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kcs123

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Everything posted by kcs123

  1. It is hard to tell proper answer unless someone try it. Backup your game folders and install official version of KJR and give it a try. Knowing how ferram work, any fixes for IR should be included in official release, but I didn't tried it in game yet.
  2. I think there is few threads in challanges forum that were dedicated for kOS users. Unfortunately my free time is very limited, it prevents me to join in for some of those chalanges.
  3. Yep, i think that TweakScale is rrequired for those parts to work properly. Workaround is to either, edit original part config file or create custom MM patch like you did, if you don't want to use TweakScale for whatever reason.
  4. Coding require a lot of patience and can be frustrating when you run out of it, but it is also rewarding when you accomplish something with it at the end.
  5. Welcome to forums. There is some tutorials provided by Wanderfound, you have to search for his threads. Also, I have tried to point out some of design choices in my thread. Link is in my signature.
  6. Yep. KF have nice set of new available wheels. It is always nice to have more choices, but even more important is new plugin that KF provide.
  7. IIRC match shape option is only available when you attach second wind piece on existing one. I think that it does not work with control surfaces though.
  8. There is some piece of config files for B9 precooler, buried somewhere on forums when I messed with those several KSP versions ago. You can try to make comparison with stock precooler parts and make it to have some functions beside aesthetic. Take following with grain of salt, it was long time ago and I writting this from top of my head, but as much as I can recall, stock part can conduct heat from nearby parts slightly better than other craft parts of similar volume (fuel tank, structural). That way it helps cooling engine. For B9 part I was using electricity as required resource (simulating pumps and other cooling equipment) and option to switch it on/off. It can help if you put it just behind air intake or next to engine to cool those if you have overheating issues. Don't longer know if some custom edit of B9 precooler is still required for this effect or not. It is not much, but it can help slightly on some craft design if additional weight is not issue. Beside that it can also hold some fuel, so it does not have to be only aesthetic.
  9. Thanks for keeping those alive all that time in the past.
  10. You have option on each moving IR part to invert direction. Sorry, don't recall from top of my head exact name on part right click menu in SPH/VAB.
  11. IIRC each of chute have extra options to adjust weight and desired vertical speed when deployed, better material if temperature is issue, etc. Each option have it's own drawback - to add extra weight on craft. So, I don't think that anything is overpowered, but take that with grain of salt, as I was unable to check how things works in KSP 1.3 and even in previous version too.
  12. Have you considered to redisign your craft ? Put additional fuselage on craft to make it longer, having more distance between front and rear wheels. Put airbrakes behind COM, not in front or aligned with COM. On light aircraft like this, you should have lower springs on all wheels 0.1 - 02. for front wheel and 03.-04 for rear wheels. Damping with 0.4 up to 0.6 should be plenty for such light aircraft.
  13. Give Roverdude some time to organize stuff, he already have plenty on "to do" list. It will happen at some point in future,like it is anounced in this post:
  14. I think I was having similar issues in the past with place anywhere 7 Linear RCS. But issue was in my craft design because I didn't put RCS port to cover all possible rotation and translation direction. You need 4 ports in front and 4 ports behind COM for rotation, but also need at least additional 2 ports in craft nose and 2 in craft tail for forward/backward translation. Based on your picture, you have covered all rotation axes with ports, but what is missing is COM indicator and with only upper stage of craft to see if you realy have placed in front and behind of COM. From picture it should be proper, but it is hard to say. You also need to keep in mind that COM shifts as fuel being used and it can be shifted that both pairs of RCS are in front or behind COM at some point. Anyhow, it is was possible to have RCS rotation with place anywhere RCS, but that info is from older KSP releases, I didn't have time yet to properly start 1.3. career so things might be changed. And you are welcome, I'm glad that I was able to help.
  15. Docking Port Alignment Indicator mod might help you to solve issue before docking:
  16. If log file can be trusted, you have RCSBuildAid v0.9.1.39319, and your game is [KSP Version]: 1.3.0.1804 That version of RCS build aid is not compatible for KSP 1.3. m4v was lack of free time to properly update it. Use unofficial version instead: Some other errors from log file that might cause issues separated in spoilers: This one suggest that there is something wrong with toolbar: Something might be wrong with DMagic mod too: For this info from RT mod I'm not sure if it is harmless or not: There was also problem with scatterer, but this one might be harmles because error was expected and seems to be handled properly: Other than that, I don't see from log what could be reason of your issues. Start with checking mentioned mods and their threads, there might be updates for this mod similar as RCS build aid that were not listed in CKAN due to unofficial patch from other members or similar. Remember that CKAN is machine and team that maintain it doing their best to maintain metadata, but could not help much with unofficial releases and official one being marked as compatible for latest KSP version at same time. Therefore, if you have an issue, check if you have realy latest version of mod installed in mod thread on forums, github repository etc.
  17. And other "obvious" question, do you have enough monopropelant on craft ? SETI remove monopropelant from cockpits by default, so it is easy to forget filling those tanks. This is in assumption that you don't have other RCS tanks on craft. It would be much easier to discover what is going on if you provide screenshots of craft and/or log file. This thread might help you how to find log file:
  18. You have probably forgot this: But full crash log uploaded to some cloud could reveal what is going on much quicker, without blind guess.
  19. Sorry, have to ask, am I understand it properly. Is it just suspension without wheel ? If it is, than big thanks for making that, I was looking something like this for quite a while. There is always some workaround possible, but some crafts would be much easier to create if custom suspension is available. For example: On that Rocker Bogie rover, I have to create "chain" (those smaller IR exendraton parts attached between fromt leg and structural fuselage). (Sorry, don't have better picture.) Those were necessary to prevent over rotation of otherwise free moving parts. With custom suspension strut whole craft would be much more simple to create. One other thing that have poped up on my mind, while thinking of it. Would be possible to create "dead" zone for suspension, meaning, spring and damper forces from suspension strut would not be applied at all until certain force does not exceed "dead zone force" or length of extended/retracted strut does not exceed length limit. Don't know would be better to have force or length for "dead zone". Can that help with kraken oscilation due to game engine physics ? Meaning, unless certain force is not exceed, suspension strut would not try to compensate and hopefuly it would not add more to unwanted "phantom" oscilation.
  20. This forum is fine, I belive. @Steven Mading is one of active developers, but you might have better luck on github kOS repository where other devs are more active too.
  21. No, there is no official release for KSP 1.3. Even in 1.2.x. it was unofficial BETA release all the way. There is instructions couple of pages back how to download and install everything manually. Once it comes out from BETA it will be available trough CKAN, but also it can happen that another KSP release updates sooner, so nothing is certain.
  22. Game will always try to translate craft, meaning, it will turn on those RCS ports that have at least some thrust(force) that will push craft (translate) it in desired direction. While doing this, depending on position of RCS ports that try to translate craft in desired direction you will get also unwanted rotation. When you get unwanted rotation, game will again try to engage RCS ports that should provide oposite force that cancel rotation. Often, those ports provide oposite force from direction of desired translation, therefore also waste of fuel. Keeping that in mind, what you want in craft design process, to minimize rotation, idealy it should be zero, when you try to translate craft in any of desired direction. That is where this mod kicks in, giving you visual feedback, how much of rotation you get for any of translation direction. By placing RCS on symetrical distance from COM, or changing thrust maximum for each RCS port, you can achieve zero rotation or near zero rotation for all translation direction. I'm saying near zero rotation, because you have design craft very carefuly in a way that COM does not shift at all when you drain fuel and other resources. Also, having zero rotation for any given translation, does not mean that you would not rotate craft with RCS at all. It yust mean you didn't waste resources on rotation that you does not want.
  23. Few pages back and couple of months ago, I tried to explain it to other user:
  24. @V8jester, thanks for reposting proper install order again, things get buried quickly here. Small info about IR Sequencer, it is recompiled for KSP 1.3., so might be good to edit your post.
  25. Take care of any personal issues first, any family issues second and work on mod when you grab some free time and when it provide at least some fun creating it. All other users have to be patient and wait for update, no matter how "essential" this mod is in creating properly balanced craft. Take your time and do moding when you enjoy doung it, otherwise you will suffer from burnout effect.
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