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Rothank

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Everything posted by Rothank

  1. I'm having the same problem. Basically, everytime (SPH) I use the offset tool and then re-load the craft in SPH, changes I made with offset tool reset. I'm using full Realism Overhaul, but i doubt it has anything to do with this.
  2. Ok, i found it. You need to change model scale from (o.6, o.6, o.6) to (1,1,1). So far i've seen this issue only on KW engines.
  3. It really does need an update, great parts pack, especially the engines! Anyone knows how to fix the parts, so they would load in RSS? If anyone has an idea how to do it, please post it here or at least PM me.
  4. A small issue here. KW engines have their nodes moved like they were rescaled, but the aren't. Some engines have their nodes inside them (like in Real Engines), but others, that should be scaled up... Well, they're smaller than they should be and the nodes are floating above them. not 100% sure if it's RftS issue, but it seems so.
  5. Small problem here. I'm planning a permament moon base. I already have comms around the Moon providing ~100% coverage, now it's the time for finding a good location. I thought about Peary (North Pole) or Shackleton (South Pole) craters, as they have some frozen water in permanently shaded areas and they are supposed to have peaks of eternal light scattered around them. My questions are: 1) Do these peaks of light exist in KSP RSS? As far as I know (and Wiki says) they are tied to the axial tilt. Is RSS' Moon tilted the same way as the real Moon? 2) If they don't - what other location would you recommend for a permament lunar base? Equator? ~28 degrees inclination? Average spacecraft's inclination after Hohmann transfer? Any ideas? SilverGlobe Spacetech, leading humanity to the new frontiers!
  6. No, at least not yet.So, for now you have overpriced small tanks and underpriced large tanks. But do not worry, Nathan will surely get to those soon enough ;]
  7. Restarted the game a few times and now i can't replicate the issue. Anyway it wasn't the first time it hapenned to me. Anyway, here's my craft, with mods used reduced to only PP, PF, RF, RftS, RO+RSS,. https://www.dropbox.com/s/kuvjh18463mqgky/Rothank%27s%20PP%20issue.craft?dl=0 And here's the original craft (Scansat, Remotetech + all of the above). https://www.dropbox.com/s/18h6esx0esceptf/Rothank%27s%20PP%20issue%20FULL.craft?dl=0 EDIT: Just happened to me again, on the Scansat version. But I'm pretty sure it's NOT Scansat's issue, as it happened to my without it some time ago. EDIT2: There it comes again. Only in the VAB this time, on the launchpad it seems ok (Mechjeb also says that the stage is ok + it works). The issue seems to appear randomly, most of the times when PP SRB is used as a first core stage (but not EVERY time). Had it happen once with SRBs used as strap-ons. Removing SRB and creating a new one with exactly same parameters doesn't help, it's messed up back again after loading craft at the pad. EDIT3: OK, these might be 2 separate issues: 1) (in the VAB) if you see the nozzle floating in the air, like 5m away from the craft, tilted 90 degrees and mechjeb says it has 0 dV - it'll be fine at launch - happens only in VAB, both to core boosters as well as strap-ons 2) (VAB, Launchpad) if the nozzle is moved up and to the side of the tank, like on my screenshots above - it's bad, probably won't work at launch - it's also persistent, removing the SRB and creating a new one USUALLY does not help. - this bug can happen randomly, it MIGHT (but it's not 100%) dissapear after restarting the game. - happens at launch but stays after going back to VAB. - happens only to core boosters (at least for me)
  8. I am experiencing a really, really weird bug. If I put Procedural SRB as a first stage (both with or without launch clamp) and launch the craft it loads with a nozzle moved to the SIDE and UP. I think it's better if you just look at the screennies below: It seems like the nozzle is attaching itself to the upper node of the tank and moving sideways.
  9. I'm having a strange problem with a new install and i can't locate what's causing it. I tend to lose control of my craft during ascent. I mean I can control it at launch, but after like 1 minute I can only throttle, altitude controls aren't working, SAS nor RCS aren't responding. This hapens both with manned and unmanned crafts, so I don't think it's RemoteTech issue... I'm using KSP 24.2 32bit, full RSS+RO + some parts mods, like tracks for rovers, nothing to do with control. EDIT: Just found it, this is exactly what happens to me: Note that it's NOT electric charge running out, I double cheked ;] EDIT2: I think i pinpointed the issue. Bobcat's soviet engines, specifically RD-0124 combined with Proc. Fairings, were causing issues with staging and control.
  10. Quick workaround for those who REALLY need to use new B9 cockpits, IVAs and all that. Use old B9 parts, but replace cockpits with 5.0 B9 cockpits + add(/replace old) all 5.0 plugins. Another hint: for some reason the new HL cockpit in RO is downscaled to 2.5m, some other parts are of strange sizes too. I simply got rid of b9 RO cfg not the most elegant way to deal with it, but hey, works for me!
  11. Hi folks. Those tracks and wheels are really great! Anti-gravs are nice too, just not my thing, I'm a dedicated RSS+RO player. I'd like to ask you: do you know any mod with nice rover bodies that i could use with tracks from this mod?
  12. Just wondering... Is it possible to replace the logo shown on displays with a custom one, like our own? I think a lot of people would like it!
  13. RCS for a first stage isn't a good idea. Save it for your last ascent stage/orbital maneuvering stage. I believe some people, like me, like to "hide" RCS ports under fairings. Something like: 4x 2-way RCS under 1/2 stage fairing, near the engine and another 4x 2-way RCS .... under payload fairing. Your rocket looks smooth, but you have fine controls. Just don't use RCS before separating fairings, for a more realistic touch. Hey guys, does this look familiar? Nope, that ain't a Space Shuttle. Doesn't look like Buran either, huh? Well, Space Shuttle and Buran had a baby! 1253t with max payload (15t). 2x SSME on the rocket (Energia style), 2x SRB (SS style, but they burn for 180s, I plan to make them recoverable). Lift Vehicle itself is 41m x 6m, so it's smaller than SSET and Energia. It can be (and will be!), used as a 1st stage for a heavy lift vehicle. Shuttle itself has 2x jet engines to help with landing. Cannot take off horizontally yet, but it's still a WIP, it even doesn't have a name yet! And, best of all for lazy people - it's made to be compatible with MechJeb Ascent autopilot! Let me know if anyone's interested in craft file, it requires some additional configs, like SSMEs for RftS pack and mixing new (5.0) B9 with the old one.
  14. Read the OP, it says 24.2, 32 bit only. i know, i made similiar mistake a few hours earlier ;p
  15. Does it work with 24.2? I'd like to start a new capaign with some updated mods, like B9 5.0, but they require 24.2 KSP.
  16. Err... my bad. Have to try a fresh install :/ btw it probably won't work on 23.5, eh? It's a shame, my main save is still there and I hoped to use the new B9 with my custom modded Realistic Progression mode :/ EDIT DOWN: Yeah, shame on me. I guess I'm gonna have to wait for 24.2 compatible RPL :/
  17. I have a problem with tweakable universal parts. They... well, they aren't tweakable for me! ;] When i choose, let's say, universal HL S2 fuselage, it looks like buch of parts clipped together that can't be tweaked. Any help?
  18. Guys, I have a request and I'm not sure where to post it. I'd love to have SSME realistic/RftS config for Klockhead Martian's Space Shuttle Engines, but can't find one nor I don't know how to make one myself. Anyone willing to help me a bit? I'm still using 23.5, if it makes any difference.
  19. Guys, I have a request and I'm not sure where to post it. I'd love to have SSME realistic/RftS config SSMEs, but can't find one nor I don't know how to make one myself. Anyone willing to help me a bit?
  20. Guys, I have a request and I'm not sure where to post it. I'd love to have SSME realistic/RftS config for Klockhead Martian's Space Shuttle Engines, but can't find one nor I don't know how to make one myself. Anyone willing to help me a bit? EDIT: Solved, thanks to NathanKell.
  21. I present to you... the Artemis rocket family: From the left: Artemis 1 - 2 stages, full kerolox, 15t to LEO Artemis 1H - 2 stages, 1st stage kerolox, 2nd stage hydrolox, 20t to LEO 1st stage is the same for 1 and 1H. Artemis 4H - 2 stages, 1st stage kerolox, 2nd stage hydrolox, 80t to LEO, can be used with cryogenic 3rd stage to bring 30t to the Moon
  22. I'm having similiar problem with my 8m diameter rocket and can't find NathanKell's solution. Could you direct me to it or simply explain how to get rid of this restriction?
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