Jump to content

RandyRawgust

Members
  • Posts

    55
  • Joined

  • Last visited

Everything posted by RandyRawgust

  1. I agree that I do NOT want anything militaristic added into stock. Although, I really wish someone could get something like this going again.
  2. Two years later... Parts weld them into a single model and then place them with HyperEdit or Vessel Mover.
  3. How does the pivot point work? I need a crane to lift my landed rockets off my ASDS, so I'll need to cut part count down welding it together.
  4. I have so many mods that I'll likely be using 1.1.3 until well after 1.2 is released. So far 1.1.3 and the current release have had no issues on my system. Small question though, is there a way to pick which bases I want and which ones I don't, I'd like to have a few extra bases but not all over. Love the mod, thanks for the support!
  5. Anyone else experiencing issues with 'Ship's Gangway'? Mine isn't animating. Not sure if its functional. Playing 1.1.3 64.
  6. Sorry, let me clarify. I uninstalled TCA yes, although my issue persists. I've never had a problem with manual landing burns before. So I figured it was TCA because that was all I had changed. TCA worked fine when my throttle wasn't stuck off. I mean at least if it was stuck at 100% the TCA slider would sufficient. I woke up one day, started KSP and they updated to 1.1.3 and basically broke all my launch vehicles and all my crafts. :/ Also have to say I'm really impressed with this mod.
  7. Throttle stays locked in the off position when attempt landing burn. Engines still gimbal and I still have control of RCS and SAS. Anyone have an answer?
  8. Thanks for a quick reply! I uninstalled the mod but its still happening. Mod is awesome btw! I'm trying to land a booster but my throttle locks in the off position on decent. They still gimbal around and I have control over RCS and SAS still. :/ I'm using 9 scaled down Vector engines, if anyone can help PM me!
  9. My throttle gets locked in the off state after I enable TCA, then I can't use it all and I hit the ground like a missle. Anyone else having their throttle's lock up?!
  10. Is there a way to change the ASDS textures?
  11. KSO has been solid in 1.0.5 for me still. However, I can't swap my cockpits in the VAB. I can technically, but I can't reattach the orbiter to the stack once I pull it off the eft. It's frustrating. I can't seem to change Resolute either. Any help would be great, thanks
  12. First two landing attempts I overheated and broke apart. Anyone else having issues?
  13. My welded parts won't load during KSP 1.0.5 initial startup, I've updated the mod and no change. - - - Updated - - - It stops at "UbioWeldingLtd/Parts/Structural/Tower/Tower" if that helps.
  14. If I have 150dv left my mini-KSO tips up after it stops on the runway. I did use a chute when I didn't need to, and I also turned off the e-brake. But that was in 1.0.4. My Ubiowelded structures won't load currently so not sure how the KSO performs in 1.0.5.
  15. Does anyone have a solid launch profile for MechJeb? or an updated launch tutorial? I tend to have too much fuel in my EFT now when I reach orbit. Mechjeb works fine until just till the end of the circularization burn, it flips me end over end. Just curious, whats YOUR launch experience with the KSO mini shuttle in 1.0.4?!
  16. I love this fascination with Buran! This project looks great!
  17. So far, I've used it, and it worked fine in BETA .90, In 1.0.2-1.0.4 I'm not sure, I actually just installed FAR for 1.0.4 so I'll let you know but if I understand your question correctly then, YES the KSO IS compatible without FAR in 1.0.4.
  18. Sorry its been a while guys. Thanks for making v1.0.2-1.0.4 compatible KSO. I've downloaded this new pack yesterday, updated Firespitter, and installed the new 1.0.4 compatible Deadly Reentry (DRE) mod and I've had pretty flawless flying so far. My first flight on the Mini-KSO it looked like something in the nosecone exploded but no signs of damage. This happened to me in beta a few times as well. One noticeable difference I can tell however (and this maybe because now I'm no longer using FAR) the shuttle only glides so far, I haven't been able to drop it from high altitude and angle it to get lift, but that makes sense, the actual space shuttle flies like a brick too, it's not meant to do that stuff. I noticed this though because I calculated my reentry in the Super25 using the Mini-KSO numbers and overshot the runway far. The reason I'm posting this is because, In search of tutorials and tips for flying these badboys, I've noticed alot of discussion over shuttles being lost on reentry and I felt compelled to share my experiences. In BETA all the way to .90 I used many mods, however the KSO mod was so large, I cut back my use on most of them. FAR, DRE, KSO I considered to be essential and are the mods I will be focusing on. I have not used a patch a modified .cfg or anything, just the stock mods. In BETA; FAR, DRE, KSO Installed - Lost on reentry 75% of the time, realized my angle was too steep, learned to coast it until the plasma burns away as I come into the atmosphere just before the mountain range west of KSC. After that I had no problems. In 1.0.4 (Missed 1.0.2); DRE, KSO Installed - No problems yet, on either shuttle. (Other than that occasional nosecone explosion on the Mini-KSO)(Also, the nosecone did NOT have KSO Avionics mounted inside so not sure what happened.) So I'm not sure if you have any mods that may affect physics in game other than what I was using but I've had smooth sailing once I figured it out.
  19. From seeing how well this mod has been developed and maintained, I would say its probably safe to assume that when the KSO for v1.0 comes out, it'll be well worth the wait.
  20. So I finally landed this bad boy like 2 days ago lol. I've only flown the Super-25 once and it was just screwing around, I did notice it handles smoother, another reason I wanted to perfect and get to know the smaller KSO. I might even slap together a video tutorial to help condense all this loose info. Tips on use with FAR and DRE and whatnot. I was also interested in making one on KSO cargo design, if anyone has on tips or links on that, as always its much appreciated.
  21. Any advice on changing fuel levels to counteract the FAR, perhaps a .cfg? Still going end over end just before I lose the LRBS. After many test flights I've got this thing figured out pretty well now, I'm still curious about when to dump the EFT. Does it stay in orbit?
×
×
  • Create New...