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Everything posted by Diddly Feelerino
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[1.1.3] TAC - Life Support v0.12.2 - Release 03 JULY 2016
Diddly Feelerino replied to danfarnsy's topic in KSP1 Mod Releases
It seems to do so aye. And no, the number has remained at 4 Kerbals everytime.- 200 replies
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[1.1.3] TAC - Life Support v0.12.2 - Release 03 JULY 2016
Diddly Feelerino replied to danfarnsy's topic in KSP1 Mod Releases
I installed the latest version of TAC LS (1.1.2/0.12.1 updated last week). I have the latest of Planetary Base mod also. The only resource used outside of TAC proper is "organics", which is utilised by PBM. I will delete both, reinstall and see where that leads. PS - I should reiterate that it affects craft travelling at high warp only if you don't focus on them. I know this is abnormal as I had a Joolean mission of 5-6 years and my resources were absolutely fine - maybe 30% loss in total. Now when I run the supplies are AT 30-40% by the 3rd year. Something is amiss......- 200 replies
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[1.1.3] TAC - Life Support v0.12.2 - Release 03 JULY 2016
Diddly Feelerino replied to danfarnsy's topic in KSP1 Mod Releases
But I haven't upgraded from the last install before this problem occurred. It doesn't happen when you focus on one craft (but it affects the other two travelling alongside if you aren't focusing on them when you warp).- 200 replies
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[1.1.3] TAC - Life Support v0.12.2 - Release 03 JULY 2016
Diddly Feelerino replied to danfarnsy's topic in KSP1 Mod Releases
I dunno if it's TACS' latest release or Planetary Bases, but it seems that when you have more than one vessel travelling for lengthy periods the recycling systems don't appear to work as well.... I have 3 ships en route to Sarnus (OPM), with 2 mini greenhouses, a water recycler and o2 recyclers. The oxygen is running out around 3 years in everytime (that or food) - which makes no sense considering that in prior missions with only 1 ship (to the same specifications) I was able to travel for 6/7 years with only a minor dip in my oxygen or food....- 200 replies
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I dunno if it's the modules for this mod or TACS' latest release, but it seems that when you have more than one vessel travelling for lengthy periods the recycling systems dont appear to work as well.... I have 3 ships en route to Sarnus (OPM), with 2 mini greenhouses, a water recycler and o2 recyclers. The oxygen is running out around 3 years in everytime (that or food) - which makes no sense considering that in prior missions with only 1 ship (to the same specifications) I was able to travel for 6/7 years with only a minor dip in my oxygen or food.
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Just to prove my point, here is the SSTO above with extra accoutrements (namely science equipment, solar panels, batteries and TACS supplies) landing on Laythe and returning! Take off and landing were a nightmare (with the current "ice" traction and excessively bouncy wheels) but it works, with lots of fuel to spare! See below;
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Navball Upside Down?
Diddly Feelerino replied to Diddly Feelerino's topic in KSP1 Technical Support (PC, modded installs)
The docking port was upside down - sorted it now thanks =D -
Navball Upside Down?
Diddly Feelerino posted a topic in KSP1 Technical Support (PC, modded installs)
In the title; I've noticed that in some loadstates my navball appears to be oriented upside down. Now this is on a planetary surface - also as a result all the controls are inverted, confusing me (especially as I'm trying to takeoff from Laythe and the bloody controls are upside down). I should note that on the entry landing the navball was the correct way up.... Here's a picture here; Is this a common bug? Don't get me started on the ice skate wheels/excessive bounciness flipping my aerodynamic SSTO forward on takeoff/landing...... Thanks for your time! -
Hi, just replying. Yeah, the plane still bounces, flipping forward. Moreover, the landing seems to force the plane to totter forwards on the 1st landing gear, which then shudders/rubber bands then the plane breaks up. It really seems like a bug. Coming in well below 100m/s horizontal speed and good vertical speed.... I should also add that if I take off at speeds above 100m/s the landing gear is "overstressed" and either 1 or 2 of the landing gears will be destroyed (although I still achieve lift). What is going on???
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I've ended up tweaking the dampeners to 0.6 and the springs to maximum. The craft appears to be much more stable now (albeit still a bit jittery on landings). If the problem persists I will keep you posted, thanks!
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Hi GoSlash27, I am wondering if a consistent problem I'm experiencing is caused by an ingame bug? My plane keeps flipping on landing, and the landing gears are more of a hindrance than a help. Wonder if you could glimpse at the thread I made (contains a video displaying the problem) and tell me your thoughts. Thanks =/
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I found this in my search. Maybe it's a bug post 1.1?
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No, the gears deploy fine (and it says "gear blocked: no"). When landing the front wheel always "shudders" or rapidly glitches, moving from its original spot. Could it just be slightly clipping maybe, with the suspension on landing impact causing it to become a stick?
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In the title lads. I have an SSTO I've built to land on Kerbin and/or Laythe. It works and performs brilliantly (reasonable rate of turn, good lift and enough fuel for take off into orbit, as tested on Kerbin). I have one problem though. No matter what I do (or where I put the landing gear), on landing the aircraft flips forward. It's particularly odd, given that I don't have brakes on, the lift is generated just behind the centre of mass and the weight is concentrated in the centre to rear of the craft (not the front). I've prepared a small video demonstrating the issue (trying to land again and again on Laythe, bouncing almost every single time). If you're wondering about the terrain it's immaterial - the bouncing problem is apparent on the KSC Runway too. Any ideas on how to solve this? =/ PS - The video is below, just click on the spoiler link!
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EDIT - Empty post, delete plz
- 12 replies
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Thanks lads =) Aye it works well - my only problem is that it only has a few minutes of fuel for a return entry - meaning you had best prepare your landing as close to land as possible =P
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Allright lads - I'm in the midst of preparing a Laythe landing (and as a consequence been preparing a Laythe landing vehicle). With time and patience I've finally managed to create an SSTO, both capable of flying into Kerbin/Laythe's atmosphere and out. Been tested so far on Kerbin - able to get into a circular orbit of around 70-80km it seems, with enough fuel to return to Kerbin (or reach the orbital vehicle/refueling station, depending on need). Here's a pic or two =) Try not to land on water - guarantees appear to be voided in that case....
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Allow me to clarify - by that I meant the Neidon textures seen in your profile picture there. At present they appear to not be visible on the map. Will they be added? For example, this is my current Neidon texture using your latest release;
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I removed OpenGL and the problem is gone. Thanks!
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Just messaging to ask if this is normal? On Jool there appears to be a second odd layer above the atmosphere, which really sticks out. See here; Any ideas? I should note that once you come very close to the atmosphere it goes away (see below);
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I have another question - when will the glorious Neidon textures be available for use? Not only that, but the Urlum and Sarnus equivalents as well? They look magnificent!
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Hyperion I - A Mission to Moho (and Back)!
Diddly Feelerino replied to Diddly Feelerino's topic in KSP1 Mission Reports
I'm glad you enjoyed it! I'll soon be preparing for my Laythe landing mission if you'd like to see that. Not long after will be my Tekto mission (OPM mod). I've tested the aerobraking capabilities of my slightly modified Titan Orbiter and it appears to work quite well (managed to dip into Eve atmosphere of 75km at 4500m/s, achieving orbital capture without flipping). So I'll try and keep you posted!