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Tyko

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Everything posted by Tyko

  1. Thanks! You may want to do a clean install of KSP just for test purposes. Only include MM and FASA. Test the parachutes then and start layering in other mods until you see which breaks it. Also, you didn't mention that you have RealChutes installed. This totally reworks how chutes function. Since you're having a problem with chutes not working as @raidernick intended, I'd start there. For future reference, before I start asking forum members to help me solve a possible bug I reproduce the bug on a clean install that only includes Stock, the mod in question and any dependencies. If the problem still happens, then it's a bug. If it only happens when other mods are installed, then you need to figure out where the conflict is and let the modders know that you've found a conflict. All the modders (and me for that matter) are helping you for free. You'll get more helpful responses if you clearly test and define the problem.
  2. Burn Together might work too: https://github.com/PapaJoesSoup/BurnTogether/releases
  3. send me a screen shot of contents of your GameData folder
  4. 1) did you install Module Manager? 2) send me a screen shot of the contents of your GameData folder 3) I can't see a thing from those pix. They're in the dark and zoomed way out..I'm trying to look at the design of your descent module and see what parts are on there
  5. Send a screen shot of the pods in their final descent configuration
  6. Try the latest 7.2.2 build. The parachutes work...as mentioned above.
  7. Hmm...I'll run another series of tests. Give me 30 mins @raidernick I stand corrected. The 7.2.2 version is a lot better than whatever version I had. The Mercury capsule dropped at ~7m/s while the Gemini fell at just over 10m/s using a standard capsule build. This is still faster than I'd like, 10m/s is some 22 miles an hour and Kerbals have skinny necks haha...That a minor nit though and I can easily tweak that myself. Thanks for catching this!
  8. I specifically said "use a basic text editor". The basic text editor on Apple is called https://en.wikipedia.org/wiki/TextEdit . I looked that up for you... Hmm...I'll run another series of tests. Give me 30 mins
  9. Yea, I'm not using RO...I just downloaded 7.2.2, installed it in a stock game and capsules were dropping out of the sky way too fast. i made the tweaks above and capsules were dropping at right around 5 m/s - which is a safe landing speed.
  10. I'm using this version 7.2.2 from here: https://github.com/KSP-RO/FASA-RO/releases I noted the instruction that says "if your not using RO delete the MM configs." I couldn't find any MM configs except for ScienceDefs.cfg Maybe "Pages" refers to Apple's word processor??? I dunno. I gave the best instructions I could above including using a basic text editor. Beyond that I'm not sure what @KnedlikMCPE is referring to
  11. Look...it's just like any other text file... Open NotePad create a new document - Click File / New copy and paste the config above into your new document click File / Save As for location pick your GameData folder for File name use FASA_ ParachuteFix.cfg Click Save
  12. I don't understand your question...don't you know how to save a file on your computer?
  13. You save the text file to GameData after naming it. Just like any other document you would click Save As, then select a destination and give it a name....this the same as just about any other save dialog - nothing special here
  14. I don't understand your question...you said copy THAT into GameData. What is "that"? If it's the config file the instructions are in Part 2: Save the document: Name it FASA_ ParachuteFix.cfg NOTE: You can name it whatever you want as long as it ends in .cfg I just use that format so I can keep track of all my custom modifications Save your .cfg file to the GameData folder within your KSP install - This is the same folder that you put Module Manager in when you installed that in Step 1.
  15. Yea, that would be cool. I have a feeling that @Kerbas_ad_astra already has his hands full just updating the mod so it works. I proposed the simpler solution of just keeping both pods in the game for now just to save the extra step of implementing the part variant system.
  16. In the current version of the game (I think it was added in 1.3.x) there's an option in the right-click menu of the chute that lets you set when it will open. The option "Open when safe" does a pretty good job of delaying deployment until you're craft is slow enough for the chute to survive. for Main Chutes that's around ~350m/s. Using this Open when safe setting I'll usually trigger my parachutes to stage in space when i'm about to enter the atmosphere - I usually set it to trigger in the same stage where I detach my anything below the heat shield. With this setup the chutes are activated, but the Open when safe instructions delay deployment until your craft is slow enough.
  17. Patience young padawan I just finished typing up the instructions in the other thread where you asked the same question Read all that and respond with any questions on that thread so we can keep the whole dialog together
  18. Part 1: Install Module Manager: You need to install Module Manager. Use the link below to go to the MM forum page and follow the install instructions...it's not difficult This amazing mod by @sarbian let's you alter the stats of parts plus many many other changes to the game. Essentially you can use a simple text file to write instructions to MM to change things while the game is loading. You just have to make sure you get the instructions written correctly. I'll walk you through this particular change, from there you can read up on the wiki for instructions about how to change other things. Part 2: Add your config: The content I provided earlier in this thread needs to be saved as a special kind of text file and put in the right place. Open up NotePad or any other basic text editor. NotePad++ is pretty popular for people writing configs, but for starters just use what's already on your computer. Copy the contents of the hidden spoiler above and paste the entire thing (don't forget the bottom bracket) into a new document. Save the document: Name it FASA_ ParachuteFix.cfg NOTE: You can name it whatever you want as long as it ends in .cfg I just use that format so I can keep track of all my custom modifications Save your .cfg file to the GameData folder within your KSP install - This is the same folder that you put Module Manager in when you installed that in Step 1. Follow these steps, then relaunch KSP - every time you add/change an MM config you have to quit and restart the game for it to work. This is because MM does its magic when the game is initially loading. I'll cover adding the Apollo chute info in a bit. First, make sure you get the steps above completed and that it's working. You can test this by testing either the mercury or gemini chutes on the appropriate capsule before adding the MM config, then adding the config and testing it again. You should see the capsules descend much more slowly after the config is added.
  19. In the VAB you can change the KER Settings so that you no longer need that additional part.
  20. @KerikBalm, @sevenperforce I've made a lot of progress today. The current config file is in the spoiler below. Here's a link to the Google Sheet I'm using to track and compare: https://docs.google.com/spreadsheets/d/1tzovHSBZm_4_xLrglqAKbmLzeGQozpZfQr2YAaOTs8k/edit?usp=sharing My (pseudo) logic: Build rockets that look like reasonable analogs of RL rockets - this is called Making History, so I'd expect to be able to piece together something that looks right Adjust the engines so that they can fulfill their historical role on each rocket. Take another pass to make sure each engine fills a niche. Since all rockets are a bit over-powered in Stock scale I used a target of 5000 d/v to orbit because that's what it takes in a 2.5x universe. I've read many times on the forums that 2.5x with stock parts is a lot closer to IRL balances. By balancing it against 2.5x I'm attempting to mirror the same degree of "over-poweredness" that is designed into stock engines. NOTES: With these engine configs a Saturn V analog can put approx. 60 Tons into LKO or about 30 Tons on TLI. I removed the Poodle entirely and applied the Poodle stats on the Wolfhound - The Poodle is incredibly useful, but the model is way out of date and doesn't even look like a high-efficiency vacuum engine.
  21. Here's the MM config I made to fix the chutes. Do you know how to use MM?
  22. I'm working on a new PP Texture pack - basic colors/textures intended to mesh well with stock parts + popular part mods. There are several Normal Maps from old texture packs I want to keep alive , but it looks like MainSailor and Blackheart are completely MIA. Does anyone know if there's an issue with me repackaging some of their art as long as I give them credit? I can't even look up their licenses anymore.
  23. It's easy to use MM to rescale that little service bay. It's a bit cramped, and kind of an odd part though. It doesn't have a pass through for crew in the center, so it's kind of cheating to put a docking port on top. I added a tunnel using a structural procedural part. That left room for 60% size parachutes and some FASA floats MM Config: @PART[Size1to0ServiceModule] { @rescaleFactor = 0.925 }
  24. You're going to get more responses by posting your mod-specific questions in the actual mod forums. Better yet, take a few minutes to read back in the thread to see if the question has already been answered
  25. I actually used your suggestions as a starting point. the biggest changes were that I left the Skipper with it's stock specs and I made changes to the KE-1. I increased its thrust to 1750KN to give it a niche separate from anything else. It's back to being the most powerful single-nozzle engine just like the F-1. I'll post what I'm working on later. It's not final, but am open to feedback
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