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Alvin853

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Everything posted by Alvin853

  1. The default behavior of the launch clamps should be to not pump fuel. I've just spent a couple of hours trying to figure out why I can't launch my station segment that contains a couple empty tanks. Turns out they got filled up at launch via the clamps. I just realized it is probably possible to generate money with this in career mode: launch an empty tank with a launch clamp attached, and recover it when it's full???
  2. Brakes definetely, on my spaceplanes I do want to toggle certain gear pairs depending on the situation: disable brakes in the front for airstrip landing, but use all brakes while standing still. Gears probably as well for more complicated lander/base designs. Maybe I'm just one of few people that actually use the preset groups for a lot of stuff and I'd want to change them just as much as any other control group after leaving the editor.
  3. Maybe I'm stupid, but how do I change the preset action groups: gears, brakes, lights, abort etc.?
  4. Ok... so I need to move it further to the front so it sticks out beyond the headlights?
  5. Where exactly is the hatch on the little pod? I built this (needs additional mods) rover, had my guy jump in and then he was stuck because the exit hatch was obstructed (apparently)
  6. There is an adapter plate that converts between the two: HX1 "structural nodes" are cubic (like width of HX1), slap two of those adapter plates on opposite sites and it has the same format as a HX1 tank/hangar
  7. That is KSP Interstellar, not B9. But here is the fix anyway: http://forum.kerbalspaceprogram.com/threads/63109-0-23-Modulefixer?p=1259754&viewfull=1#post1259754
  8. Personally I liked the progression: Basic Jet ~ Mach 1 --> B9 Turbojet with afterburner ~ Mach 3 --> Stock (C7) Turbojet with RAM intake ~ Mach 5 --> SABRE/RAPIER for orbital speeds and beyond Yes, the stock turbojet is labeled "turbojet", but it does come bundled with a RAM air intake, so I always imagined it being more of a ramjet. But now we have 2 turbojets that are quite similar and then nothing until SABRE/RAPIER.
  9. I don't care too much about TWR, my planes usually take off with just over .3 TWR, but I want to go faster than Mach 3 on atmospheric engines
  10. In my opinion the stock turbojets got nerfed too hard. They're one tech level above the B9 ones and inferior in most ways except for gimbal, which is not all that useful on planes. I feel like I'm being forced to use the mod parts.
  11. I'm having huge problems with the MFT config. Apparently it's adding 3 tons of dry mass for every ton of fuel that I put into a part. This is totally breaking my S2 plane that used to be well balanced because now the tail section weighs in at 60 tons. Did you maybe confuse the "mass" and "basemass" variables?
  12. I'm not very good at image processing, but can't you get the slope from a height map by using a high-pass filter?
  13. Thanks man. I pretty much fixed #1 myself for now, except the button thing (speedModeButton is set twice for the same MFD page, and I don't know enough about RPM configs to not break anything). As far as #2 goes, I just like to actually push the lever to full throttle at launch, after that I'm using the keys, but I can't even click the lever because the pilot's arm and the chair are blocking the controls. And #3 was just a thing I noticed... I tried to read them and couldn't make out what they were supposed to mean, until I realized they were mirrored.
  14. I just unlocked the Mk2 cockpit in my career game and was eager to try out the new IVA, but ran into a couple problems/bugs. Number 1: There are so many things wrong here: Why is it SRF. SPEED but ORB. VELOCITY? ORB. VELOCITY should be in units of km/s as well Accel should be in units of m/s² (or maybe g's) It doesn't tell me anywhere how to switch from surface to orbital mode (figured it out, middle button in left column) Number 2: I'm having some problems reaching the throttle controls from the front seat... And the guy in the back can't help, because he doesn't have throttle controls at all! Number 3: Guy in the back is getting all confuzzled by the buttons right over the stage fuel bar.
  15. All the Karbonite/MKS configs use logarithmic scaling, you can probably use that knowledge to make a more general rule. Maybe something like: cutoff -> 0% color, 2x cutoff -> 10%, 4x -> 20%, 8x ->30%... 1024x ->100% This would cover 3 orders of magnitude, set the cutoff at 10ppm and you can differentiate up to 10240ppm on the overlay before reaching saturation. That's actually maybe a bit too much, about 2 or 2.5 orders of magnitude would be great. RoverDude might be able to help you with this, since that's how the resource maps are initialized, with a .png that has a range from 0 to 255 for each square on the map. edit: basically what I want: revert the process of going from 0-255 to a ppm value, but maybe to a higher range, and then dynamically take x-(x+255) range depending on what the user sets the cutoff (x)
  16. Is the color intensity of the resource overlay maxed at 255ppm? Because that's not really all that much, I set my cutoff to 500ppm or even 1000, and then only get solid colored spots. Would be helpful if that could somehow depend on the cutoff so I can still see optimal/suboptimal locations without having to change the cutoff all the time.
  17. SCANsat also uses ORS and is bundling the 1.1.0 dll with it's current download, just not in the ORS folder. But having both dlls loaded is working perfectly fine for me, no issues with any mod right now.
  18. See the problem is: I have a 1000 cost storage unit that holds 100,000 worth of resources when filled up. So 6x part cost puts the storage unit at 606k, and then removing the resources in the VAB leaves me with an empty 506k container, which is 506x up from what it was.
  19. I have a question about the part cost scaling: does it also scale resource cost? I have a lot of parts that are meant to be launched empty (resource mining) that are extremely expensive right now.
  20. There should be 2 debris vessels in the save, the 2nd one doesn't get low enough to trigger anything, but the Minmus Command Center Debris is causing the problem (as you probably have figured out by now). I did have another problem though, maybe you can find it in the log, one of the "station" vessels "Minmus life support" suddenly got destroyed on its way to minmus via the stage recovery system. I reloaded immediately and problem didn't happen again. Edit: And even though the messages say I'm getting money back, no money is showing up on my bank account. So I'm not getting infinite money from this bug.
  21. I got a piece of debris (used launch stage) in an orbit of about 25km Pe 80km Ap around Kerbin, and I'm constantly getting messages that the vessel was recovered or destroyed (deadly reentry no heatshield), but the vessel doesn't actually disappear, so it keeps sending messages. I have the persistent.sfs and the output_log.txt here: https://www.dropbox.com/s/40qshvvr0z37h3k/stagerec.zip?dl=0 (using a lot of mods, but the only ones on that vessel are realchute and deadly reentry.)
  22. Can we have times in kerbin days rather than earth days? Or at least some option to toggle between the two? 1.0.6 is showing orbital period etc. in earth days, confusing me every time
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