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fucojr

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Everything posted by fucojr

  1. Did anyone notice that Ranger's RCS ports placement is actually quite sub-obtimal? No matter which direction you try to move, in addition to the desired vector, you translate downwards a little(quite a lot, actually), because the RCS ports on Ranger are almost exclusively placed on its top side. To top that, some of the RCS ports are actually angled slightly, not perpendicular to vessel's body. Pitching/yawing with RCS on also generates hefty amount of thrust, especially when you pitch down. This, and the fact that the docking ports for the Rangers are angled, makes docking the Ranger to the Endurance quite annoying. Fixing this can't be too easy I guess, considering the highly geometric shape of Ranger.
  2. The problem is this. Only parts that have IVA internals have KIS inventory support. Confirmed in this thread: https://github.com/KospY/KIS/issues/35 Also, number of seats in IVA internals must match the 'real' crew capacity. You can add the following to a part's .cfg file to add a placeholder IVA(just a black screen) to fix this issue. INTERNAL { name = Placeholder }
  3. Would it be viable to add some sort of thrust vectoring to the lander main engines? Nozzles don't even need to move. Just the thrust vectoring. It is almost impossible for the lander to lift a cargo heavier than cardboard boxes to space in the current state, given that the main engines have no gimbal at all. VTOL engines can be used to counter out the torque, but needless to say, its jarringly inefficient. Also, I hope the inflatable habitat module's inventory bug gets fixed soon. I'm trying to build a Munar base now, but it isn't exactly helping my progress that every time one of my kerbals enter the habitat module, he/she loses all items stored in the inventory. I'm running KSP 1.0.2, Endurance mod, KIS and some other graphical improvement mods, all latest versions.
  4. Yeah. In the current state, just ditching Endurance and going with a sole Lander can get you further in the Kerbol System. Its not like any of the engines/crafts in the mod isn't OP enough, but still. I'm thinking of retrofitting an Alcubierre Drive on the Endurance, to 'balance' stuffs.
  5. Just found a bug. The inflatable habitat apparently does not have KIS compatibility yet and any Kerbal going into that module loses all his/her inventory. I already lost three electric drills this way, keep wondering where the hell had I put my drills on. Running latest version of KSP, Endurance(this mod) and KIS.
  6. For people having trouble landing the Lander and the Ranger in VTOL-manner, try these mods: Landing Aid [http://forum.kerbalspaceprogram.com/threads/85838-1-0-2-(Apr30-15)-Landing-Aid-Kill-your-horizontal-velocity-to-land-(Now-optinally-using-RCS)] by Diazo and Throttle Controlled Avionics [http://forum.kerbalspaceprogram.com/threads/67270-Throttle-Controlled-Avionics-1-4-1-0-90-(5-January-15)] by qfeys. The former helps you kill horizontal velocity at just a click, and also gives you an option to select a specific location on the surface and automatically fly to/hover over that location in a helicopter-like manner. The latter is an automated dynamic throttle controller so that even if your vessel's center of thrust is not aligned with its center of mass, it automatically balances out the thrust output of each thrusters to prevent the ship from spinning. It is even possible to fly the Lander in horizontally(using its main thrusters, with its VTOL thrusters compensating for the downward torque) albeit with some fuel inefficiency.
  7. Many users running KSP 0.90 have reported HX parts falling off/simultaneously exploding. From how it seems, the node toggle module included in Virgin Kalactic mod is the culprit. The module is used for larger(size 2+) HX modules to allow turning on/off of certain nodes. Parts utilizing that module would simply fall off upon loading and/or start to wobble abruptly, resulting in explosions. It's possible to simply add a lot of struts to forcibly duct tape it to its place, but when you fly it, it explodes after reaching a certain distance(around 6000 meters) from KSC. I'm not a programmer myself, so I can't tell the reason why this happens, let alone debugging it. Nevertheless, the workaround I found is to remove said module data from the affected part cfg files. A. Go to {Your KSP Directory}\GameData\B9_Aerospace\Parts\Structure_HX B. Open the part cfg files. Simple Wordpad will do. C. Find the following lines and delete them. Size 2 and 3 modules and adapters have these. MODULE { name = NodeToggle } D. Rinse and repeat for every part cfg files with above lines. There are about ten of them.
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