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Angelus2141

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Everything posted by Angelus2141

  1. ok its fixed but i use the term fixed reluctantly since the action need was rather simple. Heres the isntructions. removed front wheel that came with save file put new wheel on move slightly forward. its not just me right.. thats confusing ... not the instructions... just that it worked
  2. interesting! yeah it was stationary. brakes on and yawing and sliding on the runway. maybe ill try redownloading and try again. ill also look into the canard thing. Thanks for the info
  3. thanks for the reply but ive tried high rear friction and low front friction. I set rear friction to 5 and front friction to 1 and it still slides side to side.
  4. Hi All, Long time since i been on the forums, how y'all doing. Just thought id check here before reporting a bug. It seems my old nemesis none controlled yawing is back. I encountered this in 1.11 with the wheel update when squad introduced friction and dampeners and such. Managed to find a work around at the time and then in 1.2 the issue wasn't there. Just updated to 1.3.0.1804 and it seems to be back. it might be because the craft was saved in 1.2 but thats something I still have to check. It seems though the issue has come back. With my craft is on the runway and no control inputs the nose slides from left to right at random seemingly. I've tried my old fix and this doesnt seem to alleviate the problem. Ive tried all wheels on auto friction and full brakes. All wheels on friction override with max friction and max brakes. same again with standard braking force. At this point the only thing I can think to try is a full rebuild in 1.3. if you want to look at my craft you can find it here https://kerbalx.com/Angelus2141/Kedillac-SSTA-Mk-II thanks for your input in advance
  5. so im little confused on some of the abilites with the welding side of things. I was hoping you would be kind enough to clarify for me. Say i have two parts both with docking ports that i intend to weld together does the angle snap allow me to weld them at a different angle? for example the two docking ports are placed on the attachment points as normal, the two parts are 90 degrees to each other (lets say one horizontal one vertical). but i want the vertical part to be connected at say 75 degrees (random number, and yes i know that might leave gaps) would this be possible with the angle snap or at all. thanks
  6. not sure if this information will be useful or not but playing with the beta2.dll i found that going from space to landing on kerbin caused overheating (temperature gauges showed) but going from the landing strip to 74.0 lat 120.0 lon with 20 alt worked perfectly no heating issues at all. I repeated this 10 times to ensure it was repeatable so landing seems to be an issue when going from no atmosphere to in atmosphere due to overheating if your already in atmosphere everything seems fine.
  7. All i know is when friction was set to auto I'd yaw so wildly id end up crashing. when changing the friction the yaw is reduced. On the craft in my video the front friction is set to zero as this allows me to steer while moving over the surface hence the slight yawing at the end of the runway. Where the force comes from I dont know. I just know this overcame it for me. If i had steering at the front I could have set front friction to max aswell and maybe had no yawing. The phantom force would probably still be present but wouldnt affect me. I have now altered the craft more. No middle wheel and two large front wheels and I dont see much of that force anymore at all even with front friction set to zero. at least in 1.1.2
  8. I found the same issue with my space plane. I was able to overcome it with friction controls I made a video for it here. Hope it helps
  9. Just FYI i installed Kerbal Engineer for 1.1.1 in KSP 1.1.2 and it seems to work fine I get the same numbers from Kerbal Engineer in 1.1.1 and 1.1.2. Not sure if this will be the same for everyone or just me. It did say when loading it was an unsupported version but after just hitting ok it worked in game.
  10. Ok this is based on preliminary test with all wheel variations but things seem to be good again and the new tweakable springs and dampeners are awesome. So i just thought Id say..... thanks squad..... your vacation is well earned.
  11. Hi, love the site got a few craft up myself at the moment. I looked over the site first but couldnt find anything relating to my question. Once a craft is uploaded is there anyway to show it works with newer versions and will actually show in the new version search results other than re-uploading it?
  12. excellent thanks for the reply I wont report a bug since its already known.
  13. So before I report a bug I Though id post here see if anyone has had the issue already and reported it or found a fix. Mainly because im not signed up for the bug tracker thing yet. In 1.1.0 I found my craft would yaw all over the runway when attempting take off. After some work I found this was mainly due to the friction control and was able to remedy the situation with some settings change on the wheels. I wanted to make sure in 1.1.1 there were no new issues, turns out there is. When im on the runway, totally stationary with RCS and SAS activated with the same friction control in 1.1.0 the craft yaws back and forth even though theres no thrust and brakes are on full. I was hoping this would be another friction control issue. So i played with the controls trying each setting but no matter what she yaws left and right. Albeit slowly. This craft was from 1.0.5 and updated to work with wheels in 1.1.0 but now its not working again. I know this can be an issue when importing craft from previous version so I rebuilt the main part of the craft in 1.1.1 (not the full thing as its 426 parts and im lazy) but the same thing still happens. To illustrate theres a video below. no music or voice over. KSP version 1.1.1.1250 (x64) System specs. I5 3570k Windows 7 (64bit) MSI GD65 Gaming 8 GB geil black dragon DDR3 GTX 560TI 120gb Kingston Hyperx fury 3k ssd No mods installed. Did have Scatterer, SVE, and Kerbal Engineer, but uninstalled these to see if one of these were the problem. Craft file here https://drive.google.com/open?id=0B2tcBtmUNl1UY1Vmemw2RG9pZDA (file is for original craft) Output Here https://drive.google.com/open?id=0B2tcBtmUNl1UWF9lUWlTZngxVnc
  14. I found my SSTO yawing from left to right on runway to. This is overcome with friction control on the wheels I made a little vid about it But since 1.1.1 though I found new issues which im posting seperately. If your in 1.1.0 though this might work for you
  15. Ok so here is my 1.1 stock 426 part 241 tonne (with fuel) SSTO Craft is capable of mining and refuelling. Has Four small rovers for resource hunt (rovers are non-recoverable) Has 2 Large Drills 1 large convertron 1 large ore tank. All science tests. 2 of the new large antenna 3 solar panels16 Landing struts so if unable to land as a plance on the wheels can land butt first. Features the kerbal safety system to keep your kerbals alive in the event of catastrophe (please not Kedillac nor Angel Corp Manufacturers accept any liability for catastrophe.... thats your fault lol). 7 Whiplash engines 12 rapier engines 2 nuclear engines. 3 Dorsal, Ventral, Port, and Starboard RCS thrusters. 4 frount and rear RCS thrusters. 2 ladders. 5 large landing gear. 10k+ electric charge 14k+ LQ 10k+ oxidiser 500 mono. Capable of reaching low Kerbal orbit with default fuel load and still have a small amount of deltav left over to help with redevous. I designed her to get me to orbit where I can meet a fuel tanker to refuel for first leg of journey then to land, mine, convert, and take off again with the mindset of being able to visit all landable celestial bodies (although asteroids would be tricky to land on). Originally the Kedillac was designed in 1.04 and worked beautifully. With 1.0.5 engines had to be added and some redesign done as no longer had enough thrust and then with 1.1 some minor tweaks to get wheels right again (damn friction control) and some aesthetic choices too. Kedillac was picked as the name because shes big heavy and a fuel guzzler like a cadillac but kedillac meant they couldn't sue me lol. Should i make a standalone thread for this with craftfile cos the links for it are in the vid description.
  16. im not sure if its just me so is anyone else having issues with air intakes in SPH in 1.1. I cant bring up the menu for them to close them while in the SPH. Basically I have a craft with whiplash engines but its an SSTO so I want the option to open and close the intakes at the same time as toggling the whiplash engines but I cant access the menu for this while in the SPH. So if i use actions groups for the intakes it closes them while turning the whiplash on. Or does closing the air intakes not make a difference anymore? thanks
  17. For me when I moved my old 1.0.5 craft in I had the same problem, I was dealing with a spaceplane though not sure if that changes things any. I found that by having rear wheel traction at max 5 (so most traction where theres most thrust) and 0 traction in the front if im wanting to steer large landing gear it worked. If i didnt want to steer like when taking off I set front to traction of 5 aswell. My best guess is traction at 0 allows you to slide side to side aswell as forwards and backwardsand if you only have auto or 0 traction control on all wheels then your front slides left and your rear slides right and you wobble all over the place. I made a post here included a video for reference too.
  18. This was great thanks for the help. Now i really need to know some recommended settings as the sky is now bright white. I think its scatterering too close or maybe to densely or something. This is what it currently looks like. Id much prefer it looked like this image I found online also im planning to add SVE (eve) clouds later just FYI. I know how to get to the menus I just need to know which values to change and to what. thanks in advance
  19. Hi all, So i found that when I brought a craft into 1.1 it would yaw all over the runway on take off, when in 1.0.5 would just stay straight on the runway. This is due to the new friction controls on the wheels allowing the wheels to slip sideways as well as back and forth. However this is not a bad thing you just need to change the friction setting and for craft with large landing gear it can make steering possible and easier. For a more indepth explanation I made a video here
  20. Hi all, I love the look of this mod and what it can do but I seem to be doing something wrong as I dont get any visual change when I try to install it. This picture is without any mods installed Here is a screenshot with the "scatterer-Master" Folder in the game data folder And finally a screenshot with the contents of the scatterer-master folder extracted individually into the game data folder. there just isnt a difference that I can see. I just dont see what im doing wrong. Also Id like to have the ocean showing like it does in some of the OP screenshot and ive seen the settings page for this but I dont know which file to edit. If someone could please advise me how to install scatterer properly first to get the atmospheric affects and which file(s) to adjust to get the ocean working I would greatly appreciate it. Many thanks
  21. Hi All, Long time player first time poster (wow a radio reference). Im having a bit of trouble. I want to create a specific shape out of fuel tanks. But it must be a certain size for the vessel to look proportioned. So i found that Rocomax jumbo 64 fuel tank is 6m in height and im working with Rocomax x-200 which is half that so 3m in height. for what I want each tank need to be angled from the last tank by 37 degrees and thats whats causing the issues. So i looked around and found a mod called Part Angle Display which I thought would solve all my problems but it seems not so much. I click the first fuel tank so its the root part and dont change any alignments on it. Then I add the second fuel tank on top. Now in the mod ive tried changing increment increase/decrease in various ways but it doesnt actually change the angle at all it says it does but when I click on the part with rotate tool and manually change to roughly what I need the its totally different. This only seems to be an issue with fuels tanks and the attachment nodes as when I add wings to the sides of the tank (radially that is) I am able to change but the increment stated in the mod and attach radially at that angle. So it seems to work radially but not on the nodes. But I cant attach radially as the shape I want is circular-ish plus like i say i want the fuel tanks on top of each other. Does anyone know how to over come this in the mod or if there are any other mods that can help me do what I want. Otherwise Im going to have to change each tank individually and only roughly get the right angle rather than exactly and I really need the exact angle. Thanks
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