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KSP2 Release Notes
Everything posted by bmyers831
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Construction When Trying to Close a Fairing on a Part, it will Disappear Instead.
bmyers831 replied to NovaRaptorTV's question in Construction
please fix this. I've just spent the last 30 minutes trying to close an interstage fairing. it's enclosing a large hydrogen tank with nothing sticking out from it. I have checked and checked and nothing is blocking the fairing from closing. we need a better visual indicator of the problem, a more intelligent closing system (snap it to the part at the end of the fairing, or a way to force close it like KSP 1 (edit) I turned off the snap magnet, then every so carefully aligned the grey tip of the fairing with the part it was supposed to end at and it closed. Maybe that will help others. -
Feature request: Ability to assign stages to a group and to move that group around as a group. Use case is for larger crafts set up to perform multiple sub missions. Like a carrier craft carrying several lander probes, each with their own stages that won't be used until they are separated from the main carrier. Or now that I think about it, even a simple apollo-style stack. Take the apollo example since it's simple and we're all familiar with it. You have your lander stages. You Group them and send them to the top of the stage stack because you never want to re-organize them again, or see them mixed in with the entire craft as you build the main rocket underneath. I'd probably set the capsule re-entry sequence to it's own group too. This would cut down with the hassle as you build, and rebuild the complex staging that usually sits between the ground and when you actually use that Moho probe and make things more organized in general.
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Hi, Two different vehicles from scratch, same result. Try creating a simple rover with the rovemate, include it in a rocket design. Give the rocket it's own probe with control (you can even turn off rove mate control) and launch the rocket. I'm noticing that when any staging happens after launch, the rovemate gains control and the rockets goes haywire... it jerks around, it suddenly rolls, pitches randomly etc. It is totally uncontrollable. You can even be outside the atmosphere and see this happen so I don't think it's aerodynamic imbalance (rocket was balanced anyway). Loving For Science! Still lots of bugs but way better than before. Congratulations on the release. Bryan
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I launched the game to see if changing my control surfaces to static fins would make the rocket I've been trying to launch since March fly correctly (they did not). But the launcher had a survey which I really wanted to fill out. I accidentally clicked out of it, then when I clicked the survey button again it said "you have already completed this survey". That about sums up KSP 2.
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[Bug] Satellite Becomes Uncontrollable After Decoupling - With Video
bmyers831 replied to Scarecrow71's topic in v0.1.0
Me too. Stage 2 had a Communotron 16-s inside a payload bay (doesn't work there.. another bug?). Back to the VAB, moved it from the payload bay to the outside of the rocket (ewww) which made it work. Satellite on top had a Communotron 88. I extended the 88, then separated from the second stage at perhaps 200k altitude while in a slightly eccentric polar orbit. No comms... dead sat. I checked and it had full electrical charge so it wasn't that. -
Well... here we are. PD released an extremely buggy, unplayable build on Friday. Two days go by with multiple prominent youtubers reluctantly posting that the game was unplayable and a forum filled with bug reports. It's now Monday and I don't see any sort of response from PD. I just sent in a refund request as a pitiful protest that may get their attention. I started KSP 1 around version 0.24. This feels worse. After a 3 year release delay I wouldn't expect to roll a craft out to the pad, see it sponge around, revert to VAB and then have that craft permanently stuck below the floor of the VAB. I wouldn't expect to not see any TWR values. I wouldn't expect to see delta V readouts barely functioning, and I wouldn't expect to see medium-complexity builds like a Saturn V replica bug out. I agree that the game is unplayable. KSP 1 has a passionate following. All PD had to do was release KSP 2 with a similar feature set as KSP 1, reasonably free of show stopper bugs, and with an updated look, in a code base that could be built on for the future. I could accept the rest of the roadmap as an early access situation. It would have been a long awaited, huge hit. Instead it's like we got something that really is early access for KSP 1, more than 10 years after KSP 1 went into early access. Putting money into anything that is early access is really putting money where trust is. You've broken my trust. Now your going to have to prove to me that KSP 2 is worth my money. bye for now.
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Did a quick orbit mission and then a Saturn 5 replica as a way to remember how to solve more complex building tasks.
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VAB - Engineer report, planner, TWR for different bodies
bmyers831 posted a topic in KSP2 Discussion
Hi, I'm building a Mun lander and I can't figure out how to tell KSP2 to calculate TWR and dV based on Mun's gravity and a vacuum. Anybody know how to do this? thanks -
[1.10.1] KK's SpaceX Pack v.6.5 - 01/11/2020
bmyers831 replied to Kartoffelkuchen's topic in KSP1 Mod Releases
@pmborg Hi, In 1.10 is the Dragon Crew capsule RO config working? I don't see the RO values from your fix-KK_SpXCD_capsule.cfg file in game and the part shows "non RO" in the title. I've looked over both cfg files and I'm not able to spot the problem (though my .cfg skills are minimal). I think the other RO configs are working fine. thanks -
[1.12.5] Restock - Revamping KSP's art (August 28)
bmyers831 replied to Nertea's topic in KSP1 Mod Releases
I would love to see some Saturn V black/white stripes on the new cylinder parts that match the 5 meter fuel tank stripes! -
[1.12.5] Restock - Revamping KSP's art (August 28)
bmyers831 replied to Nertea's topic in KSP1 Mod Releases
Hi, I really like Restock! I'm on 1.9.1 with the Making History DLC and with restock installed the bottom node on the skiff engine won't attach to anything unless I flip the engine upside down. And with Restock uninstalled: I know a teenie bit about these config files but I couldn't find where the AngY was flipped on that node when Restock was installed. Stock has it set to -1 and even when I switched it to 1 the problem persisted. Must be another setting in the Restock code that I'm not aware of. -
Hi, I just discovered this. This bug does not involve any mods though I do have 1 or 2 installed. I'm using KSP 1.7 64 bit: Put together a stock capsule with a stock docking port on top (jr in my case), an upside down stock payload fairing on top of the docking port, and the stock escape tower on top of that. Attach a stock radial chute to the side of the capsule. Build the fairing so it comes down and covers the capsule. Set up an action group that lights the escape tower's engine and undocks the fairing at the same time. The fairing will now pull off with the tower if the action group is triggered. Set up the abort action to decouple the capsule and fire the escape tower. This setup mimics an apollo style fairing. You can ditch the fairing by lighting up the escape tower and undocking the fairing part with your action group. You abort by triggering your abort to decouple the capsule and fire the tower, then hitting your action group to ditch the tower and fairing, then deploying the chutes when the time is right. Fly a test- trigger your abort and watch the capsule with it's docked fairing and escape tower fly off the top of the rocket. Then trigger the action group that undocks the fairing. Watch it tumble away from the capsule. Sweet! Now trigger that parachute... "Parachute cannot deploy while it is stowed" error message appears. Note that the fairing part is never told to ditch the fairing. It turns out that this is what triggers the bug. I can work around this by adding the fairing to the action group that ditches the tower. It would be nice to not have to do so. For my purpose it's just aesthetics but perhaps another use case is more catastrophic. Thanks. Bryan
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[1.1.3] NicheParts v1.4.2 - Real Engine Pack
bmyers831 replied to MockingBird's topic in KSP1 Mod Releases
Does anybody know of a part I can use to cover up the super dracos? -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
bmyers831 replied to Theysen's topic in KSP1 Mod Releases
Thanks Theysen. Looks like Niche doesn't support 1.2.2 yet and Forgotten Real Engines didn't have them but did get a suitable set from Real Engines. Now for a capsule with a cowling I can put these in....- 2,214 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
bmyers831 replied to Theysen's topic in KSP1 Mod Releases
Hi everyone, I'm an experienced player and have done some edits to parts in the past but I'm very new to RO. My goal is to get a decent Super Draco engine working with an RO config. I see the SuperDraco_Config.cfg RO file, and the only mod I know of with a Super Draco part is the Kerbal Reusability Expansion Pack. Was this RO config created with a different mod in mind that will work with KSP 1.2.2? If so what is it? (if you tell me RO effectively updates Laztek's old mod I'll be estatic!!!) Or should I add some code to the Kerbal Reusability Expansion Pack's Super Draco part file (probably engineType = SuperDraco?) so it picks up the RO config? Thanks!- 2,214 replies
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- realism overhaul
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[Old Thread] KRE - Kerbal Reusability Expansion
bmyers831 replied to EmbersArc's topic in KSP1 Mod Releases
And we have a winner! Thanks Svendii! The first time I tried I had the engine attached to the bottom of the tank and no knowing it was intended to be surface attached, the engine shape was giving it fits. Once I removed that and used the smooth tank surface it worked perfectly. Nice mod =) -
[Old Thread] KRE - Kerbal Reusability Expansion
bmyers831 replied to EmbersArc's topic in KSP1 Mod Releases
I just tried this with 1.2 for the first time and quickly noticed something that must be a bug.... but as a first time user let me know if I'm just suffering from Noob's syndrome. I think both Glenn Leg Mounts are missing their top and bottom attachment nodes? I'm not seeing any appear anywhere... Bryan -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
bmyers831 replied to sirkut's topic in KSP1 Mod Releases
Feature Request- add + and - signs to each end of the range of movement overlay (which it really nice BTW). -
NASA grounded plenty of Astronauts for what look to me like lessor violations (like Apollo 7 astronauts refusing to wear their helmets on re-entry). If they had some wiff of doubt over Grissom he never would have flown on Gemini 3 or been made the first commander of an Apollo mission. I think there are two important clues on this matter. He didn't have the tell tail bruising that the other Astronauts had on them after pushing the plunger to blow the bolts, and the fact that the recovered capsule's titanium door strip was bent over an inch- a clear sign of being damaged. I think it's just an example of faulty wiring in the capsule. If that were the case it's ironic that he died to do faulty wiring on Apollo 1.
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Just adding my voice that I'd like to see some way to transfer fuel in such a way that the tanks are once again balanced, ie, they are all the same % full. I generally design to keep them as balanced as possible but I also do a lot of VTOL so fine balance is key. Papa I know you consider that a flight control thang... I'm just looking for a way to eliminate a mod from my mod list, and eliminate a click on load up if you know what I mean...! Thanks for spending your time to crete a mod that benefits us! Bryan
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Adding a "me too" to the camera tools icon not showing up. I can't bring up the window with / or [home] either. KSP 1.05, Camera Tools 1.5. Windows 10 32bit, openGL mode. I cleared out the CT folder, then tried to reinstall from the download on spaceport. No luck. I'm a long time mod user so I'm pretty sure it's installed correctly (CT folder in the gamedata folder).
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
bmyers831 replied to girka2k's topic in KSP1 Mod Releases
Hi all, Does anybody have experience welding a stock fairing part on top of a fuel tank? When I do this the fairings appear out of the center of the overall welded part when I go to build them- functional but much to far away from the fairing part for my taste. I'm not expecting UbiWelding to fix this, just wondering if there is anything I can edit in the welded part to move where the fairings emerge from the welded part so it looks right? I have sublime and I'm not afraid to use it ;-) Thanks. Image and part code below. Bryan PART { name = tank-and-fairing module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_topfairingSize31 = 0, 4.04, 0, 0, 1, 0, 2 node_stack_bottomSize3LargeTank0 = 0, -3.86, 0, 0, -1, 0, 3 node_attach = 0, 0, -1.89, 0, 0, 1, 1 fx_gasBurst_white = 0, 4.240001, -4.696847E-07, 0, 1, 0, deploy sound_vent_large = deploy CrewCapacity = 0 CoLOffset = 0, 8.251, 0 CoPOffset = 0, 2.026, 0 TechRequired = highPerformanceFuelSystems entryCost = 55800 cost = 13900 category = Propulsion subcategory = 0 title = tank-and-fairing manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,1,1,1,0,0,0 mass = 11.53551 dragModelType = default maximum_drag = 0.15 minimum_drag = 0.175 angularDrag = 1.5 crashTolerance = 6.659 breakingForce = 316.915 breakingTorque = 316.915 maxTemp = 2000 fuelCrossFeed = True explosionPotential = 0.5 thermalMassModifier = 1.5 heatConductivity = 0.12 emissiveConstant = 0.6 radiatorHeadroom = 0.25 bulkheadProfiles = size3 MODEL { model = Squad/Parts/FuelTank/Size3Tanks/Size3LargeTank position = 0, -0.12, 0 scale = 1, 1, 1 } MODEL { model = Squad/Parts/Aero/fairings/fairingSize3 position = 0, 3.82, 0 scale = 1, 1, 1 } RESOURCE { name = LiquidFuel amount = 6480 maxAmount = 6480 } RESOURCE { name = Oxidizer amount = 7920 maxAmount = 7920 } MODULE { name = ModuleProceduralFairing nSides = 64 nArcs = 6 TextureURL = Squad/Parts/Aero/fairings/fairings_diff panelGrouping = 3 pivot = 0,0.17,0 axis = 0,1,0 baseRadius = 1.875 maxRadius = 6 capRadius = 0.375 snapThreshold = 0.25 xSectionHeightMin = 0.3 xSectionHeightMax = 4 edgeSlide = 0.15 edgeWarp = 0.02 noseTip = 0.5 UnitAreaMass = 0.03 UnitAreaCost = 18 } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 2.5 } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } }