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[1.12.x] Exploration Rover System by A.S.E.T.
smotheredrun replied to linuxgurugamer's topic in KSP1 Mod Releases
Haha Awesome!!! Glad to see this one back and kicking (rolling)!! Thanks @linuxgurugamer!!!! -
@x170doom Yes, I've had the same result. Avoid using the "Primer Vector Guidance" if using Stock and no RSS or 2.5x Kerbin System. If using the "Standard Gravity Turn" (I think that is the correct name) you should only be able to set your Apoapsis and not your Periapsis. Makes jettisoning the ET at the right moment a bit more of a challenge, but you can do it.
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Just when you think your mod list is complete for your current playthrough.... Jeb, Bill and Gene discover that KSC needs to hire "just one more mod that I NEED!!!!!! contractor" "Handrails. We forgot to pack handrails." "Hey great! We also can get these other cool doodads too if we hire Phoenix Industries to build and supply the handrails we need." "Ok... uh are we actually going to use them? Bob is getting mad at all the spare parts cluttering up the R and D department." "Who cares?!! We can sell them to Roskosmos if we have to."
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I didn't know I needed this. Now I know. This is the way
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Also happens with MechJeb windows. But this has happened with MJ since like KSP 0.x. Disconcerting when you don't know it happens, but you can plan for it. I am only just starting to use Atmospheric Autopilot, but I believe there is a setting that will allow you to hold course and altitute. Like I mentioned, I'm new to AtmoAuto. You can set MJ to hold your altitude and attitude also. Either one of those mods will allow you to gather your science without needing to constantly use the joystick.
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Another update regarding the KerboArm: Thanks to the snooping of the related threads (here, Servo Controller and Buffalo mods), and some advice from @Angel-125I have solved at least part of the issues with my wandering KerboArm. Again, in KSP 1.10.1 using the mods I listed a few posts ago, but with KJR-Next now added. It seems like KJR-Next is what solved a few issues. The "Payload Bay Longeron Attachment Point" (the thing I called the Shoulder Mount) no longer bounces all over the place when radially attached to the side of the Payload Bay (for instance, when using the Shuttle reDirect craft files - Non IR versions). They are firmly and solidly attached to the payload bay. There is no longer any wobble or flopping or spinning of the Kerbo Arm, while on the runway or standing vertically; it does however, when the craft is sitting horizonally on the runway, if you unlock all of the joints, the middle elbow (Elbow Servo Joint) will immediately flop down and start swinging. It appears the motor doesn't have enough power to reset it to the "build angle" - or any angle other than straight down-ish. This feature isn't game breaking, but just some added info. Still haven't figured out how to use the KAL-1000, but I feel like I've made some progress. Off to do a test flight with a full shuttle stack. Hope this helps someone EDIT: The damping values on all movable arm parts was set to about 61-64. As a side note, if anyone knows how to do fine incremental adjustments to the values in the PAWs (Rclick menues) as in "use mouse wheel (or something else)to move the number up or down by 1, I'd love to know!
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ooookkkkaaaayyyyy... @Angel-125 I am having the damndest time figuring out this Breaking Ground robotics stuff. Using KSP 1.10.1 Have the SOCK KerboArm in the SOCK shuttle (all dependancies). Also have Servo Controller. Installed the Kal-1000 onto the forward bulkhead of cargo bay. Axial and Pitch servos are locked via the RClick menu in the SPH. "Think" I got the parts locked in the Kal-1000 via the action group menu. Either in the SPH nor on the runway, I don't get any menus like what your show in your OP (first pick). While on the runway, I can individually select the different parts that move, but even if I use the action group 0 to unlock the parts, I cannot control them. R clicking on the Kal and I cannot create a "Snapshot", I get a message saying I haven't added any servos to the track - whatever that is. I can see my servos in the Kal list when I open the Kal editor. Am I missing something? Shouldn't there be just a simple menus "somewhere" that lists my servos, and then I can tell them to move manually? I know I could do that with old IR, but I'm very hesistant to go back to it. IIRC, some of you mods have a simpler GUI for moving parts? Any light you can shed would be greatly appreciated.