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Poofer
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KSP2 Release Notes
Everything posted by Poofer
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Poofer replied to cybutek's topic in KSP1 Mod Releases
1215 is long since obsolete, we're in 1224. also verify you're using latest experimentals. -
@Rory Yammomoto @Phineas Freak i agree that SAS should work without delay. Sending the order to the probe to enable SAS and hold prograde or any other reference should have a proper delay, but once the probe receives the order, the steering is done by a PID on the probe itself, it isn't being isn't being controlled from KSC. When you manually steer the probe, the signal is being sent from KSC thus is subject to delay, (which is why we have a flight computer to execute commands on a delay). If nothing else, if you choose to use stock SAS while only sending burn signals trough the flight computer it should be possible. But w.evs, i've gotten used to using flight computer for SAS (when it's working).
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There ARE a couple of dlls experimentals for 1.1 on the bottom of the mod's page.
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i changed the value to .18 and the harpoon does indeed attach now. It's still a bit weak and can't handle a load changing direction.
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how do you modify the configs in real time from in-game? i can bring up the parts in the stock debug menu but not like your screenie.
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that particular bug was fixed in last release.
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I removed most mods, only kis/kas and hyperedit to speed things up. Couldn't reproduce the negative error but the harpoon does keep refusing to stick. It is giving me some warnings in the debug menu. This could simply be the known error of harpoon being really weak, but since there's not supposed to be any force pulling the harpoon away from the target... edit 2: also, didn't notice new release, will test with now. edit 3: i tested with latest release, harpoon still refuses to attach.
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I accidentally a train.
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well i mentioned that the bug was not stock, as to how to delete the entry, idk how ¯\_(ツ)_/¯
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yeah, i though this was a stock bug, even put an issue ticket :/. so it was remote tech
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I was testing the harpoon on a rescue contract to see the force required to disconnect it, but it seems that it won't even attach. Maybe i'm doing something wrong, i align the harpoon to target vessel click eject on winch harpoon makes contact but just bounces off of part. edit: further testing reveals that when harpoon makes contact, an error message gets spammed KAS warning! ActiveVessel is landed and HeightFromTerrain are negative (-1) I do have other mods installed, like mechjeb, KER, remote tech edit 2: this also happens when i retract the harpoon into the winch. craft: http://pastebin.com/d2n9KaLc i only use the second to last stage to test the harpoon on an orbiting part. ksp log: https://drive.google.com/open?id=0B-r5F0jpZkfQa0dlVFZqWk1YRUU
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IRRC, when i was playing an interstellar career with a lot of mods, there was a part that basically became a mission control away from mission control. idk if it's part of remote tech or other mod.
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Haven't used KAS in a long time, using 1.1 now and i eagerly await until i can harpoon space whales again. Cheers
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Poofer replied to cybutek's topic in KSP1 Mod Releases
No idea if this is due to ksp or due to engineer. but i've discovered that if you try to put the chip on a curved object, like a tank or science jr for example, the debug menu warns of triggers on concave meshes not being supported. If you launch said vesssel, the debug will spam ignore collision failed. Both colliders need to be activated when calling ignorecollision. I only realized this after testing each mod i had because i was getting severe performance drops whenever the science jr was activated. i just read previous posts, derp. -
Reason? Are you sure you're in the right place?
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You can use a long range dish and target a planet while orbiting Kerbin. You'll need another dish at said planet pointing back at Kerbin. - This means that communication will only happen when both have line of sight - If not in SOI of either planet, you can't access that connection - You can solve this by having wide range sats aimed at both planets (and sats aimed at Kerbol from planets) while orbiting the sun and access that sat.
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Tried running my modded 1.05 build with open gl, black screen. Tried this workaround but the loading screen gets stuck at 3.6Gb of ram and won't finish loading all assets i've also used unfixer to patch needed dlls so i don't know what else to try. As it stands i can only play vanilla. Modded will either ctd, go black screen or straight up not load.
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A difficult if not impossible contract
Poofer replied to Anquietas314's topic in KSP1 Gameplay Questions and Tutorials
well, given the fact that it's divided in "stages" you may be able to exploit it to complete it without leaving eve. - land at eve and mine 2700 ore units - use a second ship to mine 2700 ore units from anywhere you like. - land second ship at gilly -
Do pilots get better as they level up?
Poofer replied to WOODY01's topic in KSP1 Gameplay Questions and Tutorials
i doubt this is the case. for them to make the ship "easier" to control, they'd have to add torque to the total available, which isn't the case. -
Mun Lander with new aero stuff.
Poofer replied to Skorpychan's topic in KSP1 Gameplay Questions and Tutorials
Concentrate on getting the fairings if you're having trouble with aerodynamics while ascending. edit: also, if it's strictly a Mun lander, you can get away without fairings and a fairly tall/slim design. Like you said, you'd just need to work harder to land. My first lander was a service bay, most of the science in there. a Science jr, a fuel tank, a 909, and the command pod with chutes and heatshield. -
Best way to explore Kerbin?
Poofer replied to michaelvf's topic in KSP1 Gameplay Questions and Tutorials
I managed to lock myself with one of those contracts, and the locations where almost the other way around Kerbin. After much explosions and sacrifices to Cthulhu i decided to design a stable plane, not use any jets (since that's the only engine i had for planes atm) and just strap a pair of the longest 1.25m SRBs on the wings with pylons, and a rocket engine (i forget which, the one with 200 Thrust on ASL) to get myself on a suborbital flight. Mind you, this was only to get the "above 16km", which was 1/4 of the contract. The rest i built a plane with jet engines, put mechjeb into it and watched a movie. -
Switching craft while transmitting data
Poofer replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
don't try to send while the antenna is stowed ina service bay however, or you will lose that data for good. -
Tech Tree Stability Assist
Poofer replied to therealcrow999's topic in KSP1 Gameplay Questions and Tutorials
There's also a nose cone that has SAS with the equivalent of a lvl 3 skilled pilot. -
Saving the SC-9001 Science Jr. from heat
Poofer replied to KingPhantom's topic in KSP1 Gameplay Questions and Tutorials
Heat also transfers via conduction, meaning the heat from your rockets/parts that heat due to smashing into the air also go to the rest of the ship. things you can do to prevent send heat where you want it. - don't attach service bays near science jrs. they act as insulators and won't let the science jr send heat away - attach solar panels on the science jr. they act as great radiators - attach service bay at the bottom of the ship, this will insulate the rocket heat from the rest of the ship.