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IsamuHigashi

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Everything posted by IsamuHigashi

  1. Mono Prop works diffrent from then the other ressources it is not stoped by decouplers you can see that by puting a comandmodule the a decoupler and a normall fuel tank if you put RCS on the fuel tank it will still work. To stop it from draining your other mono prop sources if you right click them you can make them unavailebal bi clicking on the green aroww to the left of them.
  2. Hi i have a question since i Instaled KW i somtimes have the Problem of the Camera zooming away from my craft [also screwes up manuvernods and the like] I thought i read somthing about that bug befor but i cant find the Post anymore. Has anyone an idea of where it might come from?
  3. HI i have a problem maybe its a bug but im not quit sure if i install dang it in my 0.24 version it srcese up the funds to be more precise when i build a rocket when i ad the first part instead of going up the 300 funds or whatever it cost it goes down 2000 Funds so beginning rockets are practicly for free. Im positiv it comes from dang it as when i take it out of the gamedata folder everything is back to normall
  4. I thinks so too but how about also add Contracts where you have to test a Part [like the ones that wil be in 0.24 already] and if completet gife that part a Reliability bost or somthing
  5. No problem thanks for the quike Answere but im usually only using Control surfaces in the Launch time so its no biggi if they dont break so i took out the Controllsurface.CFG from dang it and it works now
  6. Correct me if im Wrong but the Communatron 32 has a Range of 2.5Mm but a Geosstationary orbit is around 3.4Mm so if you dont use any Dishes as you say it wouldent reach KSC right, witch would explain why the manned vessel doesent work as a really (unless itself is above KSC then it should work if its Orbit is low enough)
  7. Actually somthing Intresting happend. I Copyed my entiere KSP folder to make a new Game where i will use Remote tech and i Forgot to take out Dang It befor i did so but at the moment the Game Runs Fine at least for now. Should i send you the OutputLog for that one as well as cross refrenc? Edit: After some more testing i found out the reason it workd was becouse i dident use any Control Surfaces as soon as i atach some it doesent work anymore Edit2: i Deactivatet the Control Surface module from Dang IT and now it worksfine just that the Controll Surfacec cant break anymore
  8. I had a bit a complicatet setup but i try to explain it anyway there are probably way better ones but it worked for me. I put 5 satelliats (4 would have ben enough but just to be sure i put a 5 one up) in Geostationary Orbit each of them with 4 Dishes. One of them was aimed at KSC then one to the next sat on the left and on to the next on the right and the Last one was set to Active vessel. With a setup like that you will be doing quit ok except if you try to fly close to the poles or of corse if you go behinde other PLanets and muns and so on. if the Mun and Minmus get in your way bring some sats on an Orbit similare to them. Important thing is the Dish on your Probe should be aimed at Kerbin espacially if you leave Kerbins SOI. To make sure i have conection during starts i usually use a couple of small sats on low Orbit usually120km so they wont Intervere with my usually Park orbit which is 100km. Oh i give them omni Antenas and not dishes and on the Probe i will put the omni antenna which doesent break in Atmosphere flight. Ofcourse this setup has a big problem 3 of those small sats cant cover the hole Planet i actually have them even quit close toghether, how i launch is i let them go past KSC just a little bit and then Start that gives me the Connection long enough to reach Orbit and Deploy the big Antenna if its gonna be a Flight in the Kerbel System (Kerbel orbit mun minnmus) Satelliet dishes i usually only use for rong lange Flights or ofcourse sats themselfs. hope this helped a bit even thoe my setup is kinda wierd i kindsa liked it xD
  9. No problem yeah it has to bea a 2 way always also both need to have the rieght rang and so on then it should work. I wish you good luck
  10. what i meant with pointing is that in remote contact so far (and i think still is) it was a 2 way conection so you need the Antenas you have around Kerbin to point outwards to meet with the Probe of coerse not physicly but Target wise a good thing is to put one antena on each satelite to aim at active vessel maybe a screenshot of your own setup could be helpfull.
  11. What kind of Antenas are you using and where do you point them at? Maybe there range is not far enough or they dont point the right way
  12. Thanks for the fast Answere. So if i delete that file i can use Mechjeb without delay but could also send commands to it if the probe is not connectet to a command center?
  13. Hi i have a question about remote tech can i compensate for signal delay using MEchjeb or do i have to use the build in system?
  14. How about making a Window that you can Open where all the Parts are Listet in and then Color the Text in regards to the Status of the Part for Peopel that dont want it to be on the Rocket, Problem will be thoe how to find that Part on the rocket if you have several similar Parts, unless it would be possible to highlight the Object if you hower over the Name of the part on the window. (BTW with the VAB style window i meant to put it together in a log or somyhing like the window above just with the current values vor MTBF and How long you used the Part especialy usefull for engins i think, and then the color of the Text tells you the current Status)
  15. Hallo i have an issue to Report with Alpha 2.2 my game doesent Work anymore, well it Starts and in the Space Center everythib works as well but some of my already launcht Rockets doent work anymore as well as when i Try to Start a new one i see the UI from the Flight mode but the Space center screen and its kinda wierd. Sadly the game wont crash doe so i dont have a Log or anything that i could give you. Its also possible that its my system since i use a lot of other mods but 2.1 workd just fine. Oh and i Tryed to reinstal the mod as well fresh download cleard out the old one Completly still doesent work, but as soon as i pull it out of the Gamedata folder my Game works fine so im serten its this mod. Sorry to bother you with this
  16. Hallo since i like the mod a loot i thought id throwin my thouthgs on this as well. In Regards to nummber one i would rather have a Display giving me the data kinda like in the VAB just updatet to the current Level as a Glowing Rocket just fells kinda wrong in my opinion. It could also be Intresting to fife the Player Aditional Information if he takes a look at it with a Kerbel, for Exempel (i know this might be Difficult to do ireally dont knbow mutch about coding so i will just gife my opinion) a Failure astimate from the Kerbel and the Precicion of witch would be depended on the Inteligence of that Kerbel. For Exempel it will say that the Kerbel X thinks that its likly for the Part to break within X Hours but should be fine for the next XHours of use, kinda like a Precieser value of the MTBF or somthing. Also is if read you want to ad Servicing Parts to prevent defekts that would be a good combination you could look at the Parts really quick and then plane the Next Service of the Rocket (maybe make it so that you need a service station to perform Maintanece) Sorry if im taking it to far just tell me to stop i get carried away easaly when im Excietet xD. About Nummber 2 i think its a great idea but it should be that the Part at the beginning is more likly to brake, and over time (be it depended on use or how long ago you unlocked it)it would come to the Current Levl and not that it Starts at the Current one and then goes further up. For further increasing the Reliability the best Option Would be (as many have wrote i guess, and you already sayd its comming so sorry for mentening it again) that you have to Spend more Money on it when 0.24 comes out with the Budget. Hope some of the Ideas are usefull. (BTW please go easy on me with Writing mistakes im not a naitive and my skills are coming only from the Internet and Speaking it, so theres not mutch writing Practice in there)
  17. Ah ok, thanks for the Reply. I Copyd the Dang it Engien.cfg file and change the modul to ModuleEngiensFX and saved it now it works, thanks for the Solution.
  18. Hallo i just discovered this mod and i really like the way its going and wantet to say thanks for the effort you put in to it. I havent yet played enougth to gife any tips on Improvment but one Question, the new Engiens witch came with the Asteroid Capture Pack have Batteri reliability, and witch is somthing i find kinda wierd Tank reliability but no Value for the Engien, is that so becouse there new and you havent had the time to adjust them? If i got it right that parts are automaticly changed [as it is with mod parts] i wonder why they got in theTank category and not the Engine one? Sorry if thats supoused to be so i dont understand mutch about those kinda things just wantet to ask. Oh and keep up the good work. Just saw that other Engiens have an Alternator Reliability value which is missing as well.
  19. Yep it was a .cfg for sure not sure what the problem was but now it works so all good. thanks.
  20. I downloaded the not Proof read File and as that dident work i thought maybe that file is brocken, since i couldent figuer out h0ow to download the file above i deletet the Content of the unproofread one and Copy pastet the one from above in it. Its Named as SciensDefs and is a cfg file I was able to make it work now i Restored the Original file and Replaced its Content with the one From the File above I have another Question do. I noticed that the Science Mecanics have changed after instaling the Mod like Crew reports not giving a 100% Science if transmitet or even taken home and a Part of the Bar is Greyed out at the begining is that Aditional Science to make you read throught all the Reports or Part of the Normall Science Value locked away for the same Reason?
  21. I have a Question i downloaded the File and put it in the Squad Ressource folder and took out the normal ScienceDefs file and renamed the on i Downloaded, but now i have the Problem that i cant do any Science Experiments Anymore. And its also saved as a .cfg file. So my Question is do i have to do somthing with it other then Rename it and change it to a .cfg File?
  22. Actually i have to take back what i said about the inacurasy of DRE i testet it now out quiet a bit and it seams that they changed that in some version since i looked at it last time as im now capabel of coming in mutch stepper then befor and going up to 7 g when cominh back from minmus without blowing up witch was impossible before but the shuttle still need the 28 km or the wheels blow up.
  23. Well as far as my knowlege about the topic goes we boath are correct, yes its true that at a too steep angle the ship will burn up when it has a reflective heatshielding like the shuttle, but for ablative shielded rockets they used a mutch steeper angle. The rason is that theres a shockwave layer betwehn the heat shield and the hot air thats keeping the heat a bit away ffrom it so if your returne is to shallow the heat has time to soak in to the heat shield, and another thing is after reentry the heatshield was usually detacht becous otherwise the heat would ssink into the main capsual. another thing the deceleration in returns with capsuals in real life is at really high gforce leves so high they almost high enough to break bones in some flight, in ksp with dre you cant have 3 g your ship will disintegreat. reflective heat shields are diffrent from ablative and so need diffrent reentry profils and i guess for those dre kinda is correct even do i think you still have to be to shallow in Dre compered to how reentry would be in real life. Ofcourse im not a rocket sientist so its allso possible that im completly wrong if thats the case im sorry but the shuttle use instructions on FAR and DRE are still ok so thats somthing^^
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