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smotheredrun

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Everything posted by smotheredrun

  1. That is strange indeed,if I can get a some time tonight to look at that install, I'll see about playing around with that patch
  2. On my install, the clamps are just quieter, which makes me happy (my daughter too)
  3. I see. Still, adding as much info as you can will help the guru's that wander this thread to figure out what is going on.
  4. Do what you have to do when you have to do it, sir. The majority of us would rather have something that takes a long time to do that is polished, complete, and usable anyways. Waiting is half the fun. Your development posts are always (for me anyways) very neat. You have a very different take on interplanetary ship/lander/infrastructure design than most of the developers out there - and this is a good thing. If we have to wait for KSP 1.4 to come out before this is ready, so be it. It will be worth the wait.
  5. HI!!! Welcome to the KSP Forums! You've joined a fantastic community of users whom are always happy to help out others with any issues they have; but..... we need some more information from you: uhm... logs? details as in what version of KSP? other mods? Please, at the very least, do a Google search and type in: "ksp how to get support" (I just did this so it does work). Click the first link. Follow the instructions. Post the information here and then.... Profit! I know that this mod works on my 7 year old laptop, and it also works on a much much older single core machine. So if you can give us that information, we can try to help you.
  6. Trigonometry is one of my favorite kinds of math! I'll try this one out just because of that!
  7. My issue with the Compressed air RCS is again a PEBCAK*, that being I keep misjudging their potency - which is the same problem I always have when trying out new RCS thrusters on orbit; I'll get it eventually... VTOL Manager is the only reason I even hit the flight deck in the first place... And then I turned it off and forgot to kill my throttle first, which sent poor Doodford Kerman up, up and away, and then back down again, into the flight deck's control tower. So now the next test flight will be with Shurman Kerman and a rebuilt Macon IV (I have done some serious damage to the first 3 Macon's - think original Star Trek series and movies). On the plus side, I have managed several, well 2, successful landings with the V-22 on the ground, so go me! *PEBCAK for those whom don't know:
  8. Bah.... New Version? Why not? For those of us in the middle of a career/whatever that heavily relies on KW, we could just 'not' download a new version? When we start a new save, then 'Boom!' download the new version. That's the only way I've kept my current playthrough going so long....
  9. Yeah totally know it's doable. I just need more practice. And more Kerbals.. . Sigh.... always more Kerbals... they just keep dying when I crash! My last attempt I at least HIT the flight deck, so improvement!
  10. So, I have discovered a coupke things with both Buffalo and Heisenberg: 1- both are way cool. Thanks! 2- I can mostly fly the V-22, I can even sometimes land it. Yay 3- I can't seem to aim/land on the airships (PEBCAK) boo! Good thing I've been practicing in a sandbox save !
  11. Uh oh! Let's not start asking 1.2.9 questions here.... I'm pretty sure almost 0 mods are compatible with it
  12. Naw, don't worry. Once again, I am happy to report no issues* with the dev build.... I guess going off of the dll it is build 1.2.3? Probably out of date, but who cares... it works..... within expected parameters. *well, maybe one issue with Werner (Wherner?) Checker Continued, but I haven't had the time to test these two mods in my vanilla install yet... I have been meaning to for the last 2 months or so.... But who needs a reminder to install parachutes anyways, right?
  13. @Voodoo8648 I get where you're coming from, and (to me anyways) it doesn't come off angry, but........ it's been my experience since I started playing KSP that any time a mod is listed as 0.whatever.whatever one should be careful when using it in a career install. Game breaking changes or just simply frustrating changes can and will be made, and often those changes may seem unwarranted or unnecessary to us the user. But please bear in mind that the mod creators will do this to improve the mod via their own preferred road map, whether or not they share that road map. They typically don't get paid, at least not by us, so they can do as they wish. If they like the feedback/ideas, they'll make them work. If they don't feel those ideas will fit, well, that's that. If @StarCrusher96 wants to turn Kerbin into a giant floating spaghetti monster, (I challenge you to try StarCrusher!) then well, I guess Kerbin becomes Kerghetti..... If we don't like it... we won't use it. To put my Kerbal funds where my mouth is, I use quite a few mods that are still listed as 0.whatever or in Dev in my current career save. If they get updated and the changelogs state they will break saves/ships, or if there is little to no detail regarding the changes, I won't update, no matter how many fits KSP-AVC throws on startup. I haven't updated most of my NF techs to their current versions because of this (detailed changelogs, but ship breaking). I realize I'm missing out on things I do actually want, but I'll wait for those until my next playthrough. Werner Checker Continued, the (not so current anymore) Dev build of KCT, and Kerbal Komets are but a few more of the many that are still undergoing some changes, and may/will probably unleash many fiendish Krakens into my save... So, I'll wait.... In reference to your specific points regarding celestial body changes, etc., it may be best not to update beyond 0.6 or 0.6.1... for now... Following the "If it ain't broke, then don't fix it" or more specific to KSP "If it (KSP/mod) ain't summoning the Kraken (too much... wheels anyone? ;P ) don't update" seems to work for me. I found out the hard way when I installed Kargantua and all of a sudden my OPM install was completely borked. My closest revert was quicksave I had made 1 kerbal year before... <- 100% my facial expression! I am following this thread because @StarCrusher96 and team have done some kick@$$ work and I want to add it into my next playthrough.... whenever that happens. At that point, I'll follow the thread and updates, but I won't update my career save unless first trying it out on another install, just to see what Krakens are freed upon my unsuspecting Kerbals. This could be a good idea, there are already a number of mods that do this already Also a good idea
  14. So this has nothing to do with an individual line within the ModuleControlSurface like this one: %transformName = obj_ctrlSrf it just deals with the ModuleControlSurface as a whole?
  15. No procrastination there! So, is this only for "control surfaces" or will it work on "elevon", "control_srf" or "aileron", etc? Just asking because I've some ideas....
  16. Thanks for this! I'll be using this in my next save.. once the Kracken is done with my current save
  17. Do you have a screenshot from the VAB/SPH while you're building the craft? In particular, do you have (or can you go and take) a screenshot showing the docking port? Is the "red ring" showing on either section you are trying to attach? If so, it is backwards. Does it look like this? Or like this?
  18. Haha, you should add a TM next to Eventually. Fun story, was goofing around with the Buff and Heisenberg the other day... I can't build airships (yet), but these are some cool things man. It's been since 1.0.4 or 5 since I used Buffalo. Big improvement to a system that already worked well. Thanks. I like that I don't need to strap a 2.5m teetering Science Lab to the flat deck anymore. Bob kept crashing my prototype science rovers anytime he took a grade steeper than 2 %. (He got his licence from a box of Kerb-PopsTM).
  19. If memory serves, the Mini was about a 2 ton max, or basically the heaviest part from the KSO Space Station Pack/whatever you can cram into the cargobay. The Super 25 had about a 12 ton(?) payload I believe. Using the testing patches, the largest payload so far was about 10-11 tons, which to me was perfect based on the size. With that one, I've been able to launch some pretty bulky parts, ranging from the smaller SETI greenhouse, pieces from Orbital Material Science, and for no really good reason, a large Near Future fuel tank full of lithium (12 tons I believe). The test patches do work, but in orbit, the shuttles are kind of squirrely when it comes to stability, especially the Mini. The current versions have both shutlles with tricked out reaction wheels, and it helps, but only really on ascent and descent.... under some circumstances, you'll use a dung ton of RCS fuel just to dock.... Reasons why I haven't shared any current patch files here: As for the pitch issue you mentioned, yeah, the ETs get hit hard by Atmo drag in 1.2.2. It's best (even without the patches) if you actually do the intitial 10-15 degree pitch back at 1000m, and then (mostly) let gravity do the rest as described in the pdf that is in the downloads. If you stray too far from prograde your ET will become a ginormous (haha no spellcheck flag on that last word) sail/airbrake and "you won't be going to space today".
  20. First... haha yeah, I don't usually make that kind of an ugly grammar mistake. That kind of mistake costs me a contract or a few thousand dollars in the real world. Well, now that 2 of us are playing around with patch making (note: I am a complete rookie) hopefully something will come out soon (Trademark). Since two of us are working on them, and I am getting feedback from Nazari as needed, this means that something that is "1.2.2 stable" is more likely. The patches that Deimos Rast built are good, but not close to "Release into the wild" ready (yet). As mentioned above, SAS, and stability on general should be addressed. If you have any suggestions, please share so that I or someone else can try to make some kind of a patch and then test it. *Deliberate space* I am doing some research too... again, hopefully having 2 users working on getting these birds flying again will bear fruit.
  21. Well, with or without RPM this is a great mod. Thanks @ nertea!
  22. In a clean install (only this mod installed - no others) I cannot replicate this error. In fact, I have not found anything yet that will not make it work in 1.2.2. I was fooling around with it for about 30 mins in the the VAB, doing different things with both the individual parts, and with the craft file, and no issues whatsoever. One thing: You'll need to attach the engines individually, no grouping (2/4/6 engines) is possible on any of the stages. BUT when building it from scratch, it seemed that the parts went together easier if you have the command pod dragged up at least 3/4 of the way to the VAB ceiling. Oh, and I am now adding this to my current save!!
  23. @nightingale I just had Contract configurator throw this error at me as I loaded my save.... Fortunately I backed it up... sometime ago lol, but any idea what happened? If it makes a difference, I had just installed Kerbal SlingShotter - Reslung, TRP Hire, and Janitor's Closet. This save has many (many) other mods, but it was working well before I installed these 3. Thanks and keep up the great work! EDIT: Removed TRP Hire and SlingShotter, and the save loads. Will try with each of those added individually in a bit.
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