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Everything posted by lextacy
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I just love creating stuff and spending 40 hours building crafts only to find the parts wont decouple........EVEN AFTER THEY WERE TESTED AT KERBIN. So im asking is there a mod that would let my right click delete parts in mid flight? Ive tried Chop It but that mod makes you have Kerbals . Im launching Duna Precursors and thats not suppose to be manned.
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Part failing to decouple
lextacy replied to lextacy's topic in KSP1 Gameplay Questions and Tutorials
there are 3 Slydias in a stack sort of acting as a vertical truss at the same time being decouplers. Above that is the Heatshield , below that is the interstage base -
Just had an issue with a part not decoupling. These 7 variations have failed ....... @MODULE[ModuleDecouple] { IsOmniDecoupler = true @explosiveNodeID = srf } @MODULE[ModuleDecouple] { IsOmniDecoupler = true } @MODULE[ModuleDecouple] { IsOmniDecoupler = true @explosiveNodeID = top } @MODULE[ModuleDecouple] { IsOmniDecoupler = true @explosiveNodeID = bottom } @MODULE[ModuleDecouple] { IsOmniDecoupler = true @explosiveNodeID = srf } @MODULE[ModuleDecouple] { @explosiveNodeID = top } @MODULE[ModuleDecouple] { @explosiveNodeID = bottom } The part in question is the Slydia decoupler from the Araine 5 (Lionhead Aerospace pack) Is this a possible collision mesh goof up on part of the modder?
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kool beans! on that bottom picture with the hab that has the ladder going down I see a "port" of some sort a bit to the right. Is that a valid crew hatch? That part looks familiar and Ive seen it somewhere in my parts list.
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a bit wierd, but ok. *config edits*
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stupid question, but where is the crew hatches located on the Super Hab and the Large Observation Module? I have the observation stacked ontop the Hab , but the game wont let me EVA a kerbal out saying obstructed hatch
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[1.1.x] CoolRockets! Cryo and Launch Particle FX
lextacy replied to sarbian's topic in KSP1 Mod Development
how would I apply this to all engines in the game? -
same here, another fix is to put in techrequired = 0 and entrycost = 0
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I can only hope ! Hey I did come up with some sort of alternative solution you could use. I do agree with you and that we shouldn’t max out reliability on the testing racks. Is it possible to make a global scope , but base it off a exponential curve ? You can test your engine to a 97% max reliabilty on the ground for say 10,000 units, but you have to take flights to achieve the remaining 2.5% ? And we can leave .5 % as a final cut off point for reliability. And the kicker is you have to take LOTS of flights to get that 2.5% gain. Maybe hmmm 300,000 units? Just a thought
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Need some stuff to launch, bored
lextacy replied to lextacy's topic in KSP1 Gameplay Questions and Tutorials
hahahah! what if I model some dinosaurs? and have them strapped with rcs thrusters , I mean thats not crazy right? -
I really dont agree with that, no offence. Do you think NASA runs out to Mars real quick and constructs an engine testing facility then runs some static fire on the old SSME for the upcoming SLS vehicles? Or does Elon Musk hop on over to the moon and have the Super Dracos tested on a rack before ever thinking of going to the moon with them? Thats creates a catch 22 paradox for the purposes of testing. For the most part engine reliability is in terms of atmospheric testing because thats the harshest of environments for an engine. Its also the time the engine works at its hardest due to lower surface TWR. I feel this could be a great mod if you would see an open mind on this. This mod could even be injected into the stock game if done with care. Right now im finding my self babysitting the code to death just to keep engines from blowing a gasket. I thought the idea of a mod was to have some fun with it rather than writing a 1000 line config to actually use it? I pray that this mod can improve. Nasa's very own Charles Bolden , chief of operations has a famous quote, "But if it has an engine on it, nothing goes to space without going through Mississippi."
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Need some stuff to launch, bored
lextacy replied to lextacy's topic in KSP1 Gameplay Questions and Tutorials
ooooooohhhh, im a bit too early for that , havnt taken a manned mission to Duna yet. I think some satellites are in order to greet the rockets coming in Maybe I can send SCANsats there , but will they be usefull there? -
Need some stuff to launch, bored
lextacy replied to lextacy's topic in KSP1 Gameplay Questions and Tutorials
what is MKS/OKS ? -
Well Ive came to the part of the career where ive launched all gps, mapping sats, scanSAts, and communication sats. Ive built the KISS and Chinese space stations. Ive launched Cacteye and Zues telescopes. Im looking for some mods I might have missed in giving me an excuse to launch some payloads into orbit. Any ideas?
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I did some more reproduction of the bug and found some interesting results.... 1. The bug happens on a rooted part that was tweakscaled, it does not matter if it was "autoscaled" 2. Once I re-rooted ; for example I set launch clamps as root since they are disposable. The problem disappeared upon scene reloading.......sorta 3. The problem will re-appear in mid-flight on scene change because the game will want to create a new root since the launch clamps are no longer part of the vessel. 4. I could conclude that Tweakscale is being overridden by something , maybe a stock bug creating problems with Tweakscale?
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I hope youll give these recommendations a shot for next release? 1. Can you turn down the failure rates? I dont like the rates as you have them set for a 1% failure chance per second of engine fire. I think to be parallel to real world MTBF its around .5 % per minute of engine fire. 2. Give us the option to have only 1 scope? I dont like the idea that Duna or Mun space is all the sudden deadly to engines that have been tested.
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How do I fix this? https://www.dropbox.com/s/j7dui3sp5hkeo5p/screenshot11.png?dl=0 I have a craft that was upscaled to 5 meters from 3.75. My parts are reverting back to the original node sizes and separating my craft like it was sliced ham. The part itself visually is still the same 5 meters, but the nodes are back to the 3.75 meter.
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Rules for connecting nodes in VAB?
lextacy replied to AndreZero's topic in KSP1 Gameplay Questions and Tutorials
If you look into the part file they have 6 nodes , but the game only activates node_stack_top and node_stack_bottom -
interesting thoughts, heres an experiment I just did I was able to use Biomass CO2/Oxygen/Hydrogen compressprs to grab hydrogen out of Dunas atmosphere. The oxygen and CO2 compressors were not able to get any oxygen or CO2. Hmmm so at least half my question is answered. Maybe other bodies have different components in the air?