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Z-Key Aerospace

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Everything posted by Z-Key Aerospace

  1. Thank you! - - - Updated - - - [x] Science! for KSP V1.0 - Is here http://themoose.co.uk/ksp/downloads.html Direct link: http://themoose.co.uk/ksp/x-science-v4.1.zip That is built and fixed by Z-Key Aerospace, any bugs are my responsibility. [x] Science! is originally by Bodrick. LICENSE: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Until we get some use feedback please be careful with it. If you download it - please could you let us all know how you get on with it?
  2. Yes I can. I have it compiling and apparently working. Also it doesn't seem anywhere as slow as it was. I haven't had a chance to really test it but it seems to be working for KSC/Shores/Grasslands. I can also view and filter all the other stuff. I'll give it a bit more of a go and then package it up. I am a bit worried about Bodrick / Forum mods / whatever license this had. Not keen on getting myself banned or whatever. If anyone has any advice I'd love to hear it. I tried a PM to BeefSalad but didn't get a reply. If I really have got it working I guess I don't need him. Think I ought to PM Bodrick too out of politeness. Anyhow I also love this mod. It is way better than the stock Science Lab thing. I love the sense of achievement it provides. Bodrick really did get the thing about right. I'll be very happy to take it on if I can just figure out how to get it released properly. - - - Updated - - - I sent a PM to Brodrick, see what he says. The license is https://creativecommons.org/licenses/by-nc-sa/4.0/ ([x] Science! is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.) I have no idea about those things but it actually looks OK to me.
  3. In KSP, as in life, it is the little things that matter. Just incase you wonder "Do people actually use my mod?" Yes, I love your mod, I can't stand career-mode without it. But don't take a break - KSP1 just came out. With 75 new rocket parts who needs sleep?
  4. Thanks for the advice. My first craft did indeed have 1 Claw on the front, a Dockomax (whatever they are called) on the back with radial engines. 2 of those was super wobbly. Having said that the big docking ports _did_ hold. It was the single Claws that got ripped off. Designing a single craft with a Claw on each end took thinking about. Any how - pictures or it didn't happen...
  5. Following serious craft wobble and destruction. Asteroid was not just flung out from Kerbin LEO but was seen accelerating. Asteroid had no attached parts; they all exploded. Asteroid was uncontrollable and not under thrust. VOID Advanced HUD was reporting acceleration starting at about 8 and decreasing with altitude. This is speculation, I know, but it looked a hell of a lot like reversed gravity. Asteroid continued to accelerate albeit at a decreasing rate and is now leaving Kerbin and, I suspect, the solar-system at an impressive speed. My theory Docking 2 asteroids using a craft with both forward and reversed "Claws" is OK and stable at the time. However following a Save->Exit->Reload serious craft wobble ensues. I suspect that the forces on the asteroid attached to the backwards facing Claw are reversed by the reload routine. Following craft destruction forces on asteroid remained reversed and it left Kerbin _REALLY_ fast. That is - the docking routing handles backwards Claws, the reload routing gets it wrong. (End theory) This is what I did Catch 2 asteroids. Produce a craft with both forward and backward facing Claws (my last one had 3+3) Dock backwards Caws to asteroid (90 tonnes) Dock forwards Claws to asteroid (240 tonnes) (At this point I went and had lunch, the craft was stable for an hour at least) Save->Exit->Reload (Because I was unable to change craft or return to the space centre - I get that a lot with Claws, no surprise.) Upon reload observed wobble. Attempted to dock extra craft to the asteroid craft because I hoped the additional SAS would reduce the wobble. I happened to dock my extra craft into the 90t asteroid on the backwards facing Claw. What happened Nothing for about 6 seconds Central craft (the one with 6 Claws) seemed to bend in half. It bent into a right angle so that the big asteroid was facing Kerbin. It did this "suddenly" ie no animation. Nothing for 3 or 4 seconds Explosions, bits every where. Craft parts seemed to be falling away rapidly. Flip to map. No - I'm on the 90t asteroid and _ITS_ orbit has moved. Craft parts and big asteroid are on 80k circular orbit. Asteroid periapsis disappears into Kerbin. I realise that the asteroid is accelerating. No parts found on asteroid and asteroid is no longer controllable. Asteroid achieves escape velocity. VOID reports acceleration has dropped to <2 but asteroid is still accelerating. Windows 7 64bit. 8GB RAM. Decent Nvidia GFx Card. KSP0.90 Number of mods increased during this project at a rate proportional to my frustration and exasperation. Screenshots or more info - just ask. I really wanted to get a whole load of asteroids docked together but they always go wrong after a reload. Claw _are_ buggy as hell but I'm sure now that it the reload routine is getting something very wrong because my asteroids are fine until I have to reload. I read about "rogue-forces" and so tried synchronous-orbit. I read that LEO was best because the rogue-forces would be proportionally less - that was why I was at 80k when this happened. I tried a single Claw each end, 4 Claws each end, then my last craft which had 3+3 and was super-rigid. Then I read that more SAS and RCS _could_ control the wobble so I thought I'd experiment by docking _everything_ and see what happened. Thinking of trying "Quantum Struts" but I'm not sure anything is gonna beat antigravity and I'm now convinced that is what I'm seeing. Totally gutted - it was going to look _SO_ cool. Any ideas appreciated.
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