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bradleyjh

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Everything posted by bradleyjh

  1. One thing I'd really like to see added is procedural life support tanks, only thing I miss about TAC, was just a tank the same as fuel tanks/structure fuselage with options for water, food, oxygen or a mixture of all three. Super useful, other than that, now that I know about this mod I won't play without it, it's fantastic and thank you!
  2. This mod is awesome for landing any of my first stages, the only way I can attempt to show my appreciation is by bringing your attention to my hoverslam kOS script which looks awesome using your legs and I can't wait to try out the new gridfin sizes with it too! Thanks heaps for the awesome mod, including the many laughs with bugs along the way http://github.com/mrbradleyjh/kOS-Hoverslam/
  3. Could you at some point make the icon for the stock toolbar be hidden with everything else when F2 "hide UI" is used, it's the only thing that sticks around for my screenshots :P
  4. I have a feature request, it would be really cool if FMRS could look at the options in your save and based on whether or not you have revert flights enabled from the difficulty settings would then show or not show the "revert flight" option, I play without revert flights enabled and don't like having the temptation to just revert when something goes wrong :P a simple option to disable it in FMRS would be fine too, either would be really good to see added in the future :) Edit: While playing I just realised using F2 to hide the UI for taking screenshots doesn't hide FMRS, would also be nice if it obeyed the F2 hide interface ability
  5. I've found it's a pretty easy problem to work around anyway, as I said I was only using MechJeb to avoid having to add a 500kg remote guidance unit (which also doesn't look pretty when using procedural tanks!) which has a decent reduction on the amount of fuel needed to land the first stage doing stage recovery, so if that is the issue you can fix it just by using a different way to control the vessel over a MechJeb unit or by putting MechJeb on something other than a fuel tank. So waiting for 1.0.0 shouldn't be a problem, hopefully that is what's causing the issue for @numerobis Something else I thought of, are you open to making the kOS modules "Remote Control capable" without torque or anything of course, but so the vehicle can be remotely connected to and controlled by having a kOS module, and in regards to RemoteTech maybe have it its self only capable of 1km or something, just enough to start a script on the pad. I could look at making the changes to parts config and submitting them for review if it can be done just in config? If it's possible I think I'll be modifying my copy of the parts files in any case, seems like it should be simple
  6. I reported this on reddit and Hvacengi and I did some testing to figure out what was causing it, I discovered it was having a MechJeb module on the craft doing it and he then discovered that it only seemed to happen if the MechJeb module was located on a fuel tank. At the time I was using a MechJeb module to have control of the vessel without needing a stacking remote control unit so if you have a MechJeb module try removing it and see if that fixes the issue, if it doesn't then there may be an additional issue here that needs to be reproduced and reported, I'll be happy to help with testing if the above doesn't fix the issue, just give me info and a craft file to test with Edit: in case you wanted to see the original discussion for more information here is the reddit thread: https://www.reddit.com/r/Kos/comments/4g89n0/kos_goes_crazy_when_locking_steering_to_up_in_11/
  7. I think the way I will deal with this is having the root part on the first stage so at the time of separation the active vessel is the first stage which then will flip, boost back and land all while being the active vessel. There would be a second kOS module on the upper stage and hopefully using the LoadDistance stuff could keep the upper stage in existence (and unpacked) long enough to have another script circularise its orbit, once that's done the upper stage is fine until you change back to it, it can just wait in orbit. I have used FMRS but I'd REALLY like the ability to do these launch/landings without doing it that way, it has a much nicer feel if you can launch, and watch separation, then follow the landing while the upper stage coasts and eventually circularises. If you planned your flight path right you might even be able to switch to the upper stage and do the circularisation burn yourself, but keeping it from vanishing from existence still needs to be sorted, I don't think you need to increase the distances very much though, boostback and landing happen pretty quickly, I don't imagine the upper stage is TOO far downrange by touchdown, will do some tests later and see Edit: Forgot to mention the method I'm talking about won't currently work as there's a bug with the steering manager that won't let you control steering of two different stages simultaneously, but it's my understanding that bug should be fixed in a future release, that + Trajectories integration will make for some awesome SpaceX style scripts!
  8. Same issue here, the "Resize all" stays the same, but all the other options (staging, navbal, navball offset etc) reset each launch, hope this can be fixed without much effort as this mod is great, really appreciate it!
  9. No worries, I also have my old 1.0.5 installation which I'm mostly using until everything is more stable with 1.1. Just tried to load LZ-1 in 1.0.5 and while in 1.1 it flies off into space at incredible speeds in 1.0.5 it results in an incredible explosion followed by the camera moving away from kerbin again at incredible speeds, not sure what causes it to happen or why there is a difference (no explosion in 1.1) but yeah, no rush just thought I'd report it and see if it gets fixed, I like the idea of having a landing pad, even though I don't know I'll actually ever be able to hit it haha ;P
  10. Not sure if it is known or not and I realise the version on the SpaceX pack still says 1.0.5 so I'm not sure if a fix is planned, BUT, the LZ-1 "pod" flies off into space at GREAT speed when you try to launch it (loading it on the pad, I mean)
  11. Can anyone let me know what I'm missing, I have access to a lot of parts straight up (chutes, thermometer, barometer, a few crew capsules for planes) but no engines (only the snub and separatron) and then same with fuel tanks there seems to be a lot more then there should be, to finishing it off I don't have the sounding rocket avionics package and I can't see it in the tech tree (basic avionics is empty too, no parts in that node). I've tried to figure it out myself, have done a fresh install with RSS, RO & RP-0 and all their REQUIREMENTS but nothing more and it's still the same. I have played with RSS, RO and RP in the past and it worked fine so I have no idea what's going on, but without the avionics package I can't make sounding rockets, and with all those parts from the get-go it doesn't feel very realistic progression >.< EDIT: Nevermind, somehow I managed to not have RO its self installed
  12. Thanks, no rush, I had an idea that worked, I edited the MechJeb part.cfg for the radial MechJeb part and added the level 1 SAS capability and that fixed it as StageRecovery now sees that as a control part with SAS
  13. Trying to figure out why powered recovery wasn't working and I suspect it is the SAS requirement, I'm using mechjeb as a control point on my first stage as I was previously landing it manually. Could it be added that mechjeb be a valid control point? EDIT: I tested this theory by adding a probe with SAS and the powered recovery worked perfectly so if MechJeb could be added as a valid control point for powered recovery that would be really great as I prefer MechJeb as it can be attached radially and I think feels/looks a lot nicer. Cheers!
  14. THANK YOU, sincerely! I was disappointed to see "no exceptions" on the transfer to steam rule (it only being for those who purchased before it was on steam) as I wanted exactly this feature and I'm so glad I decided to google and see if there was a mod, this will be awesome but as previously said probably force me to admit I have an addiction to KSP xD Again, thank you, awesome!
  15. I'm just going to drop the message I posted to save time but I've found a small bug, probably not gonna bother anyone much and now that I know how to avoid it (use the different radial chute) I'll likely never encounter it again, but still I figured a report wouldn't hurt. Here is the message I posted to the RealChutes thread, the dev doesn't think it's likely it is a problem within RealChutes but likely a problem with the inventory system. I discovered completely by luck that using the kerbal attachment system to attach a RealChute Radial Chute causes a bit of weirdness. The chute isn't visibly there, there is a debris created which if you switch to seems to be invisible, and the finally the chute IS in a stage, but does nothing if you stage it. I tested this again with the Mk2-R Radial-Mount Parachute and it worked fine (none of the symptoms I just listed). I have no idea if this problem is with RealChute or KAS/KIS, or maybe a problem in both resulting in the issue. If needed just let me know and I can go report it to the KAS/KIS thread too but as the second radial chute worked fine it seems like it may be a small bug in realchutes.
  16. Is it possible to have the states of separated stages saved for the event of a crash? When KSP crashes I start it back up again only to have those boosters completely gone, the landed ones and main mission (in orbit) are fine but I still had another two boosters to land which is around 90k funds lost because KSP crashed. Switching to the orbiting main mission or the landed booster shows FMRS red/disabled, is there no way to have the state of the separated boosters saved in a more persistent way that can be loaded and relinked with the main mission after the game has closed and reopened even if it's a sudden close (crash) as the saving would happen at the time of separation so shouldn't really need to be done again which means even if the game crashes those states should still be there in the file, not sure why it does load back up. Hopefully this is something that can be fixed, but hopefully 64-bit support makes crashes a lot less common! This is probably my favourite mod but it's so frustrating to lose boosters due to a crash xD EDIT: Upon testing I've realised that FMRS states are removed even if you go to the space centre from the main mission and then back, it would be really nice if the states were saved and linked to the main mission until the user decides to close the FMRS window on the main mission, so regardless of if you go to the space centre or even close KSP, the states will remain there until the user closes FMRS for that specific mission/main craft. This would fix the issue with crashing causing the losses too, just a thought!
  17. I discovered completely by luck that using the kerbal attachment system to attach a RealChute Radial Chute causes a bit of weirdness. The chute isn't visibly there, there is a debris created which if you switch to seems to be invisible, and the finally the chute IS in a stage, but does nothing if you stage it. I tested this again with the Mk2-R Radial-Mount Parachute and it worked fine (none of the symptoms I just listed). I have no idea if this problem is with RealChute or KAS/KIS, or maybe a problem in both resulting in the issue. If needed just let me know and I can go report it to the KAS/KIS thread too but as the second radial chute worked fine it seems like it may be a small bug in realchutes. Anyway, thanks for the mod, its extremely useful to me and I definitely wouldn't wanna play without it. Cheers.
  18. It would be really useful if the flight computer shortly before a manuever execution would use reaction wheels or thrusters to orient towards the node indicator, orienting as the burn starts means the engine is used as well which for me now and then it creates an oscillation which results in the burn never completing and the craft just oscillating around trying to keep the node at the end of the burn until the fuel runs out. So yeah, just having the flight computer attempt to orient maybe 60 seconds before the burn? would be cool, if no reaction wheels or thrusters are available it could then just wait for the burn. EDIT: I came back to edit and say that I realized it's possible to schedule a NODE adjustment a small time before the burn will fire which will give the effect I was looking for and it looks like it's been recommended too, thanks!
  19. This mod doesn't seem to work very well with the KerbalConstructionTime mod's simulation mode, not sure if that can be fixed or not but thought I would mention it. Thanks for an awesome mod, really appreciate the work EDIT: Upon playing further I've realized the simulations do usually work, I'll have to try and see if I can reproduce the problem where the simulation broke out into the real game while using FMRS. Other than that I'd really like if possible to see stages to be persistent even while jumping between FMRS separation events. For example if I land each side of a 3 core rocket (think spacex falcon heavy) and say I land the first one right on the pad, well then logically I shouldn't be able to land the other one on the pad, but I can.. and after the main mission is completed I'm not even sure what the game would do because then both stages would exist at the same time and possibly in the same space, mostly it would just look cool landing next to the other stage though! Anyway thanks again for the mod, it's super useful as I'm now landing all my lower cores and saving lots of $
  20. This is a really great mod, I have a suggestion which I'm not even sure if is possible but here it is anyway! I use the FMRS mod to do SpaceX style landings of my first stage back near the pad and then recover that later which significantly reduces launch costs. I was thinking though, instant recovery kind of breaks the whole KCT style of doing things so would it be possible to prevent instant recovery and make it install take time similar to a roll back to VAB? That would be good, would also make sense if you land your kerbals on the other side of kerbin it's going to take longer before they are back for another launch, rather than (assuming you've already built a craft) launching the same kerbals that landed on the other side of kerbin 2 minutes ago Anyway, thanks for the good work, as I said I really love this mod!
  21. That was quick, this is essentially what I was wanting, perhaps you would only need one SAS though, and the torque/power requirements would be adjusted depending on the size (diameter, length) you pick, rather than having multiple units? Currently I can't adjust the length or diameter, I can but nothing actually happens, additionally there's a pretty big gap between the parts its attached to on each side. I'd really love to see a part like this become part of PP, really cool stuff!
  22. It would be really cool to see "procedural remote guidance units" along side the procedural command modules, I love how I can make almost the entire ship the same texture but as soon as I want to fly remotely that is ruined with the ugly grey stock units
  23. Strange, I'm running the latest version and I don't see any "lock" options left of the nav ball using the SpaceX controllers. SAS works and tries to maintain stability but there are no lock options =\ strange, will replace the mod files soon as see if anything changes I guess, thanks for the reply though
  24. Awesome plugin, having loads of fun with it and sorry if this has been said/requested but is it much of a problem to make the SpaceX flight controllers more like the remote guidance units in terms of the "lock" options? I'm adding that instead which isn't a nice looking due to the fact the part with this mod doesn't provide things like retrograde hold etc, seems like a stage capable of landings its self on a barge in the ocean would be able to hold retrograde Thanks for the epic mod though!
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