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Christoph Lipka

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Everything posted by Christoph Lipka

  1. Apparently, both the Jool and Ovok orbits are unstable with Principia, and need fixing. You may want to read this thread:
  2. Is this mod still alive? Is there any experience with using it with KSP 1.11?
  3. Would it be possible to provide a kind of "authoritative workaround"? Some .cfg that can simply be plonked somewhere in the GameData directory to fix the single-nozzle Poodle by sacrificing the four-nozzle variant?
  4. What's the status on the misplaced plume on the ReStock single-nozzle Poodle? I gather that it is a "known" issue, but I can't find any authoritative info on whether it is intended to be fixed, or why not. I really love the look of the single-nozzle variant, if it wasn't for the bugged plume.
  5. Sorry, should have mentioned before: KSP 1.11.1 OPM 2.2.9 Kopernicus release-1.11.1-38 CTTP 1.1.0.4 Other mods (excluding CKAN auto-installed dependencies for brevity): B9 Part Switch v2.17.0 Click Through Blocker 0.1.10.15 Community Tech Tree 3.4.3 Docking Port Alignment Indicator 6.9.2.2 Editor Extensions Redux 3.4.2 Kerbalism 3.13, Default Config 3.13 Near Future Aeronautics 2.1.0, Construction 1.3.1, Exploration 1.1.1, IVA Props 0.6.4, Launch Vehicles 2.1.3, Propulsion (Xenon HETs) 1.3.3, Solar 1.3.1, Spacecraft 1.4.1 Raster Prop Monitor v0.31.4 Rational Resources 1.17.1 ReStock 1.3.1, ReStock+ 1.3.1 Smart Docking Aid v1.1.0 Stockalike Station Parts Expansion Redux 1.4.0 Waterfall - Restock 0.2.1, Core 0.6.3 Zero MiniAVC 1.1.0.1 (Also installed were two custom PNG flags, only one of which I was actually using, sized 512x320 pixels @ 32bpp and featuring alpha channel transparency.)
  6. CTTP is listed as a dependency in CKAN, so I wouldn't even know how to install OPM without.
  7. I just added OPM to an existing KSP install, and it seriously messed up visuals, covering my vessels with dark diffuse bandy blotches, which shift based on vessel orientation, resembling overly fuzzy shadows in their behaviour. To my semi-trained eye, it all looked pretty much like someone had cranked down shadow resolution by orders of magnitude and maybe threw in a blur filter for good measure. Is this something that's been observed before in conjunction with OPM? If so, are there any known fixes or workarounds for it?
  8. Does anyone know a way to make B9 Part Switch cooperate with Real Fuels to switch between variants with different tank volume? Specifically, I'm trying to get the LV-601-4 Orbital Maneuvering Engine Cluster from Near Future Spacecraft to work with Real Fuels. The part uses B9PS to swith between a variant with tanks and one without.
  9. Is there a way to make Real Fuels work nicely with parts that use B9 Part Switcher to add/remove tanks? Specifically, I'm looking at the LV-601-4 Orbital Maneuvering Engine Cluster from Near Future Spacecraft, which originally runs on MonoProp, and has variants with or without inbuilt MonoProp tanks. (The probe tanks from Near Future Exploration present with a related problem, as they use variants with different fuels, but since this just switches content it seems to be reasonably easy to work around, by just letting Real Fuels do the switching and degrade the variants to mere optics.)
  10. Yeah, I'd probably have figured that out way earlier if the ReStock+ description at the top of the thread made any mention of this fact whatsoever. What's up with that, anyway? If a mod says it "adds parts" to "fill in niches", I don't want it to mess with the game balance of existing stock parts. Least of all if it doesn't make any mention of this on the tin.
  11. Well, turns out I was mistaken, but there's still something seriously odd about the `RT-5 Flea` and `RT-10 Hammer`, because when I install ReStock... ... they suddenly grow gimbals!?!
  12. In the list of revamped parts at the top of this thread, could you possibly add information which parts are actually replaced (in the sense that they get a different internal name), such as the RT-5 "Flea" and RT-10 "Hammer" boosters? That might help a lot in adapting other mods to work with those parts (e.g. Real Fuels).
  13. Sounds like the symptoms I'm currently struggling with: In the editor, I can't drag & drop items from the part list into container inventories; I can drag & drop stuff once it's mounted on the rocket, but that workaround does not work for the screwdriver (which I guess is pretty essential; I'm just beginning to experiment with KIS), since it can't be mounted to the rocket. Like eightiesboi, I have Deadly Reentry installed, but not Stock Bug Fixes. Since I'm using CKAN, I don't know if simply throwing in the newest patch is an option for me. Any ETA for it to make it into CKAN?
  14. Yes, yes -- that's exactly the type of ride I'm talking about Of course we need the possibility to strap a rocket engine to its back, just for the freakin' sake of it.
  15. Since the Rover appears to have undergone some major modifications to make it space-worthy, maybe add some fancy greebles to the hood or some such? Also, the life support system should take up some space in the interior, cutting down the (currently rather ridiculous) crew capacity.
  16. A buggy! We absolutely, positively need a 1985 Mad Max-style dune Duna buggy!
  17. The option to enable RemoteTech integration doesn't seem to stay on; when I launch the next mission, it is off again. Scratch that. It didn't stick on first time (not exactly sure why), but now it does.
  18. I refer once again to Wikipedia (https://en.wikipedia.org/wiki/Conventional_landing_gear#History, emphasis added): While I am well aware that Wikipedia may not be an authoritative source, it is some source. If you have a more reliable one claiming that steerable skids in general were non-existent, untypical or even rare, or that the Sopwith Camel's tail skid in particular wasn't steerable after all, feel free to let us know. (And yes, asymmetric braking was used in some taildraggers, but if I understand Wikipedia right, it was typically combined with a free turning tail wheel. Besides, as you say, using it in KSP it isn't easy, and it requires action groups -- which makes it an absolute no-go in the earlier phase of career mode.)
  19. Dammit, that's a pity to hear. I was banking on the Friendly Yellow Truck as an efficient means to go places at the KSC to do some science. Looks like I'm still stuck with the Lame Duck approach (read: wingless plane; not enough science points for rover wheels yet). Any ETA for a fix?
  20. From the part description (emphasis added): "You can actually steer with this thing on the tail of your plane", and: "use some of these in a non steering setup on your wing tips for added impact protection". This implies that there should be some mode switch on the part that I can't seem to access in the hangar. The tail skid's ability to steer a plane is also clearly demonstrated at 2:32 in the "Firespitter v6.0 - Biplanes!" video featured prominently in the first post on this thread. To my knowledge, early skid-equipped taildraggers actually had the skid firmly attached to the rudder (which doesn't seem to work with the Firespitter biplane rudder and skid); at any rate, Wikipedia claims that "steerable tailskids" were quite common in the biplane era, and explicitly mentions the famous Sopwith Camel in this context, which after all seems to have been the primary inspiration for the Firespitter biplane parts. Also, how on earth could you possibly taxi a taildragger with a fixed skid? At those low speeds and with the high friction from the tail skid, there is no way you'll be able to use the rudder for effective steering. And from my experience, once you get the plane going fast enough to lift the skid off the ground, any rudder input will cause the plane to yaw violently (which isn't too surprising, given that the center of mass is behind the main gear, and the main gear will have some friction). So there's an effective way to make 120 degree turns, give or take 90 degrees, but nothing I'd call "controlled". At any rate -- something is wrong with the tail skid: Either the advertisment, or the implementation, or the way I'm using it. And I'd really like to know which of these is the case.
  21. What's wrong with the friendly yellow truck? In 1.1.2, it has a nasty habit of flinging itself high into the air just a second or two after materializing on the runway.
  22. What's up with the biplane tail skid? It is supposed to be steerable, right? I can't seem to get that to work (FS 7.2.4, KSP 1.1.2) -- the thing won't budge an inch, making taxiing virtually impossible.
  23. Not sure if this has been mentioned before: CKAN lists version 2.4.13 as compatible with KSP 1.1.2, but the KSP AddOn Version Checker still reports it as being compatible with 1.1 only.
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