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IronStar

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Everything posted by IronStar

  1. So the problem is in weight..... that explains why fuel tank about the same size as a procedural interstage installed between engine and tank didnt wobble. Maybe changing part weight in cfg file can help?
  2. Thank you very much. But it is still interesting whether my problem is common or not and what can i possibly do with it(setting connection stiffness of joints and couplers even to 50 in a KJR cfg didnt help very much but as i ve already said- at least it is manageable now to some extent so many thanks).
  3. Thanks a lot for advice, it is still wobbling a lot but now at least it became manageable and i can launch stuff at least.As i understand, only clustered engines can be interstage(at least on the second stage) Does anybody else have such problem? Cause as i ve said people actually launch rockets well. Here, for example, its not THAT wobbly
  4. I tried select root solution but it doesnt work too(ecxept when i make decoupler to be the root part the engine connection with decoupler begins to wobble instead decoupler to lower part connection). I ve done more experiments and noticed that not only decouplers wobble, but some other parts(like adapters) that stay between engine and lower part. Only parts not to wobble in position between engine and lower stage are fuel tanks that i ve didnt make TOO small. Yes there are quite a few bugs but people do rockets in RO with KJE and it seems to work, i ve seen videos where rockets didnt have this issue. And i also need to remind that KJE actually works for me, except issues described by me(i ve expiremented with many confs without coupler or adapter between stages and there is no wobble).
  5. I have already posted this in KJR topic but maybe here is an appropriate place too, since i play RO after all(btw i use only mods that are stated to be compatible with ro). I have a following problem- no matter at all what i do the connection of decoupler with lower stage wobbles violently to the point of being unplayable at all- insane struts schemes help very little and it happens even at low TWR. Note that this doesnt happen when in the same rocket i attach the stage directly without decoupler. Setting attach node strength and decoupler strength to 10 in KJE cfg file didnt help.
  6. I have a problem. I run Realism overhaul with KJE(which is obvious actually) and no matter at all what i do the connection of decoupler with lower stage wobbles violently to the point of being unplayable at all- insane stuts shcemes help but not much and it happens even at low TWR. Note that this doesnt happen when in the same rocket i attach the stage directly without decoupler. Setting attach node strength and decoupler strength to 10 in cfg file didnt help.
  7. There is an isuue- dont know if it is just me- all pressure fed engines in RO have respective characteristics of such engines, except aerojet aj10-137, which game treats like it is not pressure fed. And do they need ignitirs? As far as i know hypergolic fuel ignites on contact and doesnt need a special ignitor, am i wrong here?
  8. I ve finally managed to solve my problem, and it really reveals that i am really dumb and should work on my skills. For the in flight GUI to appear the command module must be root. Thats all.
  9. "@IronStar: There is no reason that the FAR GUI should conflict with KW. There is no reason that a plugin should conflict with a pure part pack ever. Further, I use KW and haven't ever seen that happen." I think i ll soon begin to believe in magic. Dark magic. I am absolutely sure that FAR folder is situated as it should(as it always was and worked) and that all files are in there. I have lost count of how many times i ve reinstalled all game data folder. My user account has administrator authority(and i have ensured that this is so again) , i ve reinstalled steam with ksp into another folder(it used to be in my personal folder now it is in program files), i ve checked whether all files are read only or not, i even tried disabling firewall. And after the most fresh install......the problem is exactly the same as i described(with exception that i ve noticed that appearing or non appearing of in flight GUI in sandbox to be actually badly random for crafts built from scratch regardless of what i do in career mode ). And i have never ever had this problem before ksp 0.24 and FAR 0.14- its all began the same moment i ve updated ksp and installed new version of FAR output for 64 bit http://www.filedropper.com/outputlog_2 output for 32 bit http://www.filedropper.com/outputlog_3
  10. "my ship flies off screen and the camera stays" I ve experienced this problem too. The only thing that managed to help me was clean KSP reinstall, but i seriously dont know why and even if this was what really helped. But after this i began experiencing different problem On many occasions FAR in flight GUI just does not appear(howewer FAR physics definitely works in all cases and Space center\VAB GUI always appears) and this bug behavior is just beyond weird. GUI doesnt work after fresh(without other mods) installation in sandbox mode- but it usually begins to if i first play career, start a new sandbox game and........once utilize parts that i ve used in career. I dont know maybe i am mad. And FAR in flight GUI seems to violently conflict with KW rocketry- it appears if i construct rocket from scratch or load stock squad craft but should i load some pre-made craft from the KW package- the in flight GUI stops appearing again and appears ONLY if i load stock squad craft. Mods i use except FAR: Engineer Toolbar(deleting it doesnt help) Alarm clock Protractor Distant objects enhancement EVE Texture Replacer Joint reinforcement RealChutes It is quite stable(disregard that on a fresh install the moment GUI may start appearing is effectively random) There is a today output log but it is HUGE http://www.filedropper.com/outputlog_1
  11. I have two problems with FAR after 0.24( i use 14.0.2 FAR)- first is that when craft exceeds 560 m\s camera begins to behave wierdly- at this speed craft moves forward while camera remains on the same spot, and it gets worse when craft exceeds 700 ms and so on I ve also noticed that this happens faster(on 360 m\s) if TWR is lower It looks like this http://i.imgur.com/VuwjcmM.png http://i.imgur.com/7uYPM0l.png Changing camera settings or reseting it does not help And this stops if i delete FAR Second is that FAR doesnt work in sandbox- its ok in career mode(except that camera issue) but in sandbox- FAR is on the toolbar and GUI appears on a Space center screen but it doesnt appear on a launchpad and in flight- FAR is on a toolbar but GUI is not there and craft behaves like stock KSP in sandbox(and no camera issue).
  12. So, my problem has solved itself in some way- the problem was that KJR with was not working with RO due to some reason, but it has magically began to after another (and there were many) reinstalling of RO and KJE. Now some minor issues - i had that in RO 5.0 too but it concerns real engines mod more- F1 four and F1 five have strange overheat behaviour- they overheat very fast after launch( and this is unmanageable cause they dont throttle actually) but do not explode- there are sounds and effects of overheat and heat meters oscilate near critical temperatures but there is no explosion. RP 107 and vulcan 2 just overheat VERY fast after launch and explode and this is unmanageable cause reducing throttle doesnt prevent heat from building up
  13. I ve done more tests- wobbling happens exactly at the point where engine connects with lower stage, as soon as i turn rocket just a bit or reach certain velocity the wobble becomes horrible and rocket falls apart very fast(and it happens on low twr and pressure), i ve very partly managed to deal with it by an insane amount of struts but even this doesnt help very much . SAS problems happen because as i know SAS reacts to rockets wobbling and tries to compensate this, no wobble- no sas problems, just like in my case, because as soon as i delete RO the same rocket designs behave good with SAS on and during manuevers even without any struts( i use KJR and i ve tried deleting it just in case in conflicts some way- didnt help).
  14. Does RO have its own TAC configs? And there is another issue- this time game breaker for me- with RO everything becomes extremely wobbly- rocket starts to wobble just right after lauch. Struts and KJE with various settings do not help, but this stops if i delete RO.
  15. I have a problem. This mod upscales everything, including heavy load b9 parts. But it doesnt upscale landing gears so sometimes this looks like this Without overhaul http://i.imgur.com/hA287q3.jpg With overhaul http://i.imgur.com/YtFYkVs.jpg But this is not very big problem, the big problem is that after installation of overhaul most b9 fuel tanks and all fuel tanks from KAX and firespitter are designated as "cannot hold resources" without overhaul http://i.imgur.com/n88bZXk.jpg with overhaul http://i.imgur.com/VFBPzek.jpg
  16. Thank you very much, i ll try this mod, and if it doesnt work.....so be it, going to make rockets the new way. And what you ve said actually partly solves inflated upper stage dv- i ive used pre made heavy launcher from KW and attached pod with fuel tank and engine- i think that it just didnt see the new parts.
  17. i am using 0.6.2.4 http://i.imgur.com/yP2oaNC.jpg http://i.imgur.com/znreTND.jpg Stock KerbX- all is ok and engineer responds to changes http://i.imgur.com/CszDhuH.jpg Freya from NovaPunch- same And now the craft made from scratch http://i.imgur.com/GQTiUsz.jpg I ve tried many - everything is same http://www.filedropper.com/spacecraft2 link to file I ll try to reproduce the case with inflated numbers a bit later
  18. I have a weird issue- like in Agathorn s case engineer shows only one stage. In my case it shows only lowest stage- it updates it when something is changed but still, never anything except lover stage. But what is strange is that engineer works ok if i load pre-made craft(stock or from mods)- i can load, make changes and engineer updates ok(however even there there is an issue of upper stage inflated numbers) but when i make my own craft from scratch- everything happens just as i ve described. I ve tried making my craft stock one by putting files to the main ships folder but same happens when i load it. It also must be noted that i have absolutely same issues with mechjeb dv calculator.
  19. I cant download this mod- link leads me to page with "Object moved to here" with link which leads to......exactly the same page
  20. I ve checked toolbar issue again- it happens with very particular engine- vesta vr-9 d or rl10A4(its how that engine renamed in RealEngines). So when SFJackBauer's RealEngines installed and rl10A4 is installed on rocket- toolbar doesnt appear until reaching really hight altitude.
  21. "Try using capslock for fine controls"- i ll try it "doesn't appear when using these engines?"- it appears, but only on orbit or near it, which is even more weird.
  22. Sorry if it has already been discussed but i have problem with SFJackBauer's RealEngines - the gimbal sensitivity is very hight, each time i touch direction button engines gimbals achieve their full angle in that direction and it seriously hampers stability, and when SAS is enabled, should there be even small vobble the gimbal begin to "stabilize" the rocket in a violent way leading to loss of stability(howewer i ve partially managed to cope with it by enabling smooth gimbals mode). I thought that it could be possibly dealt with by FAR control panel but there is another problem- when i have SFJackBauer's RealEngines installed, exactly on a rocket launchap toolbar with FAR panel dont appear(however engineer redux works) and both appear again only on orbit- i ve checked- it only happens if i have SFJackBauer's RealEngines installed.
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