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Everything posted by linuxgurugamer
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Sarbian, I'm not sure this is possible, but let me throw it out there: I'm using the Ascent Guidance part of MJ. However, I do different things with different ships. For example, my satellite launcher limits acceleration to 15 m/s, but one of my manned launchers limits it to 40 m/sec. Also, the ascent path is somewhat different for each. Is there any way to do one of the following: 1. Save current settings with the craft itself or 2. Have a way to save multiple MJ config settings, so that when I load a craft i can then load the appropriate MJ config Please take this as a suggestion, it's still great the way it is. Thanks LGG
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Well, it might help if you give some specifics. Also if you did some reading of past posts! The new aero works with MJ. Your problem is that you haven't set the parameters properly. Maybe if you give some specifics, we can provide some help. To start, you are probably accelerating much too fast, and MJ is starting the turn because you are hitting the default limit of 100 m/s at a very low altitude. Try limiting your acceleration to 15-20 m/sec and see what happens. If you don't like it, then don't use it. But don't come here and insult authors who put their own time into these mods. It works, you just have to learn how to use it again since the new aero changed a lot of stuff LinuxGuruGamer
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Contract Pack: Advanced Progression - REPLACED
linuxgurugamer replied to tjsnh's topic in KSP1 Mod Releases
Take a look at the Unmanned Contracts, it has a number of impact type missions LinuxGuruGamer -
Ninjahgoblin, it sounds like a couple of things here: 1. Your rocket is somewhat unstable, and when it tilts to 5 degrees, it just can't maintain that. 2. Try limiting your acceleration to 10-20 m/sec as mentioned in other posts. Also, try increasing the speed at which it starts the turn. LGG - - - Updated - - - The large rockets may have enough gimboling to compensate for the lack of fins LGG - - - Updated - - - Are you running Remote Tech? LGG
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For me, the problem was that the ascent profile started when the speed was hit, which was pretty fast for the rocket I was using. My solution was twofold: 1. Increase the speed in the Ascent Profile where it would start to lean 2. Reduce the acceleration of the rocket (it was pretty overpowered) LGG @sarbian, ignore any messages about the ascent profile for now. I'll see if I can keep my eye on this thread and respond as necessary to those, since it is actually working properly, people just don't understand the new stuff. and thanks for all the work you do on this and other mods
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[1.0] TurboNisuReloaded - Stock-a-Like Parts Pack [06/05/15]
linuxgurugamer replied to a__gun's topic in KSP1 Mod Releases
Your "last updated" date is wrong, it says: last updated 06/05/15 I suspect you meant 5/5/15 -
Ok, my turn for a bug report:-( I installed Mechjeb 2.5.1 on a clean install. Everything was installed fresh. This is running on Linux, 64 bit. First problem: I have gotten to the point where the Ascent Guidance is available. So I have a mission to recover something from orbit. I get on the launch pad, go to the orbit view and make the object my target. In normal time mode, the option to launch to intercept isn't there. What's really weird is that when i go into time acceleration mode, it suddenly shows up, although with a 0 in the entry field. When I slow time back down to normal, it goes away. Second problem (this may not be a problem): I set everything up and hit "Engage autopilot", and the engines immediately turn on and it takes off. I'm used to it waiting until I hit the space bar to initiate the launch. Third problem, and this is a doozy: It seems to totally ignore the ascent profile, and starts leaning over starting around 500 meters or so. I tried editing the ascent path, no change. In Automatic Altitude turn, the Turn start altitude is 8.4 km. In manual mode, I set the turn start altitude to 8 km. Didn't seem to make any difference The rocket consists of a main stage from the NovaPunch mod, and two boosters from SpaceY I'll be trying the same thing on Windows later this evening, I'll update this or post another message with the results of that using the same setup. Edit: Restarting the same solved the problem with the ascent guidance launching to a rendevuez, but the leaning still starts at 500m I'm running nuFAR and DRE, if that makes any difference. Edit 2: Same issue on Windows, it starts the turn at 500meters altitude On both Linux and Windows, it seems to want to get to 45 degrees ascent as quickly as possible. Edit 3: I was going for a 90 km orbit, not sure if this helps.
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
linuxgurugamer replied to Tiberion's topic in KSP1 Mod Releases
I just tried this (Mechjeb & Engineer for all) on a Freya command module. It looked ok. What level are you up to in your science? -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
linuxgurugamer replied to Tiberion's topic in KSP1 Mod Releases
He is referring to a specific mod called "MechJeb and Engineer For All". It is adding mechjeb and Kerbal Engineer to all command pods without the need to add the parts. It's actually pretty simple, it's simply a MM cfg file: http://www.curse.com/ksp-mods/kerbal/221500-mechjeb-and-engineer-for-all/2235984 I haven't yet installed NovaPunch yet on 1.0.2, although it is one of my favorite mods, I was trying out KWRocketry. I'm going to be installing it later today, if I see anything I'll come back and post here. FYI, Mechjeb was just updated to 2.5.1; the previous version didn't support 1.0.2 fully, the new version seems to have better support -
[old thread] Trajectories : atmospheric predictions
linuxgurugamer replied to Youen's topic in KSP1 Mod Releases
The version on Kerbalstuff is still 1.1.3 Thank you so much for the update. Installed and testing now. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
linuxgurugamer replied to ferram4's topic in KSP1 Mod Releases
why not set up a new game in sandbox mode and test the rocket in there?- 14,073 replies
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Hi, First, allow me to express my thanks to you for all this work you've done. You certainly make the game more enjoyable to play. I've enabled the StockPlus in the StockPlusController.cfg file I have a concern in that when I install the next update, whenever that will be, that this will be overwritten, and I'll forget to turn it back on again. Given that I have a large number of mods installed, and also play on at least 3 different systems (Windows, OSX and Linux), I am concerned that I will remember this. Would you be able to do one of the following: 1. Make this an option which can be set in the configuration during runtime or 2. Check for the file outside of this directory tree or 3. If the file isn't there, assume it is disabled and then delete the file from your release. If the file IS there, follow whatever is in it. This way, if I put the file there, it will be honored, but if it isn't there, you will have the same results as if you had stockplus disabled in the file Thanks
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[1.1] RemoteTech v1.6.10 [2016-04-12]
linuxgurugamer replied to Peppie23's topic in KSP1 Mod Releases
OK, thanks. I'm playing with RT for the first time, and wasn't sure where the change had occurred. Just finished setting up a comm network around the Mun, now to do the same around Minmus LGG -
[1.1] RemoteTech v1.6.10 [2016-04-12]
linuxgurugamer replied to Peppie23's topic in KSP1 Mod Releases
Does the current version of RemoteTech disable the ability to retract solar panels? -
LLL - Lack Luster Labs - Development Thread
linuxgurugamer replied to Lack's topic in KSP1 Mod Development
Let me know if you would like someone to help test. I love this mod (well, I like it a lot), and would like to see it continued. LGG -
Starwaster, Thank you so much for updating this to 1.0 I hope I'm not pushing a button here :-) (I accidently pushed someone else's button when I mentioned CKAN, if this is an issue, please accept my apologies in advance) CKAN, while it seems to know about v7.0.1, doesn't think it is compatible with 1.0 yet.
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Greetings, I've been emailing with CaptRobau about setting up a contract pack for OPM. I would like to get in touch with someone (more than one is fine) who would be willing to test them for me. Requirements would be that you have to install ContractConfigurator, and RemoteTech, while optional, would be nice. In fact, I'd like to be able to test the same contract both with and without RT. Please contact me via PM if you are interested. Thanks
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The Columbia disaster occurred because a piece of foam punched through the ablation to the wing surface below, so that the wing surface was directly exposed to the heating. It quickly burned/melted through into the interior of the wing, and kept building and enlarging until the ship was uncontrollable. They saw that during the initial part of the reentry, the rudder was compensating for the excess drag on the wing, and kept doing so until the excess drag was too much to compensate for.
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Repair contracts
linuxgurugamer replied to Szkeptik's topic in KSP1 Suggestions & Development Discussion
Very good idea, I'll chat with nightngale about doing this with the ContractConfigurator