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Gumby1973

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Everything posted by Gumby1973

  1. Alexei Leonov on shakedown cruise to Minmus.Will also be topping off the hydrogen tanks, and adding more coolant to the radiators. Coasting to Minmus. Two Buffalo Wings dropships with Pathfinder bases ready for Duna.
  2. Could you change it, so that it works in orbit? Or is there some fundamental problem with KIS/KAS and/or Pathfinder that prevents it? Seems kind of silly for me to laboriously take my "junk" to a scrapyard on Minmus, so I can convert them to equipment, I guess my Kerbals need some amount of gravity and not have to deal with parts floating away to do that. I haven't tried the "woodchipper" in Extraplanetary Launchpads yet, I'm a little worried I'm going to lose some Kerbals in the chipper.
  3. Is it difficult to get part scrapping to work in orbit, and recover equipment? I can scrap parts, but I can't seem to recover equipment from the scrapped parts.
  4. Should be one on github, don't know how to assign it. https://github.com/Angel-125/DSEV/pull/4
  5. I was able to get the ships docked by modifying the config file for the DR-325, see my last edited post. Tried to weld the ports, and two of my graphene radiators seem to have cloaking devices on them, I think I may restart from a prior save, and not do the welding.
  6. Hexport.cfg has this: MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size2 minDistanceToReEngage = 1 acquireRange = 0.75 captureRange = 0.22 } MODULE { name = WBIDockingNodeHelper portRoll = 30 portTorque = 30 acquireTorque = 10 acquireTorqueRoll = 10 } while LargeDockingRing.cfg has this: MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size3 minDistanceToReEngage = 1 portRoll = 30 portTorque = 30 acquireRange = 1.0 acquireTorque = 10 acquireTorqueRoll = 10 captureMinRollDot = 0.999 captureRange = 0.37 } MODULE { name = WBIDockingNodeHelper } I'm going to do an experiment and move some items....maybe get rid of the "captureMinRollDot = 0.999"? I think I'll try again tomorrow, or rather later today, I am up far too late Edit: Finally got it docked! It looks like captureMinRollDot is the culprit. Edited LargeDockingRing.cfg like so: MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size3 minDistanceToReEngage = 1 acquireRange = 1.0 // captureMinRollDot = 0.999 captureRange = 0.37 } MODULE { name = WBIDockingNodeHelper portRoll = 30 portTorque = 30 acquireTorque = 10 acquireTorqueRoll = 10 }
  7. I had launched the two spacecraft based off of Angel-125's sample craft, I hadn't touched the docking rings, I just added some stuff and made some propulsion exchanges. When I was trying to reattach the docking rings using KIS, I tried reorienting them, and had the no docking. Right now, they do not have the no docking. It's possible I just have to make them really straight and oriented completely correctly. I may try docking some more helper craft with more RCS thrusters to try to orient them properly. They are correctly oriented in the VAB.
  8. I've been having ridiculous issues trying to dock using DR-375 rings. I can not get them to connect. I've tried moving them and reattaching them with KIS on EVA multiple times trying to reset them to no avail. Any suggestions? The Hexport docking rings I never seem to have any problems with.
  9. Landed the VN-22 on the Helipad. Learned how to use those Compressed Air Thrusters in Docking mode makes it super easy. This is a great addition to the game. Thanks Angel-125 for all your hard work!
  10. Had to change the settings on the rotors so they rotated up when using the control. Also, added some compressed air rcs thrusters to help with stability. Added a probe core to control it. Flew to the abandoned airfield and back and landed on the VAB for the first time, just missed the helipad and promptly lost my probe core, but I shut down the throttle before losing it, so I just kind of sat there on top of the VAB. Successful test flight of V-22, will try putting a SAFER on it next. I'm planning on sending one of these, a Kestrel, and a Pathfinder base with my Alexei Leonov DSEV, and all my Kerbals will meet up on the surface of Duna and have a party! Leonov is under construction in Kerbin orbit.
  11. I had the same sort of problem trying to land after being in horizontal flight. I wound up having a bumpy landing. When I just used helicopter mode with the fans up, the hover mode was working just fine and I was able to land vertically quite easy. I think part of the problem might be with it monitoring the upward thrust. I think having it in horizontal flight at greater speeds throws off what it thinks it needs to do for vertical descent and throttles back the fans too much.
  12. Figured out horizontal flight, and landed with a little screwup, but mostly intact.
  13. Took the Kestrel out for a spin, and landed at the abandoned air field for the first time in playing Kerbal Space Program in two years, lol. I put a probe core on it, since all my Kerbals are off planet. I've figure out how to maneuver it in helicopter mode moving at a top forward speed of about 60 m/s, haven't successfully transitioned to horizontal mode without crashing.
  14. I like the idea of a Buffalo/Heisenberg modular part that integrates a nuclear fusion reactor and radiators on the sides with the active cooling option
  15. Yes, I believe so, that IR is the only option for The Spin Hub and Counter Torque Ring. I haven't tried to get Drew Kerman's suggestion above about getting IR installed properly, instead I've been playing around with Pathfinder figuring out how it works. The new Centrifuge works without IR.
  16. It looks like IR is meant for KSP 1.1.2 and hasn't been updated. The legacy IR parts do appear in the VAB. I'll try removing the " :NEEDS[InfernalRobotics] " My Discovery II with the old parts is in orbit of Duna, I was thinking of sending a new ship, maybe with the name Alexei Leonov with the new parts to rendezvous with it, and retire the old parts. I'll look into Drew Kerman's suggestion too. EDIT: Removing " :NEEDS[InfernalRobotics] " from the PART at the beginning of each file did the trick. Maybe that should have been ":NEEDS[MagicSmokeIndustries]"? EDIT: Replacing ":NEEDS[InfernalRobotics] " with ":NEEDS[MagicSmokeIndustries]" works; however, it looks like infernal robotics functionality is not working, so I'll look into Drew Kerman's suggestion above to try to get it working again.
  17. I'm having trouble getting the old Spindle, SpinRing, and CounterTorqueRing parts with version 2.0.0.3, I haven't tried 2.0.0.1 or 2.0.0.2, yet. I had a saved file that had a Discovery II that used the old parts and now when I try to load the saved game using DSEV 2.0.0.3 it can't find the parts. They don't appear to be selectable in the VAB, so the game is acting like they don't exist. I've tried comparing to an older version of DSEV, and have tried copying old Asset files into the DSEV/Assets directory, but I can't seem to find what is missing. It was working with DSEV 1.4.1. I have infernal robotics 2.0.2 installed
  18. “On it,†Bill responded. “Mandarin is offline, and I’m locking its battery. Ok, Supernova is… not responding.†(author’s note: I have another bug in DSEV to fix). “I sent the shutdown command but the engine won’t respond. Oh, now it’s in some weird state.†“Uh…†“One sec, Jeb, I’m gonna try something.†Bill hacked into the Supernova’s operating system and issued a diagnostic reboot. A few seconds later, the fusion engine rebooted and shut itself off. “Got it,†Bill said, smiling. Yeah, once I switched on the Supernova in my career game, I had to use the diagnostic bug reset button to turn it off. Every time I come back to the ship, I have to stop it from recharging the capacitor on its own. It's a minor annoyance.
  19. Construction of Discovery II and launch to Minmus on shakedown cruise. Will top off propellant tanks, coolant for radiators, and then proceed to Duna. http://imgur.com/a/K1itv Voyage to Duna and arrival http://imgur.com/a/zACE6
  20. Oh, duh, I left off the ModuleManager stuff, once I copied those in, it magically worked fine.
  21. I think you need to copy the CommunityResourcePack into the GameData folder and also the stuff in the Squad directory in the appropriate Squad subdirectory. Also the ModuleManager files into the GameData, basically just copy everything from the GameData in the DSEV_1_0_3.zip into the GameData folder.
  22. I'm having the same issue. I have infernal robotics installed, the parts included with infernal robotics work just fine, but the rotating hub, counter-rotating hub don't seem to be recognized by infernal robotics, can't right click on them to bring up controls. Any pointers for how you got them to work?
  23. Haven't been able to get water or mineral mining to work with a Radial Drill. The options for Start Mineral Drill and Start Water Drill don't show up. I've tried a few tests on Kerbin, and with an existing saved game with a drill on Minmus. I'm wondering if the name = ModuleResourceHarvester needs to be something different for the Mineral Drill and Water Drill? Running with KSP 1.0.4.
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