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Leszek

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Posts posted by Leszek

  1. Hello and sorry to bug you.

    I have a bug report.  I don't know if you are aware of it, I did search for it but only found a link from 2015 here.

    I haven't noticed this bug before fairly recently which could mean that it has come back or that I am just oblivious.  Anyway, the HLR-ZOID solar panel seems to only get power when it is edge on to the light and not face on like one would expect.

  2. Ahem, a more serious answer is that you can probably use Korpernicus to make Kerbin 100 times larger that it is or about 10 times larger than the earth. 

    However there would be no real point to it.  You will not be able to orbit such a world without still more custom mods.  All you can do is more or less vertical sub orbital flights.  This would be very not fun and get old fast.

    Since the point is to make a flat earth making a mod to give your ships enough delta-V to orbit such a world would be pointless.  Conflictingly this would be the only way to make that flat kerbin playable and therefore the mod worth making in the first place.

    Such a mod would be useless for proving anything, or doing anything.  Really very pointless.  Therefor if you want such a mod, you are going to have to make it yourself or pay someone to do it for you.

    Now if you think this assessment is not correct, you will have to be more specific about what your goals are.  Why do you want such a mod, what do you hope to gain from it?

  3. 10 hours ago, 5thHorseman said:

    I 2nd RCS Build Aid, which doesn't sound like it'll do what you want, but it does. The visual representation of torque on the screen is much easier for me to relate to than a number.

    I have just gone and had a look at a YouTube demo of that Mod and I think I will have to give that a try as well.  Thanks to both of you for suggesting it.

  4. Thanks to all who answered.  This last post is the ticket for my needs.

    Quote

    Normally the animation of the CoM isn't off. But you are burning fuel by which you are shedding mass as you expel it by using your engines.

    Just to be clear, it is not that it is off, it is that it isn't accurate enough for my needs.  You have to eyeball when they line up and you are usually still off a bit. 0.09 kNm on my last design it turns out.  But the CoM and the line of thrust are not near each other and visually they look lined up perfectly.

    Quote

    This is what the TORQUE column is for. Use the translation tool ('2') in precision mode ('c') to slide your engine around till the torque is 0.

    That was easy.  Thanks very much.  One of those fun times where in I am glad I was just oblivious.

  5. So here is the deal.  My ships are very functional.  In particular they have science experiments all over the place.  I do my best to line up the thrust and the center of mass and get them as close as I can with that little visual indicator they give you in the game.  However the accuracy of this indicator is such that they are normally off a bit.  This can cause problems, especially with probes being driven by RT where the flaw can be fatal to the mission.

    I can do things to mitigate such as setting the throttle limiter but it would be great if I had some more accurate indication.  I can't seem to find any indication like that in KER and I don't even know if there already is some sort of tool for that that I just don't know about.

    Anyone have any ideas?

  6. 15 hours ago, Brigadier said:

    I believe that they're under the payload tab.

    To be more explicit, there are two types of fairings, ones that can jettison and ones that can't.  The ones that can't don't have any staging, they are just there.  The two sets of fairings are under different tabs.  I think Brigadier is right, one is under the payload tab, and I would guess one is under structure?  I can't remember right now but it is easy to find, if you add a set of fairings and don't get a staging icon, those are the non staging fairings.

  7. 1 minute ago, JPLRepo said:

    Correct. Seeing how it hasn't been updated for 1.3.1 I wouldn't expect it to.

    OK so it is not just me.  Good to know.

    Not sure if I am reading a bit into that answer but lots of mods work in 1.3.1 that are for 1.3 and I can't know if it is the 1.3.1 update by itself, or if this mod and another and the update is the cause, or if I made some mistake in copying files from Steam over top of my 1.3 without deleting my 1.3 first.  ETC...  If I was the only one with the issue then it changes what I need to do to get it fixed.  Since it seems I am not the only one then I don't need to worry about troubleshooting it. 

    I was not being dense.  And the only reason why I cared enough to even ask is because this is one of those mods that I really like and I think are really great.  Hence I didn't just start a new game without it.

     

    And I am sorry if it came off as me being dense.

  8. Hello

    Just some feedback.  I don't know if it is just me, or maybe I am just an idiot....

    The new Soyuz seems to be a bit useless.  Namely because I have never yet had a chance to use it.  I don't know if I am the only one who plays on hard?  but it is sooo far down the tree that my career is over  with probes all over the system and I am starting a fresh game before I get there.  It bothered my on the old Tantares that almost never flew the Soyuz with the right solar panels but now I can't use it with the right rocket either.

    Might I suggest the parts to make Sputnik (R7) version be available at the old tier and the parts to make Vostok the next tier.  The the ability to do part upgrades you can even nerf the engines a bit at those tiers.

    Unless I am the only one, then I guess it doesn't matter.

  9. Hello Beale

    I have noticed the config files need some work since 1.2.  The parachute configs, engine configs, categories....

    I went back a few pages and didn't see anything mentioned about it.  (Probably mentioned the page before I stopped looking LOL.)

    I have already modified a parachute config and tested it and would be happy to help update the files if you want and if no one is already doing them.  If you are cool with that, I currently have version 37.1 and could start working on parachute configs today. (Or whichever.)

  10. Your orbital indicator with Kerbal Engineer makes it clear you have a 600 KM kerbin since you can never have a PE of less then -600.  A number of other factors make it clear that Kerbin has a 600 KM diameter.  For example I regularly put satellites in 1K orbits.  1.5K orbits and so forth.  This would just be about one radius out from the planet on a 1 200 KM Kerbin but they are obviously much farther out than that.

  11. RT Feedback.

    I went back a couple pages looking for this, I am sure it has come up before.

    None the less...

    The flight computer desperately needs to know when it has missed a node.  If you get to the planned DV spent and are more than 10 degrees off the node cut throttle now.  As it is the craft will start to spin until it runs out of power in the most frustrating way.  Several game years to get there, careful planning of all the DV.  The flight computer has hit all the nodes up til now close enough.  And then WAM, sorry it is all wasted.  This thing will spin pointlessly until it is out of fuel while you watch helplessly.

    The worst part, its sister probe on an even longer mission is probably going to fail the same way.  There is nothing I can do about it.  My whole days work is pointless.

  12. The control issues I have with the N1 is that it is impossible to stabilize the gravity turn. (Keep in mind I do proper gravity turns.)  The rocket keeps wanting to flop all over the place and there isn't anyway to null it out.  It used to be fine.  But now I can't use it at all.  I wonder if it is the 64 bit version of the game that is causing it? Putting grid fins on the bottom stage might help, but then the second stage will flop all over the place.

    All I do know is that I have stopped using the N1.

  13. On 2016-06-23 at 7:53 PM, Beale said:

    Whoops! I will remove them.

    Unfortunately some mod support has fallen out of date over many versions. It is one of the parts of the mod that I have not had the ability to keep up to date (I have relied mostly on the very kind and appreciated work of others). 

    There are updated Station Science Configs back on page 405 of this thread.  They are up to date and confirmed to work.  You never added them so I figured you were not interested.

    Contents of the _Extra_StationScience.cfg file.  The other file I had on page 405, is no longer needed.

    Spoiler

    @PART[Vega_Crew_D]:NEEDS[StationScience]
    {
      MODULE
      {
        name = StationScienceModule
        moduleName = Station Science Facility
        requiredTrait = Scientist
        ConverterName = Research Lab
        StartActionName = Start Research
        StopActionName = Stop Research
        AutoShutdown = false
        GeneratesHeat = false
        UseSpecialistBonus = false

        INPUT_RESOURCE
        {
          ResourceName = ElectricCharge
          Ratio = 0.00138888888
        }

        OUTPUT_RESOURCE
        {
          ResourceName = Eurekas
          Ratio = 0.00027777777
        }
      }
    }

     

  14. Just now, Robotengineer said:

    Wooo! Just missed it, but was able to rewind webcast. If they stick a few more landings, and start flying re-used stages, this is going to get horribly boring.

    And that is a good thing.

    Though I am not sure it will get boring.  I like to go watch ships dock at the local port, they stick those every time and always re-use the ship, still not boring.  Depends on who is doing the watching.

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