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DianonForce

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Everything posted by DianonForce

  1. I discoverd a strange behavior about COM and COP in KSP2, maybe anyone can proof it. As you see in the picture below, i build the same rocket in KSP2 and KSP1. In KSP1 it is so, thet the COP/COL stays at the same point, even when i empty one tank. Only COM moved. But in KSP2 the COP move exact the same amount as the COM. This result in, that CPP and COM are exactly at the same point on all phases in flight, what makes the rocket unstable und cause flipping. Only if i add wings to the rocket, KSP2 seems to work as expected. But COM schould move independent from COP even if there are no wings on the rocket, as far as i understand the physics right. Even that the COP sits on the exact same spot as COM schould be wrong in my opinoin.
  2. Hi, i hope you can help me. I build a starter plane with a tuboshaft engine. It flys okish with SAS, but as soon as i activate Autopilot, it rolls clockwise with insane rate and never stops. with autopilot on with autopilot on
  3. Ok, i found my mistake, i used SSTU Tanks and changed there size between the launches and also use real chute wich change the chutes because of the mass changes. Now i have a bunch of parts in my inventory wich i can not use anymore, will i get money when i discard them like when i recover them? It seems not.
  4. Hello, I'm new to this mod. I wanted to try it because it is recommended by KCT. Now I'm a little confused, I had a missile on the launchpad and made a static fire and recoverd it. Then I reload the craft file in the VAB and tryed to reuse the parts that are in the inventory, but I can't find a way to apply them all. Do I have to click each part once and select one from the inventory? Or is there some Button to apply all parts that ar avaibele in the inventory?
  5. I am running "VERSION": { "MAJOR": 2, "MINOR": 3, "PATCH": 4, "BUILD": 1). Did a quick test in Sandbox, seems to work like it should, in my 1.7.1 install.
  6. Hi, i have problems with black textures on certain parts too. I experiment a little the last days and could nail it down to the Spacelab_difusse texture of the spt\spacelab. I downloaded the old original mod in wich this texture exists as png and use them instead and the black textures disapered. I have no knowledge about making textures, so i experimetned a little with saveing the png as dds (dtx5) and got it to work. Maybe this information helps you. And sorry for my english, languages are one of my worse skills, even on my native language i have problems to write correct
  7. Hi, i loved your Service Module System and used it alot in my last save. I was happy to see, that you working on a refresh. So i give it a well deserved place in my current save. Unfortany i have a little problem with the abort sequence. If i triger the LAS engine and the decuple of the Service module with the abort action group, the LAS engine start fireing and a few miliseconds later the decouple happen. So the engines fuel is half burnd befor the capsule is seperated and so have not enough distance to the rocket to be save. EDIT: Ok, seems that i found my mistake. I also have to add 'toggle mode' in the AG's
  8. What i discoverd today, whenn you install Universalstorage (the clasic) alongside to US2, the Experiments will replaced by the ones from US (clasic) and work again. They are a little to big, so they clip into the Core, but its a workarround i think.
  9. I recognize that the Hydrogene Tank (one height) is a bit to big and clips with its sorundings, it also seems that the node is al little to high. The other 1 height Tanks (Monoprop) also seems to be a little to big, if you place them in one row above each other they clip into each other.
  10. a few weeks ago i had the same problem, with parts from Fuel Tanks Plus, after i switch the modulemanager.dll to a older version the error go away.
  11. Seems that this Mod have issues with module manager 2.6.21 and some mod parts (ex. launch escape system from SDHI Service Module System), so that the rcs effects on this parts will be allways on. With module manager 2.6.20 i don't have this bug, but then i have bugs with texture switching modules on other mods. So it is only a workarround for installations that have no mods with texture switching.
  12. I hade the same z-fighting issue. And also couldn't change tank setups and colors, the whole right click menu wasn't showing. I removed, Firespitter, Interstellar Fuel Switch ModuleManager.ConfigCache nothing helped, after that i reinstalled Firespitter and Interstellar Fuel Switch Plugins Firespitter from here (v7.2.0 for KSP 1.1 (PRE)) Interstellar Fuel Switch from the OP of this thread now all is fine again Hope this maybe help one with the same problem.
  13. it is right that the Shield has only 3 AS left after landing from 120km orbit to a 45km periapses descending?
  14. I have a little wish too. Can you pleas move the part a bit higher in teh tech tree? It feels wrong to get them bevore MK3 parts.
  15. Yes, i use the pod cover and fairings but i'm also using FAR, wich if i understand right, calulate drag on shape and not on values in a cfg. And also it work with same configuration with the headshields come with DRE. So i dont think it is a bug only with stock aero. Imho, it looks like the shields are upside down, so they work on ascending and not on descending. I will try this today. Edit: finaly it seems to work, i don't know why. I have throwing my test installation in the bin and updated a bunch of mods for my normal installation, after all, now it seems to work during reentry, still loses som AS during ascending, maybe because of an high AoA.
  16. OK, i installed last FAR branch today, the dockingport dosn't explode anymore at reentry. But still get strangs behavior during liftoff. On half of all liftoff the heatshild loses all or nearly all of his ablative shielding on the first few meters. And still dosn't loses any ablative shilding during reentry. output_bin.txt for analysis prupose Installed mods are: AnimatedDecouplers DeadlyReentry FASA Launch Clamps and Towers Ferram-Aerospace-Research ModuleManager-2.6.3 SDHI_ServiceModuleSystem What i have done: I have build a simple rocket SDHI Service Module on top of 2 LF stages and 6 SRB's. Launched all first time -> losing 60% of ablative shielding during takeoff. Revert flight to launchpad and tryed again -> dosn't losing any ablative shielding during liftof but also loses no AS during reentry. Revert flight an tryed again -> losing 80% of the AS during liftoff. Revert flight ... -> losing no AS during liftoff. Next revert ... -> losing all AS on the first 100m during liftoff. Hope annyone understand whats going wrong.
  17. Thanks for this Info. Seems i searched on the wrong end . I will try the new FAR dll today.
  18. I don't know why but i have extrem problems with DRE and the last masterbranch from github. Installed mods are: AnimatedDecouplers DeadlyReentry FASA Launch Clamps and Towers Ferram-Aerospace-Research ModuleManager-2.6.3 SDHI_ServiceModuleSystem The Heatshield loses Ablator from launch to 20km high (ca 800/1000 left), and on reentry it dosn't loses any ablator, don't even get hot (6.8K). Instead the Dockingport gets hotter and hotter during reentry until it explodes. Any Idea why this happens? For testing i have used the heatshield come with DRE. they dosn't loses any ablator during liftoff and losing only on reentry, but the dockingport still gets hotter untill it explodes.
  19. I play with it in FAR and DRE, but i must change the Heatshild to work with DRE. It seams that the new DRE serching for a difrent module so it dosn't modify the current heatshild correct to work with DRE correctly. Because of a now fixed bug in FAR i was thinking that the fairings are broken and made a Adapterring with stock precedual fairings if anyone intrested in, i think they will work under stock atmosphere as well.
  20. finialy it is back! my dreams come true Have you tested it under FAR and DRE?
  21. I fixed my problem by searching the files in treeview but this is very tidious and not what i mean. If you right click on a yellow entry in the treeview you can klick 'solve conflicts' and you get a new window. In this window you get the file that causing the conflict, the path where it come from and the path who it is suposed to be. The path where the file comes from is to short in my belive. I.e. for KWRocketry it is somthing like 'KW_Rocketry-2.7\KW Release Package v2.7 (Open this, don't extract it)' but the deciding part of the path wich follow behind this, 'GameData\KWRocketry' or 'Extras\OldFARFairings\GameData\KWRocketry' are missing, so you don't know wich file it is you want to keep. OK, now i understand why 'Solve all conflicts ...' can't work. I was thinking it looks for the path, but now this make no sense. Going to bed brings the best ideas. How will it be, if you check that the files are checkt in treeview, before reporting a conflict. If they are not checked there is no conflict. EDIT: Oh, and on more thing. If you have a mod that creates a configuration file in his folder and you deinstall it, the folde wich contain the configuration file is still green. If you now try to set a new destination path, KMA² keep saying, that the mod is allready installed. You must manualy delete the configuration file to get KMA² to work. It is possible to have a button like 'ignore that!' to get KMA² to ignore this and make what you want?
  22. If you understand it this way ... EDIT: Oh one more problem i run in. If the folder structure in a mod file are to large i.e. KW Rocketry, it become nearly imposible to chose thr right file for the solve conflict dialouge. Because the filenames, versions and the part of the folder structure you see, are exactly the same. Also KMA² has a problem too, if you chose the secound file and click the 'Solve all conflicts with this mod' KMA² checks the first file for al the other conflicting files. EDIT 2: I installed the new Version at the moment. I must smile as i see the new translation. Thank you very much.
  23. I already tried, but it's so tedious, because you must scroll the whole list by hand, a search field would make it much easier. I also tried to open the language file in a editor, but searching is even worst, because there are so many tags who have the same name like the values.
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