I was looking through the part.cfg files, and the external command seat doesn't have module: Command. Is that the problem? .cfg: PART { name = seatExternalCmd module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.2, 0.0, 0.0, -1.0 //node_stack_bottom = 0.0, 0.0, 0.2, 0.0, 0.0, -1.0, 0 TechRequired = fieldScience entryCost = 8100 cost = 200 category = Pods subcategory = 0 title = EAS-1 External Command Seat manufacturer = Kerlington Model Rockets and Paper Products Inc. description = The EAS-1 External Command Seat provides all the controls needed to fully operate a spacecraft, just like a command pod, but without such needless frivolities as "pressurized interiors", or "seat belts". It's bare-bones, pedal-to-the-metal efficiency at its finest. attachRules = 0,1,0,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.05 minimum_drag = 0.05 angularDrag = 1 crashTolerance = 6 breakingForce = 20 breakingTorque = 20 maxTemp = 2900 vesselType = Rover MODULE { name = KerbalSeat seatPivotName = seatPivot ejectDirection = 0, 1, 0.2 } }
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Part of my concern with part buffs is that I don't necessarily want more thrust or more control surface deflection. I usually throttle engines back, at least a bit, to avoid overspeeding in the atmosphere. Large interplanetary ships can't handle tons of thrust before they start to violently oscillate. I also turn down control surface deflection (or at least go to fine control mode) because turns often become flat spins with too much deflection. I would love for perks to focus on the three currencies. I could also see an "Engineer" perk reduce electric charge consumption or boost resource production (when that becomes stock).
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Member of the Subcommittee on Kraken Research and Anti-Kraken Weapons Development
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[0.90] Strategem - New Strategies for Career [1.1]
hjrrockies replied to CaptRobau's topic in KSP1 Mod Releases
Very nice! Definitely going to add this on. -
Well, with today's announcement that .26/0.90.0 will be scope-complete, I imagine that the sandboxers will have new toys to play with soon. Or, at least better versions of the current stuff.
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[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
hjrrockies replied to stupid_chris's topic in KSP1 Mod Releases
Does the "Automatic arm on deployment" option make a difference? -
[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
hjrrockies replied to stupid_chris's topic in KSP1 Mod Releases
The only thing "stupid" about stupid_chris is that there's only one of him . I know we'd love a clone or two, and he probably wouldn't mind the extra help. It's the paradox of excellent software - the better it is, the more people use it, which leads to more support requests. This is RealChute. -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
hjrrockies replied to TriggerAu's topic in KSP1 Mod Releases
32-bit KSP with ARP 2.6.0.0. Here is my output log: https://onedrive.live.com/redir?resid=E2FC350951BE3C37!2513&authkey=!AMhZwjbNB6P3oao&ithint=file%2ctxt It seems to happen on scene changes, but especially when I try to replace the stock toolbar - the replacement shows up, but the other copy doesn't disappear. I've gotten as many as 3 copies this way. -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
hjrrockies replied to TriggerAu's topic in KSP1 Mod Releases
I'm having a bug where multiple copies of the panel show up in the stock toolbar. Anyone else with a similar issue? -
[0.90]Kerbal Isp Difficulty Scaler v1.4.2; 12/16/14
hjrrockies replied to ferram4's topic in KSP1 Mod Releases
Right, I should have said realism-to-scale/difficulty not just realism. If I were to put the multipliers at .81, and then have thrust vary with ISP (with scaling cutoffs at 385isp/200kN), would that scale the difficulty well, or would it totally set things out of balance? I don't know if I need to do things differently to the multipliers if I also have the varying thrust option. -
[0.90]Kerbal Isp Difficulty Scaler v1.4.2; 12/16/14
hjrrockies replied to ferram4's topic in KSP1 Mod Releases
Question for intelligent veterans: I'm using FAR and KIDS with the stock Kerbol system. I'm aiming for realism, but I'm not a glutton for punishment, either. I have been using the FAR->Stock KSP Universal preset, but I was wondering if the Atmosphere-Only preset would be more "realistic." I'd also like to try out thrust varying with ISP, but I don't know (for a stock Kerbol system) where to adjust the sliders to make it "fit." Does anyone have any advice? Perhaps your own custom settings? -
I'm having an issue with simulations and reverts - if I start a simulation, and revert back to the editor (using either the esc menu or the KCT menu), the UI freezes and doesn't allow me to exit the VAB or modify the craft. The simulation timer is also still displayed. Anyone else having a similar problem? Here is my output log: https://onedrive.live.com/redir?resid=E2FC350951BE3C37!2513&authkey=!AMhZwjbNB6P3oao&ithint=file%2ctxt
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Same here...
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The 0.25 Waiting Room, now boarding passengers heading to Hypetown
hjrrockies replied to Rowsdower's topic in KSP1 Discussion
Aaaand 64-bit is now live -
The 0.25 Waiting Room, now boarding passengers heading to Hypetown
hjrrockies replied to Rowsdower's topic in KSP1 Discussion
Going on scratchpad 1! -
The 0.25 Waiting Room, now boarding passengers heading to Hypetown
hjrrockies replied to Rowsdower's topic in KSP1 Discussion
Stop adjusting scratchpad2! MAKE IT LIVE -
The 0.25 Waiting Room, now boarding passengers heading to Hypetown
hjrrockies replied to Rowsdower's topic in KSP1 Discussion
Scratchpad 2 now loaded...