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Denko666

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Everything posted by Denko666

  1. Drats.. I just installed SteamOS and now KSP hangs at WBI Terrain... For a sec there i had hoped it was actually a bug in the part. Ohwel... Back to troubleshooting
  2. Angel, Dude, in CKAN the entry for the Buffalo still points to KerbakStuff...
  3. easy, before ksp crashed when i tried to complete the build of a dsev at my station when using Dark Multiplayer and when not using DMP the game became so slow i could hardly do anything anymore. With DTL it takes a pause while loading textures, then just continues as before. hardly any speed loss. i call that a major improvement.
  4. And yet it gives a performance boost. Especially when 2 large craft enter each others physics range.
  5. I can confirm it runs on X86_64 Linux with KSP in 64bit mode. 146 mods loaded,... game is still zippedy
  6. DSEV "Rucksac" mkV Being readied for its expedition to Duna. the mkV is the first DSEV to implement the "Perpetuum Mobile Concept". By levering ISRU technology and Virtual Particles tech from Solaris Hypernautics. This should ensure mission success where other missions would stall due to resource scarcity. http://www.ksp-players.com/en/logbook/Denko666/posts/16815 ... To get you motivated Carbon
  7. Mission Update With all previous attempts for launching an expeditionary mission to Duna failed.... prepping a new one, hope it 'll go better this time Preparing a mark IV Rucksack for its journey to the red planet at Blue Yonder Station. https://www.flickr.com/gp/112822178@N08/S0jgU8
  8. In my case the casa was set to geology lab. and the hacienda to ironworks. so both their default. i'll get right on getting u some logs to work with.
  9. I had the exact same thing with an hacienda. At first i thought it was because of Kerbal Joint Reinforcements, but the issue remained after i removed that mod.
  10. I got the same thing, also walking around with an inflatable module on a Kerbal's back doesn't work well either... they keep falling.
  11. is 'WBModuleDockingNode' something thats inside a DLL? Or should it also be a .cfg file? If its a file, i can't find it in the DSEV directories or the WBtools tree My apologies if i keep returning to it, but i'm stuck if these things can't decouple. So i thought i'd give it a try to troubleshoot it myself.
  12. Screenshot: https://flic.kr/p/CDgpCn KSP.log output during: nothing :/
  13. Hey Angel, I got a little issue with the DR-375 Dock-o-tron, they seem to be missing the decouple/undock action in the rightClick menu when in flight. Craft was assembled with 2 dock-o-trons facing each other in the VAB. Is this behaviour as intended or could this be a bug?
  14. Extrmely cool project; Just have 1 question though: how long should it generally take to import a .craft file? (few seconds? one or two minutes? an hour?...)
  15. Hey Pellinor! No i didn't know... so thanks for the links! But still, i'd feel bad if Roverdude wouldnt give his permission to use them..
  16. AWESOME!! Roverdude, would you be open to sharing the 3D models of this sub? I'm a Model RC submarine maker, i think this would make an excellent 3D printed sub...
  17. The ssto is built completely symmetrical. The DSEVs are mostly symmetrical, but because of their total weight being so high discrepancies between left and right simply become dismissable. For ballance top-bottom i eyeballed it and used common sense, since the opt j docking part does not present a connection node when open its not possible to use the merge function. If you look at the engine sections of the DSEVs you'll notice i always put them in a triangle, 2 inline with the mass of the rest of the DSEV and 1 in line with the OPT SSTO when it is connected. I then strutted everything up using a little trick i learned from an architect: wherever you have a lever like construction, add a strut connecting the 2 ends of the lever, creating a triangle. That way force generated by the engines gets distributed over both angled parts and the strut. To strut up the SSTO when connected i used Quantum Struts. And finally: to manage the engines during flight i used the Throttle Controlled Avionics mod. This mod will dynamically modify the thrust limits of the engines to keep CoT and CoM as close together as possible. The main thing so far to keep in mind for which i have no sollution yet is: the whole construction turns like a bus on prozac. So manouvers that require quick turning are a nono. The SSTOs turnrate on its own is acceptable, the DSEV turns slowly, as would be expected from such a construction, altho using some powerful RCS thrusters is required, haven't found an SAS module strong enough to manage on its own. When combined the whole thing needs about 5 min to do a 180. This and the time it takes to decellerate makes for some exciting moments during gravity capture when arriving at the destination. The SSTO i allready posted on KSP Player, ill post the DSEV "rucksac" today. Of the 3 models i made so far that one is the best performing. That way you can play arround with them without having to spend the hours constructing. The DSEV you need to construct in space tho using extraplanetary launchpads, no way of getting that through the rigours of athmospheric flight. Or use hyperedit
  18. The umbrella is from the Karbonite and K+ mods by Roverdude. It collects trace amounts of Karbonite and/Karborundum from space when at the right altitude. The Karborundum in turn i use
  19. The umbrella is from the Karbonite and K+ mods by Roverdude. It collects trace amounts of Karbonite and/Karborundum from space when at the right altitude. The Karborundum in turn i use to power jumpnodes from the eftl mod
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