-
Posts
327 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by slaintemaith
-
No worries at all! I wasn't offended in the slightest. I am a native speaker, but American; we butcher an otherwise expressive and subtle language. It's gotten worse recently.
- 166 replies
-
- 1
-
-
- planetpack
- rss
-
(and 1 more)
Tagged with:
-
Imply? No. I've had at least five separate concurrent KSP installs of varying versions for reasons. I'm implying that over the course of I-forget-how-many-years-I've-been-playing-this-game-now that researching the versions of things that work with all the other things they depend upon, and then matching them to the proper KSP version is becoming a chore. It's not a specific gripe with regards to this mod or its dependencies, just a gripe in general. =)
- 166 replies
-
- 1
-
-
- planetpack
- rss
-
(and 1 more)
Tagged with:
-
Kerbal must have updated yet again, as Kopernicus does not work with the latest version of KSP.
- 166 replies
-
- planetpack
- rss
-
(and 1 more)
Tagged with:
-
ASET Props Pack. v1.5 (for the modders who create IVA)
slaintemaith replied to alexustas's topic in KSP1 Mod Development
Not sure if this is still being worked on, but I wanted to drop this file here in case anyone else wanted to swap kerbin with earth. The file would live in ..\GameData\ASET\ASET_Props\Instruments\ASET_IMP (If it's not being worked on, at least this file will be here for ME when I need it. =) -
Not sure if this mod is still maintained, but I'm curious to know if the IVA can be rescaled for RSS? Everything works (and the Nav Ball I can swap out for an Earth Map--that's an ASET thing anyway) but I think I need to rescale something as I'm getting this: (which appear to be artifacts from the outside of the cockpit. Any help would be appreciated. =)
-
Thanks for your response! Pity the old Atlas code (which worked remarkably well for Atlas rockets) isn't still available. Could one not just plop that in as another drop down for guidance options, or would that involve many many programming hoops because the nature of the code (i.e., how MJ itself handles things) has changed drastically since? *Edit: Just tried a Saturn V launch to orbit in RSS/RO. I'm blown away. The new code is amazing. Don't get me wrong. I just wish there was an "Atlas" button. =)
-
I know that once upon a time there was an Atlas-based Ascent program that I think Lamont made for MJ. That appears to be missing now, as I've updated to 1.6.1 RSS/RO. Which means MechJeb doesn't see the full DV of the Atlas rocket I'm trying to get into orbit, due to the staging. Which means no-ey launch-ey, because it won't launch if it doesn't see a clear guidance path. On the other hand, when I try to manually push through the first stage by flying myself, as soon as I attempt to activate ascent guidance after staging, the motor shuts down. Is there a way around this beyond, "Don't Use MechJeb For This Type Of Launch?"
-
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
slaintemaith replied to Pak's topic in KSP1 Mod Releases
Your numbers might require adjustments from mine, as yes, I'm doing 2.5x. and FAR. But the fact is the control stability is what you're looking for--and that should be fixed.- 2,351 replies
-
- space shuttle
- parts
-
(and 1 more)
Tagged with:
-
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
slaintemaith replied to Pak's topic in KSP1 Mod Releases
Did you watch my video and use my settings?- 2,351 replies
-
- space shuttle
- parts
-
(and 1 more)
Tagged with:
-
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
slaintemaith replied to Pak's topic in KSP1 Mod Releases
If they did a search in this very topic, they'd see me link my video of this shuttle getting in to orbit using MechJeb like at least three times. So the answer to the question is: "Yes." The long answer is, "It always has been." and I can say "Do a search of the topic for "launch" and "Mechjeb" and look through my posts. =)- 2,351 replies
-
- 1
-
-
- space shuttle
- parts
-
(and 1 more)
Tagged with:
-
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
slaintemaith replied to Pak's topic in KSP1 Mod Releases
Did you search this thread before asking that? I have a video clearly showing this craft ascending using nothing but MechJeb.- 2,351 replies
-
- 1
-
-
- space shuttle
- parts
-
(and 1 more)
Tagged with:
-
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
slaintemaith replied to Pak's topic in KSP1 Mod Releases
Can't help you there. I'm quite happy with the Canadarm. It mounts in the bay just fine, and although there's some wonkiness with the IR elbow numbers, you can still move it just fine. Docking and undocking with the right part (one of the attachment ports doesn't work, but another one works fine) Hell, even the cameras work if you use something like Kermantech's IVA. (Which if you don't, you should!)- 2,351 replies
-
- 1
-
-
- space shuttle
- parts
-
(and 1 more)
Tagged with:
-
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
slaintemaith replied to Pak's topic in KSP1 Mod Releases
I toyed with it. It's easy enough to add the control point to the code, but I couldn't figure out how to do the offset in the .cfg.- 2,351 replies
-
- space shuttle
- parts
-
(and 1 more)
Tagged with:
-
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
slaintemaith replied to Pak's topic in KSP1 Mod Releases
One could probably simply patch that code in the part's .cfg, I think.- 2,351 replies
-
- space shuttle
- parts
-
(and 1 more)
Tagged with:
-
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
slaintemaith replied to Pak's topic in KSP1 Mod Releases
Oh. Nope. I don't do orbital ops in KSP by hand if I can possibly avoid it. I barely like flying in the atmo manually the controls are so bloody awful. And MJ doesn't have problems with angled engines: if you angle the control point to match it. ...which was sort of my entire point. If I wanted to control the ship manually, I'd not bother with it at all.- 2,351 replies
-
- 1
-
-
- space shuttle
- parts
-
(and 1 more)
Tagged with:
-
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
slaintemaith replied to Pak's topic in KSP1 Mod Releases
I'd love to know how you managed this, because I sure cannot as the above videos prove.- 2,351 replies
-
- space shuttle
- parts
-
(and 1 more)
Tagged with:
-
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
slaintemaith replied to Pak's topic in KSP1 Mod Releases
This is as good a demonstration as I can give...(And I apologize for the sound not being in sync. I have no idea what's up with that) Without: (and this is the orignial .craft file) With:- 2,351 replies
-
- 1
-
-
- space shuttle
- parts
-
(and 1 more)
Tagged with:
-
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
slaintemaith replied to Pak's topic in KSP1 Mod Releases
And you tweak your OMS before each flight to account for the differing center of mass due to payload? I don't. I'd love to see some in-game footage to demonstrate how stable your shuttle maneuvers are. Maybe I'm missing something. It's happened before.- 2,351 replies
-
- space shuttle
- parts
-
(and 1 more)
Tagged with:
-
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
slaintemaith replied to Pak's topic in KSP1 Mod Releases
In real life, that is absolutely true. In KSP, they really aren't. At least not as far as MechJeb or sane control is concerned. With the angled pod, a d/v change will keep your nose pointed mostly in the same spot as you finish your maneuver. Without it, you wind up 'chasing the needle.' I've tried it with and without a rear, angled pod, and I assure you 'with' is better.- 2,351 replies
-
- space shuttle
- parts
-
(and 1 more)
Tagged with:
-
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
slaintemaith replied to Pak's topic in KSP1 Mod Releases
Also make sure you double-check all your RCS and control surface configurations. I'm 99% sure that the body flap is "off" by default, as is nose-pitch RCS, and there's something wonky with the AFT RCS as well. In addition: I put a control pod in the aft and angle it at the same as the OMS engines. I'll then use an action group to activate the OMS engines, gimbals, and change control to the aft pod. This tends to even out orbital maneuvers. You can also add reaction wheels to the back and front if you wish. I also seem to recall something wonky with the landing gear in the downloaded .craft. Fact is I've gotten used to rebuilding the CA shuttle from the component parts with nothing but real shuttle images. (Useful for getting the placement and dihedral of the wings and placement of the landing gear) All in all, it's a GREAT shuttle. Made better with the Ultimate Shuttle IVA (if you're using 1.4.x +) or Kermantech's IVA if you're at 1.3.x.- 2,351 replies
-
- space shuttle
- parts
-
(and 1 more)
Tagged with:
-
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
slaintemaith replied to Pak's topic in KSP1 Mod Releases
Yes. I figured it out. It was: 1) My fault. 2) Stupid. Thanks for your help, though. =) Did you know that you shouldn't change the dir tree when you add part mods? Or if you do, you need to reflect that in the part.cfg? Yeah. Derp.- 2,351 replies
-
- space shuttle
- parts
-
(and 1 more)
Tagged with:
-
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
slaintemaith replied to Pak's topic in KSP1 Mod Releases
Hrm. I must not have the right files then. =( **Edit: Nope, I have the right files, it's simply not loading. Have no idea why. It doesn't appear in the Communications section of the parts list.- 2,351 replies
-
- space shuttle
- parts
-
(and 1 more)
Tagged with:
-
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
slaintemaith replied to Pak's topic in KSP1 Mod Releases
Will that work in 1.3.1? I loaded that mod and although the part is there in the files, it's decidedly unloaded in-game.- 2,351 replies
-
- space shuttle
- parts
-
(and 1 more)
Tagged with:
-
[1.4.x] Ultimate Shuttle IVA - 1.0!! Woop Woop!
slaintemaith replied to G'th's topic in KSP1 Mod Releases
Yep. Certainly seems to be. =( Thanks for the response, though! -
[1.4.x] Ultimate Shuttle IVA - 1.0!! Woop Woop!
slaintemaith replied to G'th's topic in KSP1 Mod Releases
Anyone have any luck with this in 1.3.1?