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CrashTestDanny

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Everything posted by CrashTestDanny

  1. Thanks for the patch! Danny
  2. Love all the changes and so far have not seen the failure to stage since getting the new version. Thanks! Danny
  3. Well, I'll keep trying to figure it out - now I've seen one that staged exactly as expected, too. Regardless, GT is awesome, even if I do have to manually press the space bar Danny
  4. I've made a few more launches and imagine my surprise when suddenly auto-staging worked at the same time as I manually dumped a spent stage! I THINK I have identified the behavior; if a stage is stack-attached, it gets auto-staged. If it is radially attached, it does not... Hope this helps. Danny
  5. I don't have MJ installed yet - running 1.2 and no plans to go back, so no MJ until it gets updated. Danny
  6. I have to admit I was initially skeptical about the utility of this mod in the face of MJ, which has provided so much more functionality in previous versions. However, as someone else pointed out, MJ is not yet available for 1.2. So, tired of having my rockets flying around like drunken cats, I decided to check out Gravity Turn. @AndyMt; Thanks for toughing it out in spite of the naysayers! This is WAY better than any launch automation I have previously used! No more flipping just cause I don't know how or can't be bothered to properly design my stages to avoid it! No more drunken cats flying my launches! I stuck a mobile mining, refining, and science outpost on top of a 2.5m asparagus-staged stack and clicked Launch! This thing is big, bulky, mounted sideways on top of a rocket with a huge fairing to make the HUGE drag symmetrical, and GT took her to 80km easily on 3500m/s! Perfect! Way better than my poor, decrepit old fingers can do it! But that's enough praise for now - wouldn't want it to go to your head. I do have a wish list. I know you're focused on the Gravity Turn and that's the name of the app and all, but it would be really nice if it could have a options to finish off the orbit (circularizing would be a nice first step - my launch left me 5m from Ap in an 80km x 59km orbit. Looks like GT is giving up soon as the ship hits 70km). Also would be nice if it had some staging built-in. I thought that little "Auto-StageManager" button was going to handle that, but it seems to only worry about fairings. I know smart parts is my friend, but I was really hoping for something integrated. Anyhow, thanks for the AWESOME mod and I'm looking forward to seeing it become even awesomer! Danny
  7. It's been a while since I posted in these forums, perhaps it's time. I've been playing with the pre-release and so far my impression is very favorable. Maybe it's just the lack of mods, but it seems to perform much more smoothly on my aging system than the previous couple releases. The announcement of the official release date a week in advance is also a nice [baby] step in the right direction, IMHO. I'm hoping the official release and will go smoothly for all our sakes! I also looked at the current readme file and must say that's an impressive list of updates/fixes for 1.2! Well done Squad! It's interesting to see all the different opinions about the turnover in the development staff, and am a little surprised by some of the negative posts. I think it's good for the product to have new people come in and look at it from a fresh perspective. I hope that they left for better situations and wish them well. It's kind of the nature of business today that there is turnover and sometimes in large groups, and Mexico is one of those places where IT opportunities are just beginning to expand rapidly, so I would not read anything sinister into their departures just yet. Ok - that's off topic, so I'll stop. Thanks for all of the fixes, Squad! My landing gears are finally not exploding on contact! Danny
  8. whoah - that's a crapload of fixes - can't wait to see the results! Danny
  9. Welcome Roy! Why is the antenna system in polish? Danny. Wondering how many people won't get that it's a joke...
  10. Tweaking the gimbals down to under 5% seems to correct this issue - thanks guys! Danny
  11. I'll try that and see if it fixes it... I have dozens of crafts that do this. If reducing the gimbal further does not fix it, I'll post a couple up... Danny
  12. Yeah, even at 10% when I launch the rocket will take an immediate turn in a random direction - sometimes as much as 40 degrees before SAS fixes it. Danny
  13. So it seems that every time I launch anything on top of a vector engine the rocket goes all wonky (sorry for the technical jargon) for a few seconds before the gimballing kicks in and straightens it out... Is this a known bug? Or is it by design and just thrown in to make life exciting? Or is it one of those things that I'm the only one experiencing? Danny
  14. My managers always ask the "can we" questions (How people with this level of communication skills got to be managers and stay managers is beyond me, apparently). This is one of the very few questions that I think of as "dumb" in my world, because the answer is almost always the same; "YES, we can." Will we? That's a whole other deal, and hopefully closely tied to the much better question "Should we?" I don't think we should view Unity as 'holding KSP back' either. Where would KSP be without Unity? Is there another engine that was available to the devs when they started that would have enabled them to create this game? While this question may be of interest from a historical perspective, I am fairly certain that KSP would not be where it is today without Unity. Unity has enabled Squad to focus on game development instead of physics, or scene management, or probably a hundred other things that Unity handles (like ship editors maybe). As for switching to another engine, that's really an internal Squad matter as far as I'm concerned, with one caveat; switching to another game engine will require all mods to be re-done for the new engine, so now that the game is established on Unity, moving to another engine would be a HUGE undertaking and would impact a lot of people - that has to be considered. Danny
  15. Never mind. Move along, nothing to see here... PSA - if your ship runs out of electric charge, you won't be able to control your engines! Hey Diazo - love this mod and the horizontal landing aid mod, but have something weird going on. I was landing MinOp1 and decided to give VVC and HLA a go. I punched in 30m and started to maneuver it close to another landed vessel. All was going well until I decided it was time to actually set down. The ship kept going up even though I had the vertical vel set to 0 and height to 30m. I tried reducing the VV to no avail. I tried reducing the height. I tried cussing at it and sweet-talking it too. Then I tried to shutdown the engines, but right click would not even work on the engines. Worked for other parts though. I did not run out of electric charge. MinOp1's engines are no longer controllable by me. I finally used HyperEdit to jettison all my fuel and then land the ship and Vessel Mover to place it. I then tried reloading and after that a complete restart, but no matter what I do, MinOp1's engines are not controllable by me. I can control engines on other vessels, but not on MinOp1. I looked through logs and save files and can't see what's going on. Any help you could give would be greatly appreciated. Thanks, Danny
  16. Thanks @bewing. With help from your design, I figured out what I was doing wrong... Danny
  17. Sounds like fun, but in my install the differential steering doesn't seem to work at any speed... Danny
  18. I am, but nothing that "should" impact rover wheels. Have tried on a stock install with the same results, too... Danny
  19. That's pretty much exactly the wheels I mean. I created a rover with four of these wheels and could not get it to steer at the KSC at all. I know they don't look like they steer because they are skid steering (steering by applying different drive to each wheels) but in my install they all went straight... Danny
  20. Those aren't the large wheels though - I'm talking about the huge honking wheels... They are supposed to skid steer, but they don't seem to in my install... guess I'll put in a bug report... Danny
  21. Actually, I believe the brand name on our tires is LightYear... Danny
  22. I know there are a lot of threads about the various issues with rover wheels, but I came across one that I haven't found any reference to before. I built a rover with the large rover wheels and enabled differential steering, but they would not steer. Is this a known issue or did I do something dumb? I did make sure the wheels were not blocked. They rolled plenty, but only forward and back - my rover would not turn at all... Danny
  23. In my opinion, it's accomplishing that thing that you've never been able to do yet, in spite of your most valiant efforts to date. Apologies for the vagueness of that response, but the point is that for me, it changes. When I had never made it to orbit, orbiting Jeb in his first Kobbled together ship was like not other feeling there was. Then landing on the moon held that mystique. Then completing a base on the Mun was pretty high. Of course, now I've landed a city on the Mun and left 70 telephone sanitzers and hairdressers err... scientists there to populate it, so my sites are set somewhere outside of the Kerbin system, Maybe bases on all of Jool's natural satellites, or a permanent base on Eeloo... I guess the only thing that doesn't make me feel great about this game is the stuff that I've already done enough to get bored with it... Danny
  24. of course, I had no doubts, but I did test it and the mod works perfectly! Thanks again! Danny. Climbing trussgirders to heaven!
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