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Tyko

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Everything posted by Tyko

  1. I'm with Snark on this one. I wouldn't buy a plane-centric DLC, even to support Squad, because it's not the direction I think the game should go.
  2. I'm playing with balance on the MH engines and needed all the stock engines as a reference. Before I re-invented the wheel (rocket engine?) I thought i'd check. I know it's on KSP Wiki in a web chart, but was looking for Excel or Google Sheets so I could run calculations and make changes. Thanks.
  3. Got it...KER gives me too much detail sometimes. I see an off axis torque which, TBH may not even effect flight performance, and I feel compelled to fix it. I have the same "problem" with orbits...when you know your orbital details to the 1000's of a degree it's hard not to try to make it exactly zero. My own personal hell I have found that zero torque vehicles fly better though, so that's worthwhile.
  4. The easiest way to repro is to use KER. create a new craft with just a fuel tank and the engine - this will activate the KER readout and you'll see that torque isn't zero which means there's some out-of-line force at work. Swap out the wolfhound for almost any other engine and torque will show as zero. I say "almost any engine" because the Cheetah is also out of whack. This KER test is one of the first things I do with any mod pack engines. It takes two seconds.
  5. the bumpers work fine in 1.4.2 as long as IL isn't installed. Once I install IL I get that second bumper locked permanently in the extended position. Try it yourself. It would be great to know it's not unique to something in my setup. install 1.4.2 ( I also have MH installed, I haven't tested it without MH) Install MM Install latest production build of VSR = 1.9.6: https://github.com/VenVen/Stock-Revamp/releases Test bumpers Install Indicator Lights + ILCE Test bumpers
  6. understood..I spent 3 hours last night just figuring out which of my 80 mods was causing the issue...I'll just delete the configs for the ports for now.
  7. VSR hasn't been updated since February of 2017. The things that changed are IL, ILCE and KSP. That's why I reached out to this community first. I appreciate you taking the time to respond. Since a change to VSR isnt' the problem and you're saying it's not even possible that it's IL's fault I guess it's what it is...
  8. Thanks...What I meant was that ILCE wasn't installed or causing the strange interaction. also, VSR hasn't versioned in over a year, so I don't think it's a change on that side. Did you want me to repost on ILCE or will you be doing so? Looks like nobody has posted to it for a while.
  9. I really enjoy both aspects and am comfortable enough MM to have whole series of custom configs. My typical approach (which I'm involved in right now) is to spend almost all my time messing with mods and getting the current game build just how I want it. After that I start playing and take an "if it ain't broke, don't fix it" approach - I only add / update mods if it's to overcome an issue in my current build. I don't update all my mods out-of-hand because I've had too many cases where a mod update broke my save somehow.
  10. Hello, I think the Launch Map function has its X and Y axis reversed. The labels are right, but the plot looks to be off 90 degrees.
  11. Hi @Snark! I was hoping to get your help please... I've come across a conflict between Indicator Lights and Ven's Stock Revamp being maintained by @Kerbas_ad_astra on 1.4.2. When both mods are installed the bumpers on Docking Port and Docking Port Jr are broken. There's an extra copy of the bumper that's stuck in the "extended" position. Clicking the extend/retract bumper option causes a second copy of the bumper to animate as it's supposed to, but that extra bumper will still be extended. This is new in 1.4.2 and didn't occur with 1.3.1 NOTE: This isn't related to Indicator Lights Community Extensions, it's occurring even if the Community Extensions aren't installed LOG FILE Thanks
  12. My only ask is that it's a separate part because I'm using that pod a lot in my playthrough and would prefer its basic shape/size doesn't change What's in that nosecone? I always seem to have something to attach to the tops of my pods - either parachutes, docking ports or maybe RCS.
  13. I use optimum Hohmann transfers for inner planet unmanned missions. - With TWP I can usually get to within 100-200m/s of my transfer budget. I use faster not-quite-Hohmann but still elliptical transfers for manned missions because I use USI Life Support, so time away from home and supplies matter. When I'm sending probes to outer planets I'll usually choose faster paths because you can shave a lot of time off with only moderate increases in DV budgets.
  14. Only that in previous versions of KSP the pad was correctly oriented and KER would show 0 degrees - sometimes with a little imprecision at the 1000ths of a degree, but not off by nearly as much.
  15. So cool...just wondering..which would one(s) would you consider to be most realistic?
  16. I thought originally that the SM doors were meant to be open and closeable. Isn't there a way to do that?
  17. LOL...thanks for the continued explanations...we are totally talking past each other. I understand how newtonian physics works and I know that the cable can only apply "thrust" in a pulling manner. Challenge: Imagine you have a lander floating just a few meters above an asteroid. You're not using a Claw, but you want to make sure that lander doesn't move. You don't want a kerbal with a jetpack bumping your lander and sending it drifting off into space. KAS Solution (I would think): You equip your lander with a couple of winches and harpoons. When you have the lander where you want it, you shoot the harpoons into the asteroid and then use the winches to pull the lander up against the asteroid. The winches give an initial tug and your craft descends under it's own momentum into contact with the asteroid. The winches are still running though, so once the craft touches the asteroid the tension on the winch cables is going to increase because it's trying to pull something that wont move any closer. What I was trying to figure out is if there was a way to have the winches automatically stop when that tension on the cables increases. Sorry if I'm not being clear. I hope this helps.
  18. Lots of ways to balance these. From my PoV the "Making History" mod was about providing parts that allow me to reproduce historical craft. They refer to a lot of components as "analogs" and often provided the names of the real world components they were using for inspiration. With this in mind, the test for these two engines is to build something that looks like an Apollo-Saturn V stack and see how it performs. When I did this and used the analog engines I found that Stage 2 and Stage 3 were under-powered while the command module would scoot along at close to 3Gs of acceleration. This to me indicates a miss from the goal of enabling me to Make History Swapping the 2 engines (wolfhounds for S2 and S3, Skiff for command module) isn't perfect, but is a lot closer to the TWRs for the Saturn V.
  19. I don't think the Wolfhound is fixed in 1.4.2. Are you saying there's a fix in for the next build that you're aware of? With 1.4.2 they centered the model under the stack, but the off-center thrust is still a problem.
  20. Interesting...When landing on Kerbin/Gael you want to aim pretty low like 30-35km PE. Tellumo's atmosphere is so thick though it's a bit different. I've landed a couple of probes with PE's around 45-50km like yours. Could it be that the flipping has more to do with your Center of Mass and Center of Drag? If you're craft isn't weighted to face in the right direction you can sometimes compensate with reaction wheels, but with a denser atmosphere the forces trying to flip your craft to CoM down are going to be stronger.
  21. What's your AP/PE when you're on your descent trajectory?
  22. Not sure either, but stock ships aren't really optimized or great examples of well-designed craft. You can do a lot better on your own
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