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Raptor22

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Everything posted by Raptor22

  1. When will you release the shipyard? You have it in your pictures for the carrier vessel expansion, and it looks pretty complete in there. Could you not make a pre-release?
  2. Yes, I know about hangar extender. I (*think I*) know how to build it. The only problem is that it's a pain, and it'd be nice if someone could just post a file.
  3. Could anyone post a basic craft file? Even with hangar extender, I have a really hard time putting this together, and I have having to eyeball everything. It'd be nice if someone could post a basic craft file (just the parts from the mod, no BD armory, etc.) to be used as a template or something? That'd be awesome.
  4. So, half of you say it works and half say it doesn't... perhaps it's a conflict between mods. *sigh* I hate how almost every update puts these mods back at square one.
  5. Any thoughts? @Avalon304, do you think my theories might be what's wrong, or do you think I'm barking up the wrong tree?
  6. Perhaps it thinks that the craft's pointing in a different direction than it actually is. This is similar to controlling a shuttle with a probe in the cargo bay, and while the probe wobbles around. The ship is fine, but since the probe wobbles, it thinks the ship's wobbling. I dunno. We should consult the devs and ask what changes they made. There are a lot on the forum, after all. Perhaps that'all paint a clearer picture.
  7. Perhaps it thinks that the craft's pointing in a different direction than it actually is. This is similar to controlling a shuttle with a probe in the cargo bay, and while the probe wobbles around. The ship is fine, but since the probe wobbles, it thinks the ship's wobbling. I dunno. We should consult the devs and ask what changes they made. There are a lot on the forum, after all. Perhaps that'all paint a clearer picture.
  8. The SAS has always been weird in KSP, and has moments where it spazzes out. Some times it likes making planes roll back and forth at high speed. Sometimes it gets locked pulling up and yawing right, forcing me to disengage SAS and go without it. Reverting seemed to cure it. What I'm saying is that I'm not surprised, and that SAS has always had weird bugs, even in stock KSP. It seems that SAS wants to overcompensate, and with large ships that can be fatal when using nodes. It acts like a new player with a large ship; impatient, holding down the controls instead of giving it a burst and waiting. Then, when it gets near the node, it pulls hard in the opposite direction, but it is too far gone and misses the node. Then it pulls hard, and the cycle repeats until you cheat and use time warp to stop it. I wish we could adjust the corrective speed and/or strength of SAS, so that it doesn't over compensate. That would solve this.
  9. Are you going to make a compatibility patch for 1.2? Or are you going to wait until the the EX is finished? If the latter, I'd suggest making a patch, since a lot of people would like to use it in 1.2. I haven't updated for that reason.
  10. @Capt. Hunt Yeah I noticed that there were a lot of bugs in 1.2. I don't know what they've done, but I thought they just added communications. Apparently they did something to the physics. I remember the Super25 being extremely unstable, wobbling all over the place. I had to cheat it into orbit, and it was still buggy there. I'm staying in 1.1.3 until there can be an update. Besides, if I want a communications system I can just use remote tech for the time being. I would like for there to be a patch released. I get that the new EX is going to take a while, but a physics + comms patch shouldn't be too bad. But then again I only have an elementary understanding of modding. Either way, it probably won't take too long to make a patch. Note: the last time I checked it was when 1.2 was still in its prerelease. I haven't checked recently. Although, it still sounds like that there's some sort of physics bug.
  11. @helldiver Looks awesome! You should start up a patreon page. You deserve money for this amazing work!
  12. By the way, @Capt. Hunt, your ribbons are arranged incorrectly. Since you have 7 ribbons, you should have two rows of three ribbons, with a third row having a single ribbon on top. Your first ribbon is in the bottom-left corner (viewed from front), and your 7th at the top. (sorry about that. JROTC kind of causes OCD) It would look something like this: ______________________ |_____________________| My ascii/table art is terrible, but I think you get the idea.
  13. @Capt. Hunt Hm. That's weird. I haven't noticed that in my version. What mods do you have other than KSO and its dependencies? I believe that you mentioned having Mechjeb. Also, @Avalon304, I was wanting to post a thread for some missions that I will be doing with the KSO shuttles. Is it alright if I post pictures of it? (I'm asking this both so that I don't tick you off and so that I can defend myself when the mods inevitably harangue me about it not being my mod, etc.) I'll give all credit where due, and a link back here.
  14. If I mentioned a water compressor, then yes, I have. it does nothing. That's because it uses intake fluid instead of compressed water - two different resources. Also, @comham, *SPOILER ALERT!* (It won't let me put in one of those spoiler tabs. Just ignore if you don't want it spoiled) In Subnautica, they're making a rocket for the end of the game. You construct the platform, then the rocket, then launch. Apparently they're binding keys to "WOOHOO!" "HAHA!" "YEAH!", etc. sound effects, so you can mash keys to celebrate as you ascend. So, it's almost like a crossover. Perhaps you can use the floats from the survivability pack to make the pod.
  15. The download is broken. I tried both winzip and regular windows, and both of them said something along the lines of it being an invalid directory. *sigh* Oh computers, why do you always have to be a pain in the 4$$? *later* Alright, so after the 15th download it actually worked.
  16. I've found a use for the tanks that will help with either the current remote tech or the new system coming up in 1.2. All of the tanks have one bottom node. So, I strap a probe core, some batteries, RTGs, and an antenna, and voila! What used to be a useless piece of space junk is now a functioning relay satellite! Honestly, I do love how customizable this is. While there are only a few parts specially made for certain purposes, there are times where you can add your own twist. For example, I made an SSTO version of the Super25 by putting two intakes (mirror geometry) in-between the two tail fins, then replacing the main SSE engines with R.A.P.I.E.R. engines, while keeping the OMS engines for low-power burns. I add drop-tanks on the sides of the fuselage for ascent, and by using the offset tool and tweakscale I placed a tank inside the main tank area (not very realistic, but it's KSP. If you could *once, a while ago* climb to the moon with a ladder and a bug, then anything is possible) to act as both reserve fuel, and for the fuel for landing. When using powered flight, they fly remarkably well. The Super25 is surprisingly nimble for its size. I've made bombers, fighters, passenger jets, SSTA's (with the help of some more quantum entan-*AHEM* offsetting), and more. The station parts are also VERY useful. Not only that, but it's just that everything is so beautiful! I'm amazed by the attention to detail, especially with the EX, where @helldiver - please correct me if I am wrong - wants to model all of the interior sections. That means the fuel lines, hydraulics, etc. Although, that might also lead to some more lag. We'll just have to wait and see how everything turns out. Speaking of the EX, @helldiver, how's it shaping up? (of course with my ADHD I just now realized that I already asked that question. Oh well, perhaps he missed it, or perhaps he hasn't been on. God, I feel like I have the memory of a 50-year-old when I'm only 15, thanks to a little LIVING HELL called Attention Deficiency Hyperactive Disorder, also known as: "I can't get any work done because I get distracted every 5 seconds! WHOOPEE!")
  17. Also, there's a part missing: The MAV decoupler. The craft file wouldn't load. Might want to check that.
  18. Well then. I guess it's time for the mods to come in. This thread is discontinued, so I think the comments should be closed. (AKA: 'Maxx! Close it!)
  19. You should fix the MAV's landing legs. They have no traction, so it just skated down the 4 degree incline for about 10 km before I ragequitted. That's after editing the weight, counter-thrusting, and deploying chutes. It seems that once it starts, there's no stopping it. You should also try to come up with some pre-supply probes. They sent a half-dozen or so there ahead of time to bring base supplies. I think a good thing to branch from is the Copernicus/Constellation program landers. They had rovers and supplies.
  20. So, I forgot to post. It works fine, except for a few bugs. The MAV landing struts have no texture. They're also the most broken landing legs I have ever seen. Upon a hard landing (or even any), it decides to have zero traction, allowing the MAV to skate all the way down the mountain. I got so fed up after using an editor to completely fill its tanks (more weight), counter-thrusting with RCS, taking off and landing again (might want to lower the strength of those engines. It is supposed to not be able to lift its dry weight on mars/duna. If it can fly on kerbin, then there's a problem), and even deploying all emergency and reserve chutes, I couldn't get it slow enough to use time warp to lock it. I eventually took off and crashed it intentionally in frustration. Sure, it's not exactly space-worthy in its current state, but hey! It stopped skating! Also, there have been numerous bugs involving the ring. It just doesn't want to work. If I have rotated it, and I timewarp, I'm screwed. It bends the thing around and turns it inside-out, and as soon as I stop it goes flying off, nearly cracking the darn ship in half. I moved the old file with the solid ring, and honestly it works better. It is an animation, rather than moving the parts, so timewarp doesn't affect it. That's all I have for now. So far, my Ares program has been a failure. I tried making a Curiosity-style capsule (detachable service module, aeroshell with drogue chute) for the pre-supply probes. Well I've ran into a bug that seems to be KSP's current "F*** you" from the code to my screen. I noticed this in the last version (haven't tested this) where - if I tapped the ring - my kerbal would go shooting off into the distance. If a ship hit it, the screen would start shaking as if I were pulling 10+ g's, while my G-force gauge is still at 0. It also thinks the ship is landed, while it is orbiting. So, no time warp, since I'm apparently in a rover without wheels going 1.3KM/s. I can't tell if it's one of my mods, but since it has happened in the stock game, I assume that it is a bug in KSP. So, Presupplies are screwed, Hermes is broken, the MAV decided to go ice-skating down a rock-covered plain (barely any incline, but it goes on for kilometers), And my Hab that I made decided to blow up just as I attached the final wing pa-*AHEM* "Hab canvas section" to it. Ares is dead for now.
  21. So, @helldiver, It's been about a month or two. Do you have anything snapshot-worthy? You had the engines down last time, but the main body was still a low LOD model. I was just wanting to see if any progress was made. (for the love of god moderators I'm just curious. I'm not badgering or anything so please leave me alone.) Also, it appears that update 1.2 isn't going to break anything, as far as I can tell. It seems as if they're incorporating some of Remote Tech's stuff into the game, such as communications distance, relays, and lack of control of unmanned vessels (although they do allow some, saying it's "autopilot". Basically no maneuver nodes, SAS nodes, or transmitting data. Just enough to limp your craft back into range.) So, you'd just have to work with adding some transmitters onto the shuttles. It would be rather nice, actually, since adding comms dishes outside of it just looks ugly.
  22. Hey @xxhansonmaxx, 1. You released an update! Hurray! 2. The download is broken; it says that it is an "invalid archive". Boo. So, if you could check on re-zipping that stuff, I'd be a really happy camper. I was able to cobble together a (hopefully: hasn't finished loading yet) working version by combining some of OrbitalEscape's files with yours from the Dropbox archive. Once it finishes loading in an hour, I'll let you know.
  23. Yeah the Kerbostar is hard even with stock physics. It's just weird to control. With some practice, you could get it. You know, there are autopilot sytems that have auto-landings for planes (mechjeb's space plane guidance sucks, but I believe I saw a mod that does something similar, but better), but none that can work for helicopters. If you put a probe core facing upwards underneath it, I guess you could use Mechjeb's landing autopilot, but it isn't really good for that type of landing. It's really meant for a suicide burn (but often does what the name entails, miscalculating and smashing you into the ground. Honestly, I wish someone could make a better autopilot for space (emphasis on SPACE) planes. Mechjeb's autopilot only sort of works for regular, atmospheric aircraft. But, as with any other mechjeb tool used with space planes, you have to kill autopilot and assume manual control. I only use it to help align my trajectory, then I make other burns to fine-tune it. So, if anyone who wants to/is/can make a space plane autopilot mod, please do so. Also, @helldiver, what's your progress with the EX? Anything worthy of releasing development pictures.
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