JuggernautOfWar
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Everything posted by JuggernautOfWar
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[1.2] Procedural Fairings 3.20 (November 8)
JuggernautOfWar replied to e-dog's topic in KSP1 Mod Releases
I'm not going to read through the whole thread, but I'm guessing from the overall tone here fairings don't work with .25? -
Kethane Plant (grow kethane in space)
JuggernautOfWar replied to grimmer87's topic in KSP1 Mod Releases
I hate to ask "are we there yet", but is a .25 version in the works? Thanks! -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
JuggernautOfWar replied to bac9's topic in KSP1 Mod Releases
Is this balanced for career mode, and if so, are there any parts to unlock earlier on or is it all late game stuff? Thanks.- 4,460 replies
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
JuggernautOfWar replied to ethernet's topic in KSP1 Mod Releases
Ah okay I was under the impression I had to have the craft selected for the game to count up the resources. Good to know I can just run it in the background as I carry out other missions. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
JuggernautOfWar replied to ethernet's topic in KSP1 Mod Releases
Excellent mod! I'm just getting started in it and I've got a question. I am only earning one Eureka per hour. Is there a way to increase the productivity? Thanks. -
[1.2] Procedural Fairings 3.20 (November 8)
JuggernautOfWar replied to e-dog's topic in KSP1 Mod Releases
Ah that must be it. Strange, I don't see any size unlocks in the tech tree. -
[1.2] Procedural Fairings 3.20 (November 8)
JuggernautOfWar replied to e-dog's topic in KSP1 Mod Releases
Is 1.5m the maximum size for the bases? The imgur how-to album shows large 3m fairing bases. With only 1.5m max size it looks very funny having a larger lower stage. -
I've got a quick question. I have a target selected in ascent guidance and when I click either "launch to rendezvous" or "launch into plane of target" I get a countdown and time warp, but then nothing. It will count down to zero seconds, then just sit there doing nothing. Both buttons have this affect. What am I doing wrong here? Thank you.
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[1.2] Procedural Fairings 3.20 (November 8)
JuggernautOfWar replied to e-dog's topic in KSP1 Mod Releases
Cannot do that because the fairings are in the way. -
[1.2] Procedural Fairings 3.20 (November 8)
JuggernautOfWar replied to e-dog's topic in KSP1 Mod Releases
Still have trouble with larger rocket fairings causing the payload to wobble around. Cannot use struts since when I do, the fairings do not jettison away properly. -
[1.2] Procedural Fairings 3.20 (November 8)
JuggernautOfWar replied to e-dog's topic in KSP1 Mod Releases
Yes. You mean like the included procedural fuselage? -
[1.2] Procedural Fairings 3.20 (November 8)
JuggernautOfWar replied to e-dog's topic in KSP1 Mod Releases
Stock struts. I have compared no struts with extreme wobble (making it difficult to control the craft) to using stock struts holding the fairing and payload firmly where they should be. Whenever struts are used on the fairings, any fairings attached to a strut have 0 jettison force. They just sort of fall away from the craft from just gravity. This causes them to snag other things on the way down, most notably the top 'cone' of the fairing breaking whatever is on top of your payload. An easy way to test this is create a simple craft in the VAB with fairings. Connect the fairing sides to a strut, right click fairing, and jettison. Do the same after detaching the struts and you will see for yourself. Since I cannot currently secure my payloads I unfortunately have no choice but to wait for future addon versions. Small rockets work well enough since they do not need many if any struts, but thanks to Unity's crappy parts physics larger rockets wobble around like gelatin for no apparent reason. -
[1.2] Procedural Fairings 3.20 (November 8)
JuggernautOfWar replied to e-dog's topic in KSP1 Mod Releases
Thanks for the help. Turns out the struts were causing this. Is this a known issue? Now I have a wobbly payload, but things aren't blowing up as much. -
Thank you for the info. It would be nice if somebody could reply with what exactly the "post" value affects. I figured out how to "transfer" to a moon autonomously as well. Using the rendezvous autopilot you can complete all the necessary burns to successfully rendezvous with a moon in your current system. Problem is, it puts you right in the center of the moon so you collide and explode. I think this feature is more designed for flying to an object such as a space station in orbit. Thus I have to keep using the maneuver planner in the meantime to do all my rendezvous, which means I have to be here to setup a new node only after I get into it's COI.
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[1.2] Procedural Fairings 3.20 (November 8)
JuggernautOfWar replied to e-dog's topic in KSP1 Mod Releases
I am having an issue with this otherwise incredible addition. Even when set to high ejection force the fairings just sort of fall away from the craft, getting caught on equipment blowing up parts of my craft. -
When I create a circularization node at the next periapsis it creates the node at the next Kerbin periapsis instead of Mun unless I am in Mun's SOI. I know I can wait for the SOI transition, but I want to create a method of doing this automatically so it can time warp and execute the node while I am away from my desktop. In a completely unrelated topic, what exactly do the "pre" and "post" delays do in ascent guidance?
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How to launch a rover to Mun.
JuggernautOfWar replied to JuggernautOfWar's topic in KSP1 Gameplay Questions and Tutorials
That doesn't really solve them being asymmetrical in either of the buildings. Either the rover is screwed up in the VAB, or the vehicle is screwed up in the SPH. -
[1.2] Procedural Fairings 3.20 (November 8)
JuggernautOfWar replied to e-dog's topic in KSP1 Mod Releases
Absolutely amazing and wonderful mod! I just tried it briefly but had no idea about the R keyboard shortcut to resize them. Maybe add that in a readme or something. Do you make any other mods? With quality like this I'd love to see more content without downloading a parts pack! Great job and keep up the good work! -
How to launch a rover to Mun.
JuggernautOfWar replied to JuggernautOfWar's topic in KSP1 Gameplay Questions and Tutorials
It seems you folks are designing rovers and rockets in the VAB. When I design rovers in the VAB they are asymmetrical and impossible. Same goes for rockets of any complexity in the SPH.