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Starseeker

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Everything posted by Starseeker

  1. Anyone else having issues with the 5m engine plate clipping into their crafts when it's not supposed to?
  2. Hmmm, I think I might have found the source of the problem. The 5m engine plate likes to tilt & clip into the fuel tank beneath it for some reason - I'll try remaking the rocket's upper stage, see if that helps
  3. I'll grab some video in the morning (it's very late for me rn). I'd do the timewarp thing, but I have Persistent Rotation installed, so that's not exactly an option for me ^^; Here's a list of all mods I'd think could be relevant (mods that affect game physics and/or do more than add parts I'm not using here): If you want, I can type out a full modlist alongside the video when I upload that. As for errors in the logs: which logs should I be checking?
  4. I feel like I'm losing my mind, so apologies in advance for any rambling or excessively-frustrated wording. So, to the gist of it: the upper stage of the test vehicle I have for a >100 tons-to-LKO lifter will, most of the time, start spinning out of control (frequently on multiple axes) as soon as it leaves the atmosphere. It's not the ascent guidance or SAS bugging out, since the RCS thrusters are firing as hard as they can to counter the motion; the only explanation is some sort of phantom force. However, it's maddeningly inconsistent; I've launched the vessel completely successfully, reverted back to launch, and flown it again with no tweaks, and it's struck by the issue the second time around. I've tried using rigid attachment, shifting around the autostruts, etc; the only thing I could do is completely remove autostruts, but the vehicle is so large that it's dangerously wobbly if I do so. And perplexingly, everything is fine until the moment I hit 85km (I'm using the JNSQ planet pack); in atmosphere, there's nothing amiss. Anyone have any idea what might be happening? (The only modded part on the upper stage is the ReStock+ three-nozzle RCS block)
  5. Unfortunately to use PVG I'd need to redesign my rocket completely, since the upper stage has a rather high TWR. (Also, I've found a new problem in the form of uncontrollable roll as soon as the rocket leaves atmosphere; I have no idea what's causing this, though.)
  6. Is there a way to disable the top-up-apoapsis behavior of the ascent guidance? I'm using Kerbalism, which adds limited engine restarts, and the tiny bursts of thrust sometimes use up those restarts, meaning my engines don't work when it comes time to circularize. ("top-up-apoapsis" meaning the short bursts of thrust to keep the apoapsis above the set value that happen during the coasting phase of classic guidance)
  7. I'm using it in my 1.8.1 install, and it's working fine Correction: I *thought* I was; I'm a version or two behind, it turns out. However, I can confirm the first 1.9.1-compatable release of Restock is 1.8.1 compatable.
  8. Hey, so, I'm trying to make a raw time alarm using KAC on a 1.8.1 install, but I'm having some really frustrating trouble setting it to a specific date. It seems to keep trying to autofill the fields, but in a really weird way, and I can't get the numbers I press on the keyboard into the actual boxes. An example of what I'm talking about: I've had it mess with every single field in the date-entering section, from years to seconds. Is this intended behavior? If not, I'll grab a log after restarting the game & trying to make a new alarm (so that you don't have to sift through hours' worth of irrelevant data).
  9. Oooo, this looks really good! Definitely gonna add this to my 1.8.1 install
  10. Found that, using the rotation & offset tools on seperatrons, the modeled retrorockets on the 5m-3.75m fuel tank can be made into real retrorockets:
  11. It's quite fun to find ways to use these new parts outside their "intended" use
  12. Yes, I saw that; however, in the same post, Nertea says that the Skipper and Mainsail models in this release are incompatible with 1.8.1.
  13. Ok, so, to make sure: if I download the newest release, replace the Skipper & Mainsail files with the ones from the previous release, and then swap this modified folder out with the one I currently have installed, this should work properly on 1.8.1, correct?
  14. Definitely finding a lot of use of the various bits in the dev branch; put together something that, while it doesn't actually serve a purpose, looks pretty cool (and yes, there's enough space for crew to access, despite the corridor clipping with the service tower)
  15. Ah yeah, I was just told about that before you replied, and I'm really excited to see how it works out in the 2.1 release! Probably gonna try out the dev branch too, since a lot of my designs end up having a fairing around the pod ^^;
  16. Are there plans to add a crew airlock to the general crew access arm? The Soyuz-style gantry doesn't work for a lot of situations, but right now it's the only part that allows access to pods inside fairings. (Love the mod so far, btw!)
  17. Oh awesome!!! Definitely a part I've been interested in seeing for a while!
  18. Ah, so it's mainly a matter of using the part-translation tool to get it just right. Gotcha, thanks!
  19. Out of curiosity, what's meant to be between the Vostok-style shroud and the 1.5m shroud in bulkhead configuration? I've tried a number of things - including the Tantares engine for the Vostok - and I haven't been able to find anything with the right spacing.
  20. 1.5m is about the largest size that fits in a 1.875m fairing's base diameter, so it's decently useful that way
  21. Alright, can confirm that updating to Kerbalism 3.7 fixed the pre-deployed goo pod issue, so that's taken care of ^^; However, the inability to toggle covers remains (as does the lack of animations on the physical & atmospheric science units), and once used the goo pod doesn't retract. Is this still something I should be pursuing on this thread, or us it more on the Kerbalism side?
  22. Oh yeah, forgot to say that I tried using the 0.625m ACD and it wasn't decoupling; glad to see y'all caught that bug! Well, had a look through Kerbalism stuff and turns out this bug was already found on their end? https://github.com/Kerbalism/Kerbalism/issues/596 Seems I've somehow been using an out-of-date version (3.4 not 3.7); I could have sworn I was using the most recent version. I'll update, see if the problems still persist! (Also, that's likely why the science-only config still has the bug; the fix was done last month) Sorry for the trouble ^^;
  23. Well, there's two major ones: Firstly, the new food/water/oxygen combo part doesn't have any water storage when using Kerbalism; I haven't tried it with any other life support mods though. Secondly, several of the science modules seem to interact weirdly with Kerbalism in regards to their animations; cover doors can't be toggled on/off on the science wedges that have them. Additionally, some of the deployment animations are either messed up or simply don't happen; the physical and atmospheric science wedges suffer from the latter, and the goo pod wedge has the former (the main goo pod is stuck in the extended position and the second one is missing from the model). This is limited to the base USII wedges though; the DMagic Orbital Science wedges animate fine.
  24. Is it this mod that's responsible for Kerbalism compatibility, or is Kerbalism responsible for USII compatibility? I'm getting some weird interactions and I'm not sure which thread to report them on.
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