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KSP2 Release Notes
Everything posted by Rodger
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If realplume is just for the smoke, could you use a stock smoke effect? maybe as a NEEDS:[!RealPlume] patch?
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I can't see what might be duplicating the module in your log... Though I noticed you have SWE and SRBWE both installed, you should remove the older "SWE" one as it's an old duplicate of SRBWE, and something included a copy of miniAVC, so you should delete them (in InterstellarFuelSwitch, KIS, RCSBuildAid, TacFuelBalancer, and WorldStabilizer, or just get this: https://spacedock.info/mod/1614/ZeroMiniAVC) If you go into Gamedata/Bluedog_DB/Parts/Titan/ in your install, and compare your bluedog_UA1208.cfg to this https://github.com/CobaltWolf/Bluedog-Design-Bureau/blob/master/Gamedata/Bluedog_DB/Parts/Titan/bluedog_UA1208.cfg, and your one is the same (even just check that the line count is 648), then I'm not sure what could be doing it.
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LRV enjoyers - the dev branch now has my latest tweaks, including the KJR:Next patch, and a small reaction wheel in the base. The reaction wheel makes it much more stable, particularly with the MechJeb rover autopilot's "stability" setting, but I recommend rebinding your driving controls to the arrow keys or something, so you don't activate the reaction wheel when driving ("SAS only" mode doesn't work with MJ's autopilot).
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rodger replied to Gotmachine's topic in KSP1 Mod Releases
I’d say it’s still useful to have the mass readout, so you can see how much heavier that part is due to cargo. That info isn’t really available otherwise without calculating it yourself or checking the difference in the engineers report when you add cargo. Slot usage would be cool though -
I think you need this https://spacedock.info/mod/31/Community Resource Pack
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[1.12.x] Filter Extensions (No localization)
Rodger replied to linuxgurugamer's topic in KSP1 Mod Releases
Yeah that's normal behaviour, nothing to worry about -
If you install CryoTanks, it adds liquid methane and methane/ox modes to ISRU converters: --- And since I'm here, a patch I made to make the stock science arms less annoying to use: //armdisinfuriator.cfg by Rodg88 @PART[RobotArmScanner_S*]:FINAL { @MODULE[ModuleRobotArmScanner] { @cancelScanDistance = 1 @emergencyStopDistanceFromSurface = 0.1 @firstJointRotationLimit = 95 } } side effects are you may get very slight craft-clipping or the drills not quite fully hitting the targets, but for me its totally worth it to have it run the experiment without cancelling the scan every single time I try.
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[WIP] Kerbal Joint Reinforcement - Next
Rodger replied to Rudolf Meier's topic in KSP1 Mod Development
Yeah, and I've even checked the .version file they had to be sure it was Next. I'll let you know what happens once the people who had issues can test it with the exclusion module -
[WIP] Kerbal Joint Reinforcement - Next
Rodger replied to Rudolf Meier's topic in KSP1 Mod Development
Yeah it's weird - in my game, I don't get any phantom forces, but a couple of other people have had issues, and I've double checked they have this version of KJR installed. I'll try the KJRExcluded module, thanks for pointing it out! -
If anyone was having issues with KJR:N and the LRV, it’ll be worth testing with the latest dev version. If you had phantom forces when deploying, and this version fixes it, let me know! The RO build of KJR seems to not be compatible, so if you have issues, double check what one you have. The CoM on the LM with rover attached should also be balanced with the CoT, when you put all 7 in-situ components in the cargo module, and use the new CoM switch on the cargo module set to Rover Counterweight. And yes, in the editor it will look wrong: but trust me it works lol
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On a moon, or on kerbin? And when did you download the version of the mod you're using? If it's older than 2 days, try updating to newest dev version. Did you attach all the other parts to the LRM base too? The extra weight form those parts can help. It's basically because of a bug in Unity when the suspension is maxed out in either direction it can go crazy. Manually tweaking the spring strength can help, try setting it to 0.7 on each wheel if there's no other parts on the base of the rover. You want to make sure the main axle of the wheel is resting around the green line, and doesn't rest touching the red lines:
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[WIP] Kerbal Joint Reinforcement - Next
Rodger replied to Rudolf Meier's topic in KSP1 Mod Development
@Rudolf MeierHi, Is there currently, or could there be, a blacklist for parts that KJR should ignore? Currently trying to get an LRV working in BDB with a stock robotic deplyment system, and some people are having issues with phantom forces being applied via KJR joints. I've had it work sometimes, and sometimes not, possibly due to the differences between "physicsSignificance" and the newer implementation "physicalSignificance"? But if we could just blacklist any of the parts in question from being reinforced, that might be the best option. -
I've been able to use KJR:Next without phantom forces: I also have KSPCF which may help with various autostrut issues with stock robotics: If people want to test with those two mods installed and lmk I'd appreciate it! My recommendations is keep motors engaged, and only lock the base deployment hinge, and definitely avoid locking the chassis hinges, and tbh avoid any autostruts if possible (it's light enough it shouldn't need them). I've also been balancing the LRV parts - the current dev version has some mass tweaks as of a few hours ago. The rover base chassis is heavier now, but the attachable parts are lighter, it's lighter overall, but the heavier base means there should be *less* issues with the wheel suspension before you add all the parts to it And to balance it when it's all packed up on the LM descent stage, the J-Class Cargo Module has an extra slot and is slightly heavier. (total mass with the new cargo module mass and lighter rover is about 42kg heavier) but with all the LRV parts in it, and a tiiiny bit of move tool work with RCS Build Aid in engine mode, you can basically perfectly balance it. It's definitely not balanced in-flight at the moment though... don't trust RCSBA's torque readout with robotic parts lol. Should be an easy fix, I didn’t even need to do any fancy manual CoM balancing in the first place! If anyones impatient about a CoM fix, try this cargo module cfg (replace the one in the Apollo parts folder) https://github.com/Rodg88/Bluedog-Design-Bureau/blob/703e6050198997309dbd7510ce5e3b0cea9e6700/Gamedata/Bluedog_DB/Parts/Apollo/bluedog_LM_Q3_Storage.cfg And if anyone is having issues with KJR:Next still, try these configs and please lmk if they help: https://cdn.discordapp.com/attachments/985204794836811826/998871687724531762/kjrfixmaybe.zip (just replace the configs in Apollo/LRV with the ones in that zip)
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In the main KSP dir/Logs/ModuleManager
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Just had an error on load, that actually stopped the game continue loading at all afterwards: https://github.com/linuxgurugamer/EVAEnhancementsContinued/issues/7