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EmbersArc

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Everything posted by EmbersArc

  1. Update 2.0.3 Adjusted mass, cost, etc. Added sound to landing legs Added WIP version of ITS landing legs (check .zip folder) Download also available on SpaceDock now. Note that this will move the position of the landing legs on existing craft from 1.1.3 (Sorry about that, happened when I redid the setup.) Black variant of landing legs hidden. Use FirespitterCore to change leg color. Craft from the 1.2 prerelease will not be changed.
  2. I haven't seen this before. Might be a version of "landers walking up a hill" which is supposed to be fixed. The legs are still "Newtonian nonsense" but it's not that bad anymore in 1.2. Maybe try it there. I like that. Could you provide some more information? Does it show no parts at all? Maybe try CKAN for the installation. I will probably make two sizes of the ITS legs, not sure how big they will end up being. Maybe when I get bored but I can't tell you when that will happen.
  3. Something I'm working on: You know you've made many landing legs when it only takes five minutes of banging your head against a wall until it works.
  4. @Senior Slaphead thanks for sharing the mission, I really like the approach. Personally I think the amount of drag is fine. Landing stages is hard enough as it is and increasing the terminal velocity doesn't help with that. Of course I could remove the drag but not as long as that would make the stock airbrakes a better choice for landing stages.. Now the control of the grid fins (or any kind of control surface) increases the further back they are placed on a long stage. On a normal first stage that makes for more than enough control. I found that increasing it would make them too strong and lead to all kinds of funky behavior. So they're not really made for a short stage high up in the atmosphere. If you want to decrease the drag anyway, there is a commented line for the drag cube A in the grid fin configs. That's the real drag the fins would provide. Remove the // from those and add them to the next line.
  5. Open Command.cfg in VenStockRevmap/Squad/Parts. The first patch is the one for the Mark1-2Pod. There change the CoMOffset to 0, 0, 0 and save the file.
  6. You're using Ven's right? The problem is the capsule's offset center of mass. Here are some ways around it: Use 2 engines in 2-way symmetry Use 3 engines in 3-way symmetry Use no symmetry and adjust the thrust for each engine to balance your capsule Edit the mk1-2's config to move the CoM Don't use Ven's mk1-2 capsule (The texture from KSPRC looks great too without changing anything else)
  7. Check out Flight Manager for Reusable Stages Unfortunately it doesn't seem to be maintained anymore. The most recent version is an experimental build for 1.1.0 (works fine for 1.1.3 though). The current dev isn't active anymore so if anyone wants to update it to to 1.2 that would be very much appreciated .
  8. It should be as easy as that. Make sure you didn't change the Squad folder in GameData. Maybe try reinstalling KSP, just make sure to backup your saves.
  9. Welcome to KSP! You're most likely using the version for the 1.2 prerelease but your game version is 1.1.3. So you can either update your game to the prerelease (will be the official release by Tuesday) or download the 1.1.3 compatible version from here.
  10. Those who are already using version 1.99 or 2.0: How are the legs working for you? Are they strong enough? I'm always happy about feedback. I'm not intending to make solar panels for it. The trunk already isn't directly related to reusability. There are already some great stock solar panels that fit quite well in my opinion.
  11. So you mean with like ...solar panels? Are you sure that you're using the version for 1.1.3 from SpaceDock? The 1.2 version doesn't work with 1.1.3.
  12. ...and of course it doesn't have any legs. Great. At least saves me some work. Not sure if we need another set of grid fins but I wouldn't be against making them. The legs on the lander look quite interesting though: Looking forward to making those. In other news: This sweet feature has just been added to 1.2: That means that in version 2.0.2 the grid fins are now in the Brakes action group and the legs on the heat shield are in the Gear action group by default. I've also uploaded a version 1.99 which is a 1.1.3 compatible release of version 2.0.2 for 1.2. You should be able to update without it breaking anything.
  13. Unless the Raptor is an integral part of the whole reusability system - like the SuperDracos for example - I'd rather not add it. But we'll see about that tomorrow. Hoping for some other talented developer to do it then. *cough* @Kartoffelkuchen *cough* Also I've noticed that the medium sized legs are way to weak. Will fix it in a 2.0.1 version soon. If anyone's found some more problems let me know.
  14. It doesn't. I've adjusted the editor categories for 1.2 which leads to a nullref in 1.1.3. You can manually change the "category =" in each config file to be for example "Utility" which should work.
  15. Update 2.0 Added landing legs based on the New Glenn rocket Animation and suspension of Falcon legs fixed Firespitter compatibility for switching to black texture on Falcon legs (black part model hidden, will be removed in next version) Grid fin animation bug is fixed in KSP 1.2 Other small improvements You can download it from Curse. SpaceDock unfortunately doesn't allow 1.2 versions yet.
  16. You're right, thanks for the suggestions. I've now tried to break it up a bit: @DerpyFirework The grid fin bug is fixed! Reloading does no longer break the animation. In the devnotes a few weeks back they said that they had fixed a bug with part deployment. That must have been it. Probably, but no guarantee. I'm currently finishing the 1.2 version anyway. Will be released very soon.
  17. Perfect! It looks like they had something in common after all: zero drag
  18. Thanks! I didn't even consider those causing any problems. Looks like it's a problem with PartTools because those parts don't have much in common. Hoping the 1.2 version of it will be released soon.
  19. Legs are almost done: Let me know what you think and if there's something you would change. The new engines are also great for building engine clusters. The setup on the Falcon legs has been adjusted (hopefully for the last time now) to increase the suspension distance to avoid some bad visuals. I'll update the last post with an explanation of the current configuration. Works really well now. Unfortunately the 1.2 update broke the grid fins. Somehow that's what I see in the flight scene when the fins are retracted: I've been able to track it down to ModuleAnimateGeneric. It happens with and without the grid fin plugin. Other parts with ModuleAnimateGeneric (the heat shield for example) work fine. No idea why this happens. The log doesn't help either: It shows a problem with the collider but it also happens when the part is exported without colliders. Maybe someone has an idea.
  20. It's been quite a productive day and I'm proud to announce: The legs are fixed and work as they should! The whole setup has been redone and finally seems to work. It's much simpler now. I've thrown together some pictures for those who are interested: EDIT: updated with latest setup I hope this can save someone a few hours (or days). It's probably not the whole story so don't hesitate to ask if things are unclear. As per @PickledTripod's suggestion I've also made the legs compatible with FStextureSwitch2. From now on Firespitter will be necessary to get the black legs. The second variant of the legs will be hidden in the editor first (so that the crafts can still be loaded) and later deleted.
  21. The landing gear system put up a good fight but it has been defeated: Landing isn't much harder than with the SpaceX legs. Texturing and making a 3.75m variant and will be next. The time has also come to have another look at the SpaceX legs. Maybe it'll work this time. EDIT: 3.75m is done. Was much easier than expected, just changing the rescale factor did the trick. That seems like it's the first thing to try but I expected it to have the same effect as changing the scale factor in the MODEL node. That's probably the reason why the SpaceX legs have problems with the suspension because the scale factor was used there.
  22. Some progress on the New Glenn legs: (Animation) Next I'll attempt to get them to work in the game. Not looking forward to meeting my nemesis the landing gear system. Concerning 1.2 compatibility: All parts with a ModuleAnimateGeneric break the universe when loaded. Waiting for the new part tools. Thanks for sharing! Your grind fins are pointing the wrong way which is why they might not work for you. It will definitely be harder to land with those. Makes for a nice challenge I think. They might also be quite helpful for 2nd stage reuse. There will be multiple sizes as well. I've been thinking about this. I just didn't want to have any dependencies but a MM patch might work. That's true and I don't know why that is. Crash tolerance, breaking force and breaking torque are already quite low. I can try reducing it even more but the problem might be somewhere else.
  23. Good idea, will possibly be added soon. I don't know MechJeb too well. Isn't that just a small part that would fit in the small space inside the fuel tank anyway? Correct me if I'm wrong. The new Glenn rocket has just been announced: I'm looking forward to adding those landing legs to the mod. That will probably be the next big thing and then the SpaceX Mars Infrastructure after that.
  24. Update 1.7 Added docking port Increased SuperDraco vacuum Isp Improved fuel tank, heat shield and grid fin texture Fixed trunk node to avoid clipping New fuel tank texture:
  25. Alright the docking port is almost done. Just needs some finishing touches and it will be ready to ship. I've also added a tutorial section to the first post. So far it only contains a basic explanation how to build a reusable first stage.
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