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Kerbital

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Everything posted by Kerbital

  1. That's... awesome! PS. I like the music, my type of electronica/light trance.
  2. Holy Guacamole! The TCA mod is awesome! It took me many hours to learn how to properly use it. This, combined with the fact that I finally tweaked my joystick set up, finally gave control over space planes that I've wanted. I can't land them, I always crash. This allows me to fairly gracefully switch from standard flight to vertical and either control the VTOL while TCA just does VTOL engine leveling or just tell TCA to stop and hover at certain altitude and then give it a waypoint to land at. I am capable of building a decently behaving craft, take of and fly around but landing was always bad. Of course, I'm using modified engines. With stock engines it'll be out of fuel in few minutes. And since this is meant for space travel I don't want air-breathing engines on it. The VTOL engines are modified Aerospike engines that run on LH2/Ox and have totally unrealistic atmospheric thrust and ISP. In the latest revision I mounted two at the front for braking during descent from the oribit and it works great. The main engines are a hack of Nertea's Cryo Engines, Kerbal Atomics and NF Propulsion. They're dual mode: like the Aerospikes, they run on LH2/Ox for horizontal takeoff from a runway, atmospheric flight and getting to orbit then they switch to Litium/EC high ISP for space travel. I know, totally unrealistic, but it's incredible fun. For the first time in over 1000 hours, I was able to fly around Kerbin and land somewhere far from KSP in one piece! A nice little island. Now, if only my rovers didn't get torn apart by stupid physics when being detached inside cargo bays, eh...
  3. Slow Ninjas are the worst! This was intentional. The first avatar conflicted with Squad's staff member avatar so they asked me to change it. Meantime I went through few iteration of the logo I wanted to use in the game and just came across some Half-Life news while browsing the web and it occurred to me that K lends itself perfectly to this style. So I made the logo my avatar too in the end. I hope Gabe is cool with this. I love HL. This is a tribute. I eventually changed the in-game logo to gray but I kept the avatar HL Orange.
  4. Yes! Ha ha ha! You're the first one to notice:)
  5. I've been playing around with Throttle Controlled Avionics, working on a VTOL. This is all moded heavily though.
  6. Slowly, very slowly, wrapping my head around this mod. Taking off, switching modes and letting MechJeb take over the ascent vertically is easy. Stabilizing the craft and switching modes on landing is harder. I can't do this manually so I'm digging into the landing autopilot and it looks good so far. Steep learning curve.
  7. AFAIK that only resets the global setting file, not the numerous files created for each ship.
  8. I agree that multiplayer KSP would be cool but there is no good way around time warp that would not ruin the game one way or the other.
  9. Which basically means instant travel. How would that make any sense? Some games just do not lend themselves to multiplayer and KSP is one of them. Just accept it.
  10. Have you guys tried deleting the MechJeb settings? Kerbal Space Program\GameData\MechJeb2\Plugins\PluginData\MechJeb2
  11. The orange Reset button in the bottom right of the VAB? That only resets the staging sequence for the currently loaded ship. It does not delete anything nor change any settings. Your description of the problem is incomplete. Something important is missing. From what it sounds like you must have deleted your current game. That is the only way your craft files would disappear. A copy of stock ships can be found in \Kerbal Space Program\Ships.
  12. If updated video drivers don't help then what DoctorDavinci said might be true. Having page file larger than your physical RAM is never a good thing.
  13. Thanks all. A mod could also be responsible for this but I remember this happening a long time ago when I was playing with very few mods. The only way that works for me is attaching the rover outside of a craft.
  14. Did it just start happening? Did KSP ever run properly before? Do other games run? This doesn't mean much: Version: Direct3D 9.0c [nvd3dumx.dll 10.18.13.6871] to me but yeah, get latest drivers from Nvidia. Do not let Windows install video drivers!
  15. In CKAN go to File->Export installed mods and save the KSP CKAN Mods Export.ckan file. It's a text file. Open it with a text editor and it will look something like this: { "kind": "metapackage", "abstract": "A list of modules installed on the default KSP instance", "name": "installed-default", "license": "unknown", "version": "2017.04.17.08.07.58", "identifier": "installed-default", "spec_version": "v1.6", "recommends": [ { "name": "B9PartSwitch" }, { "name": "CommunityTechTree" }, { "name": "CryoEngines" }, { "name": "CryoEngines-SurfaceAttach" }, { "name": "CryoTanks" }, { "name": "DeployableEngines" }, { "name": "DMagicOrbitalScience" }, { "name": "KerbalPlanetaryBaseSystems" }, { "name": "EVATransfer" }, { "name": "HideEmptyTechNodes" }, { "name": "InterstellarFuelSwitch-Core" },
  16. I never had to do that. I just select Control from Here on the docking vessel and set a docking port on the destination as a target. JMS, pay attention to the status of RCS. I noticed that MechJeb would sometimes turn RSC off too early which might result in what you're describing. If that happens indeed then quickly toggle RCS and it should finish docking.Or just try to nudge the ship towards the port manually. I also found that the latest dev version is problematic so I'm using the latest release build 2.6.0.0.
  17. @Ninadragonborn You don't have to install the mods one-by-one. There is the 50/50 elimination method. 1) Install 50% of the mods. Let's say you have 80 mods, so install only 40. 2) If the game crashes then your trouble mod is in this 40. If the game does not crash then remove these mods and install the other 40 of your mods as your trouble mod is in the other half. 3) The game should crash now if you install the other half. If the game crashes indeed, then uninstall half of the half mods and try again. So now you have 20 mods. Repeat, removing half the mods each time. Keep notes! If the game stops crashing then the trouble mod is in the batch you have just removed last. I hope you're following me. This will let you narrow down quickly do a small number of mods. 80->40->20->10, etc. It would be much easier to find the bad mod among 10 mods than 80 and this only took you 4 reinstalls! If the game does not crash with either half of mods installed then you have a mod conflict between two or more mods in both halves. That would be much harder. If you'd like, use this tip to create a list of your mods so you can post them here:
  18. How do you make your rover stay inside the cargo bay? I use docking ports so I can put the rover back if needed. But when I undock the rover it gets thrown out of the bay or explodes if it hits something. Example, this rover went flying hundreds of meter up. There was no damage since the roof was opened but if this happened inside a cargo bay with roof, the rover would be tossed around the bay and torn to pieces. BTW, this happens to tiny rovers too, not just large ones. I find KAS, KIS and IR to be very complex. Way too much to enjoy. And Kerbals are such a pain to control in EVA. I'd be perfectly happy if I could land a rover and build a small base without Kraken attacks. I may just stick to one-way spaceplane flights.
  19. Still struggling with rovers. I think, I'll just give up. So carrying the rover attached outside of a ship or under some sort of a crane, for a one way trip, works OK. But I want to be able to properly carry it in some sort of a loading bay. I figured ways to carry them inside various cargo bays but they always EXPLODE when decoupled. Always. Even with low separation forces or when used with docking ports. Whether I add a rover via Merge in Editor or actually drive it in outside and load it up manually, once I undock it at the distention, they always get thrown around with great forces that, even with cheats enabled, result in damage to the rover and the carrier ship. No nukes and no ISRUs on the rovers. In one case, on the Mun, the rover was thrown into orbital course! Getting really tired of the bugs in this game.
  20. Tick the Show Bounding Box in Docking Autopilot window. It will drop your framerate badly but will give you an idea and help you verify what Maxamillion-x72 said.If the boundaries of the box cross anything that stick out from the target vessel, MechJeb will dock.
  21. Once a machine runs out of juice, it's no longer usable. Not convenient. Install AmpYear mod. First, it gives you Backup Power. if your drone dies, you can route a small amount of backup power to your main to revive the machine. Second, it shows you your energy use and even a list of parts that use and generate energy. It may not work with all mods that add EC generating devices to the game but most of the time it works great. Oh, and in that screenshot, you have only 215 EC capacity. You need a bigger battery. That antenna will eat through it in about 5 seconds when transmitting data and once the battery is dry, your probe is useless. Again, AmpYear will help with such situations but you need more power storage and generation. Balance solar and batteries. Devices drain power from batteries. No matter how big solar panels you have, if your battery is small you will run into this problem.
  22. My guess is you're running out of RAM. You only have 4GB of RAM and almost all of it is used, your page (virtual memory) is getting bigger than your physical RAM, this is never a good thing.
  23. @Diazo Finally got around to trying this mod and it just looked scary at first I get discouraged easy when I open something and it presents me with more than ONE unfamiliar window Anyway, this is awesome. I don't even assign keys to everything, only things that need to happen fairly quickly. The floating toolbar with named buttons is actually even better so I don't have to remember all the actions. Now, I have so much more control! Thank you very much! PS. One complaint, although I feel this could be the GUI limitation: can the windows be resizable?
  24. Phew.... very frustrating few hours. I feel, this mod is too complex for controlling a VTOL. Too many features, too many things that can wrong if you forget something. Why does it change gimbal % on main rear firing engines if they're disabled? Why does it always set thrust limiter to nearly zero on all RCS thrusters? It makes transition between flight modes a frustrating a nerve wrecking experience. A simple VTOL stabilizer without all the extra features would be awesome.
  25. MJ docking, rendezvous, etc are nearly perfect. The only thing, in my experience, the MJ is rather unhelpful is spaceplane landings, landings in atmosphere and landing of odd contraptions with multiple engines. Since I can't fly too well and KSP joystick implementation is awful, spaceplanes have been out of my reach in KSP. I just came across this mod today as I was desperately trying to land something with wings and I realized that VTOL would be the only thing that would work for me. Horizontal landings result in crash every single time. Its odd, because I can land planes in X-plane with only moderate difficulties but in KSP plane handling is awful. I can power-descent a rocket and bring it to a hover-like state relatively easy. What I need is a way to control a large, horizontally laid-out vessel (vertical rocket is not optimal), with multiple engines and hover it to enable precision-landing next to land bases. So, I'm off to install this mod and start messing with it. My goal is to build a ship, not necessarily and airplane with lift surfaces, but think along the lines of Serenity (Firefly), with a large cargo bay in it's "belly" that can land and take off vertically, hover if needed and convert to normal spacecraft. I already hacked together some engines and fuel systems for this. I have the thrust and the fuel I need, now I need a way to control such a beast!
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