smjjames
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Everything posted by smjjames
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
smjjames replied to ferram4's topic in KSP1 Mod Releases
How do I make the little FARtest box that appears in the SPH/VAB go away? Also, the thing annoyingly does not remember it's position, it always goes to the top left corner the next time I come back to the SPH/VAB. So, please, how do I turn it off?- 14,073 replies
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Hm, going to try this, I have a lot of mods and am running into frequent crashes.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
smjjames replied to bac9's topic in KSP1 Mod Releases
Sorry, I'll check out that DLL.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
smjjames replied to bac9's topic in KSP1 Mod Releases
Is a fix for the HX parts EVER going to be released?- 4,460 replies
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Center of Mass Marker Overhaul
smjjames replied to Starwhip's topic in KSP1 Suggestions & Development Discussion
Wouldnt it be less confusing to just extend those sticks that come off of the center of thrust? -
Hm, I have absolutely no idea how to interpret the output log, but I've been having LOTS and LOTS of crashes, often at random times. I wonder if any of them have anything to do with Module Manager? http://sta.sh/015f2zrm8l9l (several crashes) http://sta.sh/012sk8fm5e2g (even more crashes) Some of them don't have crash logs for some reason. Also, what's the "mono_unity_liveness_has_parent_class + (bunch of numbers)" that I've seen in many of my crashes?
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Hm, I see both of you have procedural something (besides fairings), so, I have a bit of a hunch here. Did either of you edit the landing legs in any way? Sounds like a ground clipping issue. While not the underground kraken exactly, I've experienced something similar to what's described, the hangars from Allistas hangar mod will clip and collide with the launchpad on load and experience the same kinetic kick (or donkey kick as Sethur described it). I haven't experienced this bug with things other than the hangars initial load on launchpad.
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What do you mean, I have too many mods?!
smjjames replied to wulf899's topic in KSP1 Technical Support (PC, modded installs)
Are you using the aggressive version of ATM? If not, try that. -
Spinning rockets
smjjames replied to Triarius's topic in KSP1 Technical Support (PC, modded installs)
Could you post up screenshots of one or more of the designs? I know you said they're working designs, but if theres a likely design problem, someone will probably spot it. Also, did this start after updating one of them? Editwhiletyping: Actually, I think I saw someone post an issue about phantom torque (which is causing the spinning) with command pods in FAR. Heres an idea, you said it happened recently, right? Try rolling back to an earlier version of FAR and see if that still happens. -
I thought the ESA logos were in already? Some of them anyway. This is what I was talking about earlier but couldn't quite articulate it into a short summary. I wonder if they'll allow that to be used in the VAB as well though?
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Yeah I know doublepost, but making a new one because reasons. I've ran into a problem where the hangar seems to actually have corrupted (and krakenified) one of my crafts. I had made a probe that I wanted to put into the inline hangar a couple times and take them to Eve, however, I accidentially saved it with the landing legs extended. When I tried to put it in the hangar (this was before I realized I had accidentially left the landing legs down), it kept saying 'error, doesn't fit' (okay, not the actual wording, but you know), then realized my mistake, went to fix the problem and when it loaded, it was there for a brief instant and then disappeared, so did the VAB background except for the sky. Tried to load it in launchpad and it did a variant of the hell kraken. I tried to see if it would work in another save, and nope, same thing. Actually, I'm not even sure that the hangar is involved, though one of your other parts may be involved. http://sta.sh/0kx5e4pho4q Craft file and output log from the attempt in the second save. In the save where it first happened and in the second attempte, I noticed lots of exceptions with reflections and errors with collision stuff. Also, when I was messing with the universial stack adaptor (from this mod), one of the parts that I put on there disappeared into it, or alltogether, so, I don't know if maybe that did something. Mods used in craft: Dmagic science stuff B9 Aerospace (sensor packages and a structural part that I used as a tank) KWrocketry (one of the flat adaptors) the TK-421 light decoupler from Novapunch universial adaptor from this mod (v 2.2.1) mechjeb EDIT: Oh, theres also the resource sensor from Karbonite. The rest are stock pieces. Edit: Oh well, the lander isn't going to fit in the hangar, it's diameter is 3.92m and the smallest number of the biggest inline hangar is 3.92. Doesn't work very well with squat probes I guess.
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What are you talking about with the barn? Like what you'd find on a farm?
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Found it. http://forum.kerbalspaceprogram.com/content/325-Overhauled-Aerodynamics, last part of the design difficulties section: "however, so the plan here is to come up with an improved UI for the SPH, where a more useful overlay will display this information for you in a way which will (hopefully) be clear enough to help you construct a decently stable craft without relying on excessive trial and error." I'm not sure whether that is one of Kerbal Engineers functions or not, it might be. The next paragraph down from the one I quoted is definetly talking about Kerbal Engineer. Or maybe it's an UI overhaul rather than a tool.
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Why is the probe not turning anymore?
smjjames replied to airelibre's topic in KSP1 Gameplay Questions and Tutorials
I've also seen that 'no electricity' thing with the SAS as well, stock bug I think. Im going to throw out a guess here and say maybe the mass is too heavy? -
Redoing the parachutes is required with the aero overhaul anyway. I'll try to find that thing I was talking about, unless someone gets what I'm talking about.
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Didn't they say in one of their dev newsletters about something that you can use to test your crafts aerodynamic performance before launch? From the way it was described, it's sort of like the one FAR has, just easier to understand. Not sure if it's going to be a function of kerbal engineer or its own thing.
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I just launch whenever is best. For landings though, I prefer landing in daylight so that I can see where I'm landing.
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what kind of ksp DLC would you like?
smjjames replied to Roderik's topic in KSP1 Suggestions & Development Discussion
I think Squad should stay away from dlcs and not fall into that trap. -
Have you tried strutting the payload to the fairings? I use procedural fairings and I've found that even with struts, the payload (especially if it's a longer and thinner third/fourth stage in there or its a long payload) will still wobble a little bit. Strutting the payload to the fairings keeps the payload from wobbling inside the fairing. Also, a screenshot of the craft could help.
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KSP keeps crashing with RetroFuture?
smjjames replied to SWAGATRON's topic in KSP1 Technical Support (PC, modded installs)
And I was just being confused about the x64 x32 thing. ill try the 32x one and see if it helps, wouldn't hurt either. -
Shouldn't be too hard to just go off of the latest community resource pack? At least that's what I assumed it used. as for the liquid hydrogen, I think karbonite has had the capability to make that via the distillers for a while now. Probably ask Roverdude about it since FTT is his mod.
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I meant for Karbonite, since I was trying to see if I could use them as fuel tanks for FTTs nuclear engines which run on liquid hydrogen (since I don't have the actual hydrogen tanks yet for some reason), but I couldn't find the fuel.
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What do you mean by 'snapping to hangar triggers in editor'? Edit: I've also noticed that the multipurpose hangar tanks don't seem to have liquid hydrogen as an option.
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