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Tokamak

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Everything posted by Tokamak

  1. I'm figuring out how to make do, combining functionality of MJ and TCA. It's a little fiddly, but hey, so it the whole game.
  2. I've gotten MechJeb and TCA to play nice by turning off all of the TCA modules during flight, but leaving TCA itself still active. This means I can use MechJeb autopilot features. Hooray! I'm still having that weird thing I mentioned before, though: Using TCA, any attempt to use "jump to" or "go to" or "land" just gives the message "target should be a vessel or a waypoint", even when my target is a vessel. *scratches head* Edit: Oh, I think I get it, at least partly. TCA has its own concept of "waypoints", that don't seem to correspond to the waypoints that Waypoint Manager uses. I think that's something to do with it
  3. Ah, I see. That makes sense. Will TCA still keep my thrust balanced if weight distribution changes, like fuel being used up?
  4. Is there a way to get TCA to peacefully co-exist with MechJeb? What I mean is... can I make a craft whose default thrust isn't quite balanced, use TCA to keep it balanced so it doesn't flip when it thrusts, and then have mechjeb deal with its orientation and throttle, so I can use stuff like the mechjeb rendezvous autopilot or lander? Basically, can I use TCA to keep my craft balanced without all of the other (admittedly very useful) features? Enabling and disabling various TCA modules seems to result in one of two states: Either TCA has total control and Mechjeb can't even set my orientation... or the craft spins and crashes due to unbalanced thrust. I hope that question makes sense. Edit: Another problem I'm having is with the orbital land-at-target function, and the "jump to" function. Both of them just give the message "target should be a vessel or waypoint", even when I have a vessel targeted. I get the same message when I use the "add as waypoint" function, to make a waypoint at the location of my target. Clearly I am somehow fundamentally misunderstanding how this all works. I just want to make a ground base, and land a craft near it.
  5. Oh! It hadn't occurred to me to check if it just worked without me doing anything special. I feel silly. I'll try that. Thanks! Edit: Yup, that is how it works! I didn't realize it would be that simple.
  6. I have a question. It's possible I'm just not coming up with the right search terms. If so, I'm sorry. Is it possible for a colony divided into multiple vessels to share habitation values? Like you can share resources with logistics, and power with transmitters. What I mean is, say I have one craft that is just for farming, and it only has enough habitation value to keep a farmer there for 10 days before they turn into a tourist... but I have a nice big kerbitat right next to it. Is there a way to keep my farmers content with being in the vicinity of something with a lot of habitation, without actually being in that vessel? It seems like the mod would be hard to use without that, but I'm not seeing a way.
  7. I'm still having this problem. Ex: "Minerva Transport", labeled as a ship, is happily in orbit, and its command module has the default priority of 10. Along comes "supply supplement", labeled as a probe, whose command module has a naming priority of 7. "supply supplement" docks with Minerva. The combined craft is now named "supply supplement". And when I undock, now _both_ craft are named "supply supplement" and labeled as probes. Am I fundamentally missing something?
  8. Yet another silly question. The manual says that a power coupler or power distribution unit requires an engineer. So I have two craft on my runway, about a metre apart. Each has a power coupler and a pod with an engineer. Only one has a generator (a couple of RTGs). The one with the generator is staying powered nicely, as you'd expect. The one that just has a coupler and batteries drains and is not refilled. What key concept am I missing here?
  9. This mod is massively helpful. Thank you! However, one thing does make it a lot harder to use. A lot of UI elements show whether they are disabled or enabled by displaying either a pale yellow, or a pale yellowish green, which are almost impossible for me to tell apart. I _am_ partly red/green colourblind, so this may not be the case for everyone, but I suppose it's something to be aware of.
  10. Hokay, TCA is going to take some figuring out. I can get the basic thrust balancing, but I can't for the life of me figure out how to access any of the modules, like landing and altitude holding. Not asking for help, just muttering.
  11. Really? Huh. I'm not sure how I'd even begin to troubleshoot that, since there is nothing weird in the console.
  12. I can at least say that the issue isn't _just_ with the inflatable parts. It does happen with an awful lot of parts. MKS's Karibou rover parts, for example, do not come up when searching for "karibou" or any substring.
  13. So many new mods to play with @.@
  14. I'm not seeing anything related to CoM in TAC fuel balancer, which I already had installed. Do you just mean the "balance" tanks option? I thought that just kept them all equally full, which isn't always the same thing as keeping the CoM constant. Though even that function is better than nothing. Oh, neat. I will also look at that one. If I understand correctly, it is only applicable in the VAB, but it still seems useful. Thanks!
  15. Thank you for the info! And yeah, @linuxgurugamer contributes a truly absurd amount to the community, and deserves much thanks.
  16. I'm a long-time KSP player, just getting back into the game after a few years, and for the first time trying to seriously play with aircraft. I'm sure this question has been asked a zillion times before, but apparently I fail at choosing search terms. Is there a way, I assume a mod, to dynamically balance thrust from multiple engines to keep the center of thrust in line with the center of mass? Or, to be more specific... it is incredibly fiddly to get a VTOL aircraft perfectly balanced, especially as fuel tanks drain. If you had magic reflexes you could in principle vary the thrust limits on all of the engines to keep the thing balanced. In reality, not so much. But surely there must be a mod for this. Like I said, I've searched, but searching for things like "ksp mod VTOL balance thrust" gets me a huge list of discussions containing those words, but nothing actually apropos. Actually, it occurs to me that, absent dynamic balancing, even something that lets you see the CoM and CoT in flight would be a lot better than nothing, since you could manually balance tanks. That would still be a better option than just gunning it and seeing if your craft flips over or not. XD
  17. Huh. That makes sense, though it is not the way i would have expected it to be done. While that is a neat feature, it seems as if there ought to be a way to just include the displayed part name in the search.
  18. I'm sorry if this question has been asked before and I've missed it, but: I'm trying to do the "Admin Tour" contract, and the last waypoint I need to visit is the tracking station... and I've been driving back and forth all the way around it, close and far, for about 15 minutes. I cannot get it to recognize that I am at the specified location. I can't seem to find the magic invisible spot that triggers the contract objective. Is there a way to actually see the waypoint, or to otherwise find out what the mission expects of me?
  19. I'm kind of bewildered as to how the search box for the part list in the VAB/SPH actually works. It doesn't seem to actually search by name. Like, if I go to the appropriate category I can view parts that do not show up in a search. Example: I have a number of inflatable parts, with "inflatable" or a variation in the name. Here I show the "Inflato workshop" But when I search for "inflat", here are the results: *One* of the parts with "inflato" in the name shows up, but not the others. Even weirder, if I search for "inflato": ... I get one "inflato" part, one part (the heat shield) that has "inflatable" in the name, but not "inflato", and three other parts that seem to have nothing to do with the search at all, as far as I can tell. Clearly I am fundamentally misunderstanding how this is supposed to work. Can someone help me understand? This does make it pretty hard to find parts.
  20. Not a terrible idea, actually. It won't fix existing broken mission requirements, but it ought to stabilize things for the future. Thanks for the suggestion; I'll try it.
  21. Good to know I'm not crazy. Perhaps what you remember was added by a mod or something?
  22. I hope I'm not being totally oblivious and irritating, but I still don't see any option for naming priority. The only UI elements are the name text field, buttons for vessel types, and cancel/accept buttons. I still don't see any option for naming priority...
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