Jump to content

Qwarkk

Members
  • Posts

    183
  • Joined

  • Last visited

Everything posted by Qwarkk

  1. Thanks for the suggestion - I happen to use this mod anyway! I ended up changing the inflatable heatshield to be deflatable - as you say it was pretty easy!
  2. Can anyone confirm that this works for 1.1.3?
  3. I experimented a little further and as you suggested the problem isn't mass related, and it is also not craft related. The parachutes deploy as expected with my straight-up test. Here are the settings i have for the part: I tried removing persistent rotation due to the null-ref, and then gave it a sub-orbital test. The parachute status read Armed-Unsafe all the way down. As the craft passed below 300m/s the parachute cover popped off, but no parachutes deployed (this is the first time this happened, all other times nothing happened). On a side note, you mention that the parachutes don't by default deploy with staging, yet mine do (when they're working). Is this a problem or just another mod interacting with SSTU parts? Finally, here is the KSP.log file. Appreciate the help.
  4. Having an issue with the parachutes on the SC-B-CM rentry crew pod. They wont deploy during my re-entry, saying it is unsafe (even at around 200m/s?). Doing simple tests (launching a ship straight up and activating parachutes) they work fine, so it must be the speed/unsafety that is causing them to not deploy. I have checked and I have deployment altitude set to maximum for both parachute types. Am i doing something wrong / does it matter when I activate staging for them to open? It may be worth noting that I'm using the crew pod's parachutes to re-enter a 20 tonne lander. Could this be the issue? Here is the output log in case it helps.
  5. I'm looking for a mod that would add reusable heat shields to the game, so my lander designs can perform potentially infinite atmospheric entries with minimal maintenance other than refueling. However, ablative heat shields run out of ablator and the inflatable heat shield cannot be deflated for re-use. As an added bonus something like this would be awesome - where the shield opens to allow engines to fire before / after atmospheric entry so that the heat shield doesn't need to be jettisoned. Unfortunately this mod was never completed. Any suggestions much appreciated
  6. Apologies. So here is the problem i described; I can only mount the grappling hook backwards: As @Silent1_87 mentioned, expanding and then retracting the winch resets the grappling hook to the correct orientation.
  7. Nice work, this looks awesome. Time to manually recover pods!
  8. I'm having an issue with KAS and would appreciate some advice. I'm trying to attach the winch to my space station in orbit. I surface attach the winch part fine, but when i try to add a grappling hook, its 'mounting' backwards (i.e pointing into the winch). I cant change its orientation or node attachment either. Anyone else having a similar issue or know a quick fix?
  9. Are there any plans for adding multiple colours for the gridfins?
  10. Quick something i noticed today about the Soyuz crew pods; both the ascent and descent pods have a crew capacity of 2 in this mod, but in real life they can both carry 3. If this is intentional, please ignore
  11. If you want a straight replica then yes you'll want 9 merlins. Personally my fleet has the Falcon 5 and Falcon 7. If you still have TWR issues, try using 3 Merlin engines for the landing burn, and shut the outside 2 off just before landing; just like Space X did with the Thaicom 8 mission.
  12. Love the idea, but I can see one potential issue. I'm guessing the clamps will fill tanks even if they were designed to be under fueled? I use this approach sometimes to control TWR or staging altitudes, so the mod may throw this balance. One work around would be to make the fuel generation adjustable, so that we can set them to generates only as much as the engines are using and prevent excess fuel going into the tanks.
  13. My designs use gridfins from the launchers mod pack which slow it down (aerobrakes are a good stock alternative), and both use more than 400m/s for landing. Looking at your earlier post with your falcon 9, i'd recommend that you check whether you really need 9 merlins. (bearing in mind 8 of them only add mass during the landing). If you use Kerbal Engineer, use as many merlins as you need for a TWR of 1.3-1.5 on the pad, no more.
  14. Done more than test a landing, my whole space program is based on it. Works a charm with a 2.5m Falcon-based rocket. You just need to work out a procedure to have sufficient fuel and TWR for a landing burn.
  15. Just to let you know for the next release, a newer version of module manager (2.6.25) is available to include. Also, loving the progress on the cargo bays
  16. Anyone else having an issue with the LEM and not being able to EVA any kerbals out of it? I keep getting the hatch obstructed message. I understand this is probably due to the unity update, but any ideas for a quick workaround?
  17. Finding various bugs with FMRS and staging. Launching a vessel with FMRS unarmed means I can only activate stage 1, but no other stages. Also finding that switching to a vessel has the same effect, and staging will no longer work. Here's the output log, took me a while to narrow it down to FMRS (Heavily modded game) but i haven't had the chance to test for any mod conflicts yet.
  18. Have tested in both career and sandbox mode, same problems in both so its not save-specific as far as i can tell. There are antennas on the ship and there is a connection established to the network. The problem occurs with both manned and unmanned ships. The first stage activates with and without launch clamps, but in both cases the second stage wont fire Edit: Just uninstalled RemoteTech, and the problem still persists, even when the input lock is completely clear. Must be an issue with another mod. Edit 2: Just to clarify the bug was with the FMRS mod. Ignore me
  19. Having some issues with RemoteTech locking all my staging. The input lock stack from alt+f12 is showing: RTLockStaging RTLockSAS RTLockRCS RTLockActions Weirdly, i can engage SAS and RCS, and stage 1 will activate (sometimes) but past that no other stages will fire. All my staging commands appear in the RemoteTech flight computer (checked and there is no signal delay). Here's the output log. It has made my game unplayable so any help is much appreciated!
  20. Getting a 404 Error on the spacedock download link
  21. Is there a way I can tweak RemoteTech so that the antennae only use electrical charge while they are connected to a target? I know i can just deactivate the ones not in use, but Id like to have all the antennae open all the time... For fashion of course.
  22. As far as i can tell, the default size hasn't changed. And based on that (simplified) calculation, a minimum size of 3.1250m instead of 2.5m would be accurate.
  23. Did the most recent update releases intentionally change the smallest size of certain engine mounts? i.e I used to use a RL-10A-4 engine in five radial configuration and the mount-S-II at 2.5m. Now though it wont size to anything below 3.1250m. Just want to check before updating all my crafts to fit.
  24. Is there a way I could put mission flags onto procedural fairings?
  25. Is there a way I can remove the additional part categories from the editor?
×
×
  • Create New...