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smotheredrun

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Everything posted by smotheredrun

  1. That reddit thread needs a good Mod lock out on it. Nice that here everyone is more or less friendly, if a bit overly insistent on things (see "is 'x' mod updated yet?" on any mod thread. As for why 8 people left at the same time? Just be patient, Douglas Adams, and we'll find out eventually, one day, years from now. Also tell your Kerbals to pack their towels, there is still much to see/explode.
  2. Hello again. Was there anything special I would need to do to get it to work in 1 1.3? Or is it just literally download and drop into gamedata?
  3. Rats. Ok... I will just keep using the B-Team until some of my other mods are updated to 1.2. I'll be keeping a closer eye on this one
  4. Hello guys. Good work on the revival! Have to ask though... Will this work with 1.1.3?
  5. I have similar issue. No FAR though. Happens after deleting a part (usually) or running the cursor over the mechjeb window (sometimes) in VAB/SPH. Also happens after multiple rapid mouse clicks (double-quintuple clicking).Program ceases to respond. Windows pop up stating "KSP_x64.exe has stopped working". System: Win 7 Pro 64bit Core i5-3320 CPU @ 2.60GHz 8GB RAM KSP 1.1.3 x64 Mods installed: Mechjeb2 OctoSat B9_6-1-2 B9AnimationModules 1.0.3 B9PartSwitch_v1.4.3 BahaSP (BDAnimationModule plugin) ALCOR_IVA patch 0.9.4 ALCOR_Tweaks v0.1 ALCOR-0.9.4 ASET_Avionics-1.0 ASET_Props-1.3 AviationLights-3.9 Community Resource Pack 0.5.4 DMagicOrbitalScience 1.3.0.1 Chatterer 0.9.90.1289 FASA (Lauch Clamps and Solar Panels only) Firespitter (full) 7.3 JSI - RPM 0.27.1 KAS 0.0.5.9 KerbalConstructionTime 1.3.37 KJR 3.1.7 KIS 1.2.12 KerbalShuttleOrbiterSystem 4.4 KWRocketryRedux 3.0.2 NavyFish(DPAI) 6.4 NearFutre (all) all current versions compatible with 1.1.3 per the versioning files REmoteTech2 1.7.0.0 (this version I patched with the fix listed in the remote tech thread to make it compatible with 1.1.3) I am aware there is a new version out. SCanSat 1.1.6.2 ShipManifest 5.1.0.0 SmokeScreen SPD (hex trusses) Squad StationScience StockBugFixControllerPlus 1.1.3b.1 Trajectories 1.6.3.0 KerbalAlarmClock 3.7.1.0 UniversalStorage ModuleManager 2.6.25 Output Log Uh.... How do I insert one here?
  6. @Avalon304 , I have done another batch of flights with both shuttles in 1.1.3. Not reporting a complaint or issue here. In fact the opposite. The Mini does consistently spin out on landing. Since I typically use both orbiters for station building and experiment delivery (Station Science mod is a staple for me now), I have been experimenting with different set ups. Specifically regarding the Mini, adding one of the small B9 radial RCS tanks on both wings seems to let me roll down the runway maybe a second or two longer if I had any fuel left in them. Placing 2 additional airbrakes (stock or small B9, but I prefer the look of the B9) on either side for the rear fuselage has increased my deceleration and heat management on retry too. I think that the extra airbrakes may contribute to the spin outs as the one time I forgot to deploy them I didn't spin out until about 10m/s velocity on the runway. I'll test the Mini using the airbrakes on approach and retracting all of them once I am over the runway/ground. So far, all of the spin outs begin with the nose lifting at about 10-30m/s (sorry for the wide range.... I'll see if I can narrow that speed down a bit). Upon input of correction, the nose drops (good) and then the vehicle seems to lurch to one side, usually to the right (bad). Then if I correct further, the vehicle starts down the "weighty shifty back and forthy" spiral of rapid unplanned partial disassembly. Should I not correct, SAS appears to try and same result (more explosions - GOOD!). Turn off SAS and not correct.... bigger and better explosions seem to follow (better!!)..... More Kerbals required for pilot training... Will test further. It is my understanding based upon a post several pages back that the flaps don't have any effect on aerodynamics/control post 1.0.5? I have noticed that the Mini seems to handle a little better in atmospheric descent (3 flights recently) with around 120-150 units of LF in the vehicle. Decelerating sooner (referring to the .pdf guide supplied with the mod) over the shores or ocean instead of the mountain range near the desert (returning a Station Science experiment module) allows for a colder descent and you can always use that extra fuel to get you to the runway if you end up short. For that part, I have been using the 2 OMS with the gimbal action group used to decrease the angle and the centre SSME with its gimbal on the default launch setting. This seems to help both orbiters handle better under power settings of up to approx 75%. Any higher and both shuttles have stability issues of the jet powered brick kind. To be honest, I have grown fond of the buggy wheels on the Mini, seems akin to test flying a first generation craft, then based upon testing (krashing), an improved version (the Super 25) is built and tested/used/krashed as the mainline vehicle. With the spin outs on the runway/grass, the Mini is a reliable and slightly reusable launch vehicle. Not sure if any of this babbling helps with your work, but there it is.
  7. Ah ha! It looks as if once again, for the first time in my life, I am incorrect. Not the first first time, and definitely not the last first time.
  8. Or perhaps I mispoke? I was still half asleep from my gig the night before and the 630 am wake up call via the construction equipment one block over from me. I've been wrong before
  9. I would guess that because several members who develop this mod appear to be involved in the experimentals phase of 1.2, this could be on the back burner for a while. That said, this mod and all of it's parts work well, except for the Mini Orbiter's wheels, but if you do water landings, you don't have to worry about the wheels!
  10. Haha thanks, but I only use the spaceplane guidance for targeting purposes.... I still fly by hand.... Learned a while ago that the autopilot likes to sacrifice Kerbals more than I do. The approaches that MechJeb makes on the Spaceplane Autopilot just seem to take forever and yes, usually ends up decorating the countryside with little bits of Kerbals and rockets In reality the 25 is one of my favourite vehicles to fly.... the launch wobbles and drift on both the Mini and the 25 seem to add to the challenge... It just truly seems less Kerbally if everything goes exactly where you plan/want/need it to go. I have noticed the space centre (or center if you are American ;P) vehicles do have a propensity for spinning out, but hey, who doesn't want their rescue crew to do that on the way to the crash site, right?
  11. Upon further testing (crashes and water landings)..... several things have become apparent: 1. I am a terrible pilot. 1A. I have boosted re-entry heating by quite a bit in this current 1.1.3. career I am playing. No more nose dives to the KSC from 30 000 m - I keep cooking my Kerbals 1B. Because of 1A, I now need to actually plan my descents, which is cool, because math is cool. 2. If I bring a shuttle full of fuel/payload back to KSC (or at least to Kerbin), I need to make my de-orbit burn sooner to get closer to KSC (or even on the runway - it actually happened once!) because well, math. 3. The landing victory spin out I mentioned above appears to manifest only on the Mini Shuttle. The Super 25 lands (crashes/splashes) like a dream! So I wonder, are there any differences in the (insert proper technical words here) I'm going to say script/programming of one set of landing gear to the other? Or I am just a better crasher with the Super 25?
  12. Sooo..... Retro rockets and real hoverboard (aka Back To The Future II) type repulsor-lift engines then?
  13. I do not believe the fire truck actually shoots water. Would be cool if it did though. It may be one of those things that is listed on one of those "things to do in the future" lists
  14. Hey guys. I have been using the mini shuttle for a while now (haven't unlocked Super 25 yet) and each landing I make the little guy does a spin out. That would be cool if I was recording videos, but I have broken a few shuttles doing this. Could this be more of the landing gear bug rearing its ugly head? I'll see if I can get some screen shots the next time I do a landing.
  15. It's also fun for rescue missions: http://i.imgur.com/VKXuJzc.jpg?1 I imagine the call back to police headquarters to explain this one was quite interesting
  16. Back again, been a crazy week. Thanks for the replies to my earlier questions. I will jump in though and say that the KSO is great for career play too, especially after you have unlocked a huge portion of the science/exploration tree. The Mini Orbiter is a good vehicle for launching some probes and satellites, especially for those low and high Kerbin orbit contract missions.
  17. Ah. Alright, well if those extra files are around somewhere that would be cool, if not, that's ok, I can wait. I am sure by now someone has made a KIS/KAS compatible spray paint can or something...... I will start using the powers of the internet to try to track them down, or a KSP approved spray paint can......
  18. Hello again. I have place the 2 files into the KSO/Configs folder. However I have the feeling I am missing something. When Rclinking on the wing or fuselage, I am unable to change the name of the ship, selecting "Next Livery" does nothing. Note, I am using those 2 files unchanged from your link posted above, if that makes a difference. Here is a screenshot: http://i.imgur.com/nTzPurl.jpg?1 I think I did that correctly
  19. Okay... hello and great work. I have been following this mod for a very long time. Great to see the work continuing! Using KSP 1.13, where do I place these 2 files? Different mods seem to place these in different places.....
  20. Hello KSP community!
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