scharlesc
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Posts posted by scharlesc
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richfiles is right, excellent write up and I think you nailed it. I give Squad enormous credit with what they have done here. I don't play many computer games (use to play Eve but got bored by it and the way you can lose ships to AH's with no recourse) but Kerbal is by far one of the best games/simulators I have ever seen. It is important to understand how difficult it is to write software like this and what a huge task it is.
Their job must really be difficult with the new engine (Unity 5) converting software over to a new platform is really hard.
Patience is a virtue and we will all be rewarded soon!
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Great job! You must have enormous patience.
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The Vista Inertial Fusion engine no longer works in the atmosphere in this latest version. It use to in fact a test rocket I built to test it in the atmosphere no longer works though I changed nothing on it. Is this intentional?
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Tried everything not a single reactor will turn on. Can't figure out what I am doing wrong.
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I think by default reactors are on and if I remember correctly when they are sitting on the lauchpad they are in pre-launch state, so no manipulations are available...
Thx that probably explains it.
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If you are trying to do it right after shutdown, you have to wait until heat decay is finished.
Also range of restarting is rather small, you have to be as close as possible (other options may appear far from reactor, but for restarting you have to come closer)
Yes tried to be right on top of it and no option to turn it on appeared. Very strange. It was a test at the launch pad so the reactor was never turned on. Tried about everything I could think of.
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This may be a dumb question but how come I can not turn the reactors on. I send a kerbal on EVA and even then there is no option when I right click that allows me to start them.
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I had this problem as well, there's a spelling mistake in the rangerengine.cfg, it says
TechRequired = experimentalAerodynamic
when it should say
TechRequired = experimentalAerodynamics
(notice the missing s at the end)
So if you change that the part should now appear.
Thank you that was exactly the problem. I now recall reading that in the thread a long time ago. I was tearing my hair out!
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Lately I can't launch the ranger it keeps saying that a part is missing; the 2x xp-f40 'cooper" aerospike. Anyone have any ideas? I've tried to find that in mods to see if I am missing something but no luck.
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That must be it. Or I could have some mod in Kerbal that is messing it up. Thanks.
I removed some old mods and also the physics.cfg file and it works like a charm no overheating. Made it into orbit.
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Sounds like your copy of the plane is glitched, i can not get the engines to overheat no matter what i do, maybe re download it
That must be it. Or I could have some mod in Kerbal that is messing it up. Thanks.
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The turbo jets overheat and lose power before I can reach 800-1100m/s. What do you do to prevent that?
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Are you using both the turbo jets and the rapiers?
they are bound to different action groups, it normally gets to around 180m/s by the end of the runway
Thanks for responding. I resolved the issue it had to do with real parachute. I noticed the parachute action group would disappear when I moved it to the runway and I had a sneaking suspicion the parachutes were deployed though they could not be seen because of some bug with real parachute. I removed real parachutes as a mod and the action group would remain visible and I was able to take off since they were not deployed.
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Thanks for responding. I resolved the issue it had to do with real parachute. I noticed the parachute action group would disappear when I moved it to the runway and I had a sneaking suspicion the parachutes were deployed though they could not be seen because of some bug with real parachute. I removed real parachutes as a mod and the action group would remain visible and I was able to take off since they were not deployed.I must have had a slightly out of date version of real parachute.
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It won't go faster than around 65m/s and I can't get it to gain enough speed for flight.
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Well I tried flying the shuttle with the latest MechJeb.
...and with it I just flew the STS-4 1.0.2 Space Shuttle Independence with STS Fuel Pod to a record breaking 421km orbit and return to KSC Island!
Some notes on MechJeb flying the STS-4 1.0.2 soon to be aka STS-5:
For Ascent Guidance for empty bay or heavy cargo:
set target altitude to 200km
disable limit to terminal velocity
disable throttle limiting
disable forced roll
autostage only until stage 4
As with all STS launches you must manually roll the craft just after launch and before 6km, in order to have the tail facing the ocean so the orbiter climbs on its back and maximize the thrust vectors and weight balance, just like the real shuttle.
Then nearing 50km, roll belly down and let MJ burn you to 200km, and have it autostage the External Tank.
Turn on RCS and jet away from the tank to avoid colliding with it, and manually enage the next stage when clear. MJ will circularize your orbit.
Easy peasy. I hope.
bear in mind that the shuttle has a tendency to roll while burning the Space Shuttle Main Engines and using MJ since MJ by default does not use SAS. This is because of the right side fuel line on the External Tank being placed there. It offsets the fuel dump causing the roll, which you should manually correct as you fly it up. The fuel line is intended to be there to be accurate to the actual NASA shuttle external tank look. Without MJ, you use SAS and there is no roll.
Just note that the shuttle flies just fine as-is, but if you put any cargo in the bay, you're going to need to fill up the external tank a bit, starting with the center tank, and then the botttom tank. only the STS Fuel Pod cargo (42 tons) requires all tanks to be full, even on the boosters.
Let me know if you still can't make orbit with the above instructions.
Thank you very much for taking the time and having the patience to respond. I greatly appreciate it and I will follow your excellent instructions.
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Tried probably 20 times to get this STS-4 into orbit. mechjeb does not work around 2000M it starts wobbling from side to side with the arc of wobble increasing till it tips over. Tried manually and around 5KM it suddenly jumps as if someone pushed it from behind and it starts spinning. Then the side boosters run out of fuel they come off and break a wing. this is one tough bird to fly.
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ascent autopilot - set limit angle of attack to 5-10 degrees until you reach 20-25km. In new aero system drag and lift does matter.
landing autopilot is fine on non atmospheric bodies. for me it failed to enter atmosphere at all.
reentry is more realistic, not as hard as deadly reentry on default settings, but heat shields are needed. TIP light fitted at the top of mk1 pod will survive retrograde facing reentry.
Still does not work pretty much tried everything. Ascent guidance is completely broke.
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Frankly this game stinks now. I don;t have a single rocket all of which worked beautifully in .9 that does not tip early immediately of as I ascend. The yaw controls do not work properly neither does SAS. It does not respond to the controls and I cannot stop the tipping. Very frustrating. If they don;t fix this I'm sadly finished with Kerbal. I watched Manley's video and frankly I can;t understand how he was able to control his rocket. None of mine are presently controllable. Also the extensive space station I built can no longer be flown since when I go to mission control and highlight it and the fly button never lights. they ruined this game frankly.
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I have the same problem.
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
in KSP1 Mod Releases
Posted
Definitely no longer working. My rockets bend like noodles.