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shdwlrd

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Everything posted by shdwlrd

  1. It should be the "alt" parameter. It's the crafts height above sea level. If you have a rover or something that is close to it, use it as a guide for the value to use. Just remember to set it slightly higher (1 meter or less) then the rover so it lands on the collider and doesn't go kaboom. "rot" is the rotation on the 3 axes.
  2. It's been awhile since the last time I've seen something like that happen. I don't remember what the causes were, but basically the craft position in your save file is not correct, and KSP isn't correcting it. The easiest way to fix it is to use hyper edit and land the base in the same spot. (Kind of, it will be off by a few meters.) The other method involves editing your save file.
  3. Has anyone else have a mound or pad disappear on them? I didn't see any warnings or errors, but it was there for a couple seconds during the scene load; then puff, gone. Dropped my base a couple meters. The only thing I did was wipe out my MM cache since not all my custom patches loaded.
  4. It doesn't look like it belongs. It looks like a giant observation dome from a space station. Maybe it's all the angles...
  5. That's something that the KSP player base has been dealing with for awhile now. Like the stupid super bouncy suspensions. It's something that has been complained about, but Squad has been unable to fix. @maja ground tether without USI, nice!!! downloaded
  6. Neat... remote outposts for your remote controlled probes. will they track asteroids too?
  7. The Super25 is larger with more payload capacity than the Dauntless.
  8. I may have gone overboard with the engines... But the rate of acceleration... (380 m/m/s) Then you realize how long it would take to reach 1% of the speed of light. Need more power...
  9. So basically any idle bulldozers are technically helping the active one?
  10. I've haven't had good experiences using Kerbal Konstructs in the past. That's why I asked. Looking at the current version, I may try it again.
  11. I was thinking of a way to make a base without the worry of it sliding. Before I got sidelined with the CRP bug and life in general, I figured I would give this idea a try. I used the base plates from Planetary Domes and the Little Bigfoot landing legs from KPBS. I think it's a workable solution. That got me thinking, "What if there was a collapsible base plates with feet to ship with the rest of the base?" (You know, to keep with the pack up and go theme for Pathfinder. ) So Angel-125, you think is would be possible after you finish bug stomping and KFS to add something like the above, but more appropriately sized for the inflatables?
  12. My Mk2 freighter in it's maiden voyage to the Mun. It's bringing equipment and supplies to setup my test base. (Plus that's a cool shot of Kerbin and the Mun.)
  13. It seems to be either WBT or the CRP template. I actually got a chance to play this weekend, but forgot to switch the game mode from CRP. Since equipment is common to the play modes I decided to finish my base. After closing the game, I started poking through the logs. I noticed that instead of loading the CRP template, it was trying to load the WB Lite template. (I'll put the log up tonight when I get home.) Plus another oddity I saw was indexing mismatches in the log. That I know from working with databases that indexing errors isn't a good thing to see. log file: https://www.dropbox.com/s/7pz1tmsk1mcy23u/KSP 102818.log?dl=0
  14. It probably won't matter, but it doesn't hurt to try right? I don't know how much MM plays into the configuration of Pathfinder.
  15. I'm going to guess that something happened to force MM to reload all patches instead of loading everything from the cache. Did you update MM?
  16. Cool, I can continue testing different base transport and setup techniques.
  17. This may seem like a stupid question, but here I go. Since CRP isn't working, does classic stock change the way the Pathfinder works? I understand that between the two the resources and production chains differ, but the overall functionality for Pathfinder should remain the same. Am I correct?
  18. Yay!!! At least I have other options if I need to use Omni Storage. Thanks @Angel-125.
  19. For Star Trek ships, you can try this... As for the rest of it, I don't think anyone will resurrect LCARS unless there is a huge demand for it or is a huge Star Trek fan.
  20. Just covering my bases with the power source and KSP update questions. You're using a larger OPT craft. If you follow this rule I use, you shouldn't have a problem. 1 reactor and gravity wave generator per 30 tonnes plus one. As for gravity wave depletion, you'll need to throttle down. (I try to keep the throttle above 65%.) Very heavy loads will deplete the gravity waves faster. If you don't want to throttle down, then you'll have to increase the number of wave generators (about double), or decrease the weight of the craft and/or cargo (about half).
  21. I'd like to see what you come up with, and good luck.
  22. Looks like a typical MJ launch to me. The only changes I would suggest is use the 2.5m decoupler and fairing base; get rid of the SBR's or at least put some nose cones on them. Also you can limit the thrust for the SBR's. You can to this, but using SBR's is going limit the effectiveness of the acceleration limiter since they can't be throttled.
  23. Janitors Closet, Part Commander, and All Y,all. All the rest I can wait for.
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