Knacky
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Everything posted by Knacky
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Today I'm building a superheavy vehicle that will install my future Laythe ground base. It carries a central rotating section that will be able to hold 3 ground base modules (or any other cargo stuff) that can be dropped on the ground smoothly by lowering the suspensions, and this whole central section will rotate like a gun barrel. Another advantage is that the front and the rear of the vehicle can rotate freely individually, so the handling is pretty good on irregular ground. I wanted some original driving so I made a pendular and extendable suspension system (with Infernal Robotics Rework parts : Extendatrons and Bearing Rotatrons). And that works pretty good !
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Knacky replied to sirkut's topic in KSP1 Mod Releases
@V8jester Thank you for your help ! I've been wondering why it didn't work for days, I was convinced it was a KJR issue, but finally the problem came from the door weight. Some B9 HX parts kept their original mass (the HX1-UH Hollow Module, exactly) even if I modify it in the cfg file. So I took the tank part that looks the same and I could change it. I first tried to change the mass of the door parts to 0.0 but THIS IS NOT A THING TO DO : it made the door wobble a lot and explode every time. So I set the mass of each door part to 0.06. Now it's pretty stable and very light. Then I used your advice, Jester, and combined the power of 3 Pivotrons, without needing a beam. Finally, I used a Rotatron for the lower part of the nose that becomes a ramp. Looking cool, isn't ? Thanks again for your help ! -
Unfortunately, I have already try everything you're talking about... I tried so many things that I have no more ideas... But I don't give up, I absolutely need this mod ! So... Today I'm gonna have another epic battle with my mods to make them work ! Here's the "baby" I'm working on (114x82x40 meters) : It can VTOL, and weighs more than 11000 tons (but I use unlimited fuel this time) and has the fattest cargo bays you've ever seen. But... I can't open it without IR !
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Knacky replied to sirkut's topic in KSP1 Mod Releases
Well... I tried everything you mentionned, guys. But I still can't make it work. - I uninstalled IR and KJR and reinstalled it according to the process described on the previous page. - I checked the autostruts. The door I want to open is not strutted at all, neither the hinge. (see screenshot below) - I tried with original and reworked parts. Same result. - I removed all the landing legs and wheels. What am I missing ??? That annoys me A LOT because I can't build anything cool without that mod ! When I spawn on the runway, the door falls like it's not even attached. The part of the door that is in contact with the hinge move erratically and explodes. (see 2nd screenshot) I also modified the parts of the door so their masses are all set to 0.01. So the door shouldn't be very heavy. I use procedural wings so I can't change the mass of the wings, though. Could "rigid attachment" change anything to it ? I didn't set it on. I'm running out of ideas... EDIT : I identified a part that contained LFO so the door was not quite light, now it is. I also removed the front wings, they make it wobble terribly. The door parts seemed no to be attached between them, so I added a stock strucural part between the hinge and the door, and now the door parts act normally. But it still seems too heavy for that hinge... even if I set BreakingForce and BreakingTorque to 1000000 on the hinge. Now the door opens a bit, but as you can see, it can't reach 90° at all... -
Same here !!!
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[1.7.x] ReCoupler - Monocouple your bicouplers!
Knacky replied to Booots's topic in KSP1 Mod Development
Yeah ! That's nonsense that they did not include any recoupling option. It gives so much more possibilities ! -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Knacky replied to sirkut's topic in KSP1 Mod Releases
Hi guys, I'm having serious problems to make IR work, and I spent a lot of hours to do so, in vain. I'm building a very big spaceship with a VERY HUGE cargo bay, made essentially with B9 HX parts. And the cargo door is supposed to open from the front. Here are two screenshots (closed and opened) so it'll be easier for you to understand : In this version, I tried with 3 door hinges (for the top and the sides) and a rotatron (for the lower end of the nose, so it becomes a ramp). I also tried with gantry rails, adjustable rails, pistons... Nothing works. Actually it works in the SPH/VAB, but once I launch it, the parts attached to the moving parts hang from the hinges as if it weighed tons and tons. If I activate the movement, it wobbles a lot, explodes, and the IR parts don't even seem to move. I tried to change the mass of the parts to make it extremely light, but it doesn't change anything. I followed the steps described in the previous pages for the install. The IR version of KJR solved a problem I had on another contraption, but it changed nothing on that one. I precise that I also use the very useful ReCoupler mod. It causes problems with my design because it attaches the door parts to the main body (but I can disactivate the unwanted links when in flight). For your information, Booots (ReCoupler's author) is developing a new version of the mod since I told him about that. So, the next version of ReCoupler won't attach parts that have moving parts attached to it. And last thing : I tried with and without autostruts, and with and without rigid attachment, with no better results. Same thing when I use the KJR version for IR, the normal version of KJR, or no KJR at all. Any idea, anyone ? I need help ! That is such a pity that KSP doesn't include stock animated parts. Opening a door shouldn't be such a big deal ! -
[1.7.x] ReCoupler - Monocouple your bicouplers!
Knacky replied to Booots's topic in KSP1 Mod Development
Hi Booots ! Thank you for your answer and explanation. That's a lot clearer ! I didn't even noticed that the buttons were functionnal in flight... I'll try to explain to you what i'm trying to do. I'm actually building a HUGE vessel with a dementic cargo bay that will transport a whole planetary base that will be unloaded from the bay by several vehicles. I already built the vehicles, and i'm starting the vessel's building, so it's not a definitive design at all. My idea is to open that bay from the front of the vessel. For that, I use 3 doorhinges (from Infernal Robotics mod) to open the door, and a rotatron to flip the bottom part of the nose, so it becomes a ramp. But screenshots will be more useful : So this is the front of the vessel, when the door is closed : And here it is when I open it entirely : Seen from the side : And there come the problems : when the door is closed, ReCoupler joins the door parts to the vessel's body. So the doorhinges don't work anymore. Actually, they don't work at all, it only works in the SPH for the moment, because the last version of IR still has bugs with KSP 1.2.2 and KerbalJointReinforcement mod. But that's another problem i'll solve later. ^^ EDIT : I precise that the bay is made with a B9 HX mod part that is call HX4-UH Structural Module. It's possible to edit the attach nodes of that part in the SPH/VAB. You can choose, for each side, how you want to place the nodes : 1+1 vertically, 1+1 horizontally, 2+2, 1 at the bottom and 2 at the top, or 1 at the top and 2 at the bottom. I chose this last option, so the blue and yellow parts on the last screenshot are not even supposed to be attached because there's only one central node. But ReCoupler seems to ignore it completely (Note : the default option for the nodes is 2+2). I think that kind of configuration is quite a big deal for ReCoupler to understand what I want to do. lol. Here's a screenshot of the nodes i'm talking about. EDIT 2 : And here's a screenshot of what ReCoupler does when I remove the central parts from the nose : -
[1.7.x] ReCoupler - Monocouple your bicouplers!
Knacky replied to Booots's topic in KSP1 Mod Development
Hi guys ! I think I have an issue with the mod. I'm running the 1.2.2 version of KSP and the 1.2.1 version of ReCoupler. The problem is that I see the R/C icon, the window opens, i can "show recoupled parts", but the "Remove a link" and "Reset link" are always grey, i can never click on it. I can click the Apply button too, but... what does it apply ? And what about "Radius" and "Angle" settings ? What is it for ? Thank you in advance for your help. I'm completely lost, i surely miss something but I can't find a tutorial about it. My project is stopped because I can't go on without removing a link I don't want. -
Well, actually it's the first time i realize such a big project. I suppose that the amount of fuel my vessel carries is so huge that it could orbit Eeloo and come back quite easily. For the moment, i want to try it with a near target (Eve), we'll see how it works. The problem is that I don't think that my flying buggy or my glider will have enough fuel to return into orbit around Eve and dock on the main vessel. Same for my Gilly's exploration vehicles. But i'm pretty sure i'll be able to save the Kerbals that will stay in the main vessel orbiting Eve. It's surely possible to come back to my station around Mun.
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Here's my huge fuel space station. 1467 parts and 1689 tons for the moment. I built it in 4 times : the in-line core with many RCS tanks, then the fuel tanks, then habitable modules, and finally more fuel tanks. On the picture you can see my Kethane Tanker on the right. It can land vertically on Mun, drill the ground to fill its tanks with Kethane, and take off to dock on the station again. This is pretty long to fill the whole station with fuel (almost 20 station-Mun-station trips). On the left, you can see my huge interplanetary vessel, that holds 4 exploration vehicles (2 for Eve : a flying buggy with caterpillar tracks, and a glider - 2 for Gilly : a landable laboratory that can deploy a tiny flying vehicle). It lags so much that it takes hours to fill all my vessel's tanks lol. At the moment, it's almost completely filled up. Time for interplanetary trip is approaching !
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1467 parts and 1689 tons for the whole thing. I just love my baby... :') On the right, you can see my Kethane Tanker docked to my station. It can land on Mun, drill the ground to fill its tanks with Kethane, and take off to join the station again. On the left, you can see KIEV I, for Kerbal Interplanetary Exploration Vessel One, a huge ship that holds 4 exploration vehicles : a landable laboratory that will land on Gilly and deploy a mini-plane thrusted only by RCS engines to explore it, a flying buggy with caterpillar tracks, that can deploy its rear spoiler to become a plane, and finally a very wide glider that will be able to fly for long distances without using its engines. Both of them will land on Eve to explore it. Another view from a different angle.
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Well... It seems the problem has been solved by itself... I really don't understand : I had this bug for two days and tried everything, and finally, when I took the last screen of the previous post, I realized that it just works. :| Maybe it needed a game restart, I don't know... Now let's attach these exploration vehicles to my interplanetary ship ! :] Sorry for that unnecessary first post ! ^^' And long live KSP !
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Hi guys, I have an annoying problem that I can't solve. First of all i'm using a few well known mods : Kethane, KAS, KW Rocketry, B9 Aerospace, SelectRoot, SCANsat and Catterpillar Tracks. My problem is that I have just build a glider that holds a rover that is upside down under its belly. When I eject my rover, a parachute open on the nose of it to slow its fall, and I put landing pads on its back so when it touches the ground, it always falls on its catterpillar tracks and is ready to use. BUT, when i get into the rover, everything works except the catterpillar tracks... I noticed that when I save the rover only and launches it without the glider, it works perfectly. I checked all the available options for the tracks, there's nothing useful. I tried to select different parts as the root part, but it doesn't change anything. And I use stock separators between the glider and the rover. In the past I've already succeeded in building a droppable rover, and it worked very well. I don't understand where the issue is in this case. Can someone help me please ? I really need it to work ! Here are screenshots of my creation :