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smjjames

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Everything posted by smjjames

  1. Anybody know of a mod with good heavylifter engines like the ones in B9? While I wait for this to get fixed.
  2. Does downloading a new firespitter dll fix the problems with the HX parts?
  3. Have you tried the kerbalstuff one? https://kerbalstuff.com/mod/5
  4. I haven't gotten around to the building launchpads and stuff yet, but um, you have to be focused on only the orbital dock in order for that to complete build? Other launchpads/worksites are fine? Just asking about that.
  5. When will there be a real fix for the HX parts? I want to use those heavy lifter parts dangit.
  6. Well yeah, I've changed it to different ones to fit wherever I'm landing, or whatever I'm landing. Though it usually remembers what I last set it to.
  7. Really? I just tested with half of the conic fairing (so I could see what it was doing) and right after I loaded, it started extending, however, the moment that it got to the unfolding part, it exploded due to colliding with the conic fairing.
  8. Minor bug, when you open the landing AP, theres no number in the touchdown speed. Not sure if it'll automatically assign one, but you have to put one in there.
  9. Is the BG-OMD orbital mass detector an Extraplanetary Launchpads part? I'm just wondering if there is a possibility of having it be in the stowed state rather than extended while in the VAB because it does wierd things with procedural fairings, namely extending it to the top of the freaking thing, not to mention that it doesn't sense the top array part that spreads out and so, it clips through. I don't know what would happen there.
  10. Uh, what about the problem that I mentioned? And how do I find the devbiild? The latest that I can find is 3.1.1.
  11. The main one is tracking station, not sure what others since I don't play career mode.
  12. How do I find the dev builds? The latest I can find is the 3.1.1 version. Anyway, I tried it with stock parts only and the phantom torque is still there, tiny, but there.
  13. Hey ferram, theres a phantom torque problem coming from somewhere. First noted on http://forum.kerbalspaceprogram.com/threads/75129-Universal-Storage-1-0-90-2-%28For-KSP-0-90%29-19th-January-2015?p=1703742&viewfull=1#post1703742, while it initially looked like an universial storage problem, I, like the person who reported it, am also using KJR, so I looked into it. First I tried a variant of the craft which didn't use the US parts, still had the phantom torque, so I tried it without KJR and the torque problem disappeared. When I put KJR back on, within seconds of loading the ship, the phantom torque reappeared. I'm using version 3.1.1 Edit: I rolled back to 3.0 and it's actually slightly worse. I'm going to switch back to 3.1.1 and remove the non-stock parts (besides mechjeb) to see what happens. Edit2: Even with stock parts only (besides mechjeb), it still has a phantom torque somewhere. Though I should try without mechjeb. You can tell it's moving ever so slightly because if you put your cursor near it, it'll soonish move to where one of the parts becomes highlighted by your cursor. It should be absolutely still, right? I think.
  14. Yeah, I've noticed this too, however, I try to balance the radial parts so that theres the same one on the other side, which is probably why I haven't seen that torque problem. Actually, I'm seeing a torque thing as well, although it's small and easily controllable with SAS or reaction wheel. I think it may be because I'm packing three of those 400 electric charge each batteries into the the science wedge and theres probably a bunch of part clipping. I'm giving it a test with the same design without the universial storage wedges. Edit: Just checked and I'm seeing the phantom torque without Universial Storage parts, and I, like Praetorian, have KJR, so I'll look into that.
  15. What is the magenta debug arrow for exactly? It always stays in the same direction regardless of the ships position. I'm trying the latest dev build and the landing accuracy in atmosphere seems even worse, although then again, I'm landing at the poles of kerbin. Also, I'm noticing that the landing guidance now turns on RCS, regardless of whether you have RCS or not. This particular lander doesn't have RCS, but I guess I'll stick RCS on and see what it does. Edit: It's doing things with the RCS in atmosphere that make no sense, like using it during re-entry when it's no help and other things that don't make no sense, besides, it's pretty much useless when hanging from a parachute. Also, could you make it not force RCS control on, while in atmosphere at least? Maybe you'd want to actually conserve the RCS for something since it wastes it with abandon, even with RCS balance on. I'm noticing that the solar panels no longer automatically toggle when landed, I guess that's intentional?
  16. Yaw torque? You mean spinning? I haven't had that, but then again, I use FAR, as well as KJR.
  17. Yep, this, toggle unbreakable joints. I also toggle infinite EVA fuel when doing EVA.
  18. I'm talking about the KSC VAB/SPH though and theres no pad or survey station in there to click hide UI or show it in there. I just shove it into the bottom of the screen though.
  19. It's also great for grabbing all of the EVA reports and samples of the KSC complex in one go.
  20. How do I make the 'build resource' box in the VAB/SPH go away?
  21. KAS could work, but that may require geting a kerbal on EVA.
  22. Question. I want to use thisplugin for extraplanetary launchpads, only problem is that there is a newer version of regolith while this has an older one (plus older community resource pack files), so, how the heck do I make the plugin work while not breaking karbonite which actually has newer stuff????
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