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Daniel Prates

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Everything posted by Daniel Prates

  1. I think I also have a bug to report. I did a fresh install with a ton of fresh, 1.3.1 mods. When done, my first test plane (with an open cockpit) ran into a problem: I couldn't revert flight, because clicking the button would pause the game instead of reverting. The green and blue 'recover' and 'return to KSC' were also dead. After much 'remove this, remove that', I zeroed in the problem: it is indeed the open cockpit. Craft that contain it will bug the interface somehow. Perhaps even weirder: i started a new game. Built a simple probe, then reverted the flight to the VAB. Great, no issues! Then I built a plane in the SPH with an open cockpit. This time the revert flight would work.... but would revert me not to the beginning of the current flight, but to the revert point of my previous flight, the aforementioned probe. Psychedelic, right? It should be noted that in this new mod build of mine I experienced a lot of issues. Found out that it was the new module manager version (3.0.x), and after seeing a lot of complaints, I downgraded back to MM 2.8.1 and that fixed everything. But had no effect on the open cockpit. Also: I use open cockpit since it appeared for the very first time and never experienced anything like this. Reading the forums (and specially old threads), it became clear that these 'button not working' issues are usually traced back to some single modded part that is creating some conflict somewhere.
  2. I think this is worth mentioning. I reported an error by MM during start-up patching (in this case, planetarybase + TAC LS, which I commented on the KPBS thread). Other members reported similar errors, and one of them said that the newest MM version is creating the issue. He suggested regressing to 2.8.1. I did so and the errors stopped immediately! I don't know if this was reported already, but it would seem the newest 3.0.x version warrants some inspection!
  3. Oh! This information is gold! I too am experiencing issues with other mods... DANGIT mostly - so it would seem we are zeroing in on the problem! EDIT. did it, and regressed to 2.8.1. That did it for me: all patching errors vanished. I mentioned this in the MM thread. Other people should know about this, if they haven't already.
  4. @JPLRepo I am experiencing an issue, I just wanted to ask you first if this is a thing I have to take up to the planetary base mod guys. So i decided to make a new, fresh install and update all my mods. And all the sudden with no aparent reason, TAC and Planetary Base do not dialogue well anymore. In the loading screen, I get the following message: - module manager, xxx patches applied, found 3 errors - 3 errors related to game data/plantetarybasenic/ModSupport/Configs/LifeSupport/KPBS-MM-TAC-LS.cfg TAC is working fine by its own. But when I install planetary base, the resources do not appear to be registering or being consumed. I sure will bring that up in their thread, but I thought you might be interested so I am laying this here first!
  5. Since you mentioned it... I saw many tutorials on how to start fiddling with part creation, but I am not sure which 3d modelling softwares are most indicated.... which one do you use? Can you suggest one that is good to start messing around a bit?
  6. That indeed is a thing in KSP. If you assign more than a pair of surfaces for a same axis, they will sometimes cancel themselves out, depending on where they are placed.
  7. Hum.... indeed I use FAR. It must offset the intended performances in many ways, that had not occurred to me. Still, @SpannerMonkey(smce) and @TheKurgan, just to be clear: the new parts are excellent! No complaints here. The only issue I imagine deserving some looking into is the engines not consuming fuel (and then again that may be a result of my mod soup). As for the rest, that was only a bit of mindstorming. I specially like the wings. With tweakscale they reach an even higher usefullness. Kudos!
  8. Or download it and check it out. I always avoid those mods because they do not work well with some other mod I use, except Heisenberg airships ...
  9. @SpannerMonkey(smce) wonderful! Detected some issues: 1. The 'val' and another cockpit's IVA is bit screwy ... just the pit, no cosmetic features at all... is it me and some install error if my part, or they are indeed still a work in progress? 2. Some engines do not appeae to be consuming fuel at all (though they work all the same). The 12cyl and the 190 engine. In the resources pannel it shows as if no fuel is being consumed. In Kerbal Engineer, the deltaV does not diminish with use. 3. Those cockpits have some mighty reaction wheels! Was that intentional? I have to keep turning them off, there is just no way! 4. What powerful engines! I understand it was a deaigner's choice, but still, deaumm! 5. I understood the b29 should have some sort of bombardier sight? I cant seem to find where to access it. Many kudos on those wings!
  10. I think - think! - that one of those wild blue industries mods also have an articulation for rover wagons. Its called buffalo I think. It could be worth investigating.
  11. I indeed am using FAR! Could that be it? Well that's too bad... this unit changer is just perfectly tailored for those who like spaceplanes and planes in general, as is FAR... its too bad they dont dialogue well together! Should report though that everything else works perfectly, its only the alternative units in "surface" mode that don't (sadly, for a low flying craft such as an aeroplane, that is the only one that matters....)
  12. This mod is great, but why can I only see the speed with other units in the 'orbital' navball mode? Regardless of what I do, the 'surface' mode keeps displaying only in m/s!
  13. Also there is a mod called bonvoyage: https://spacedock.info/mod/950/BonVoyage I know it is only tangentially related to your actual question, but you might find it worth investigating. It allows hands-off autopiloting of rovers, and since it works on the background, you can go and do other things as it steers your rover by itself. Good for those 1000km trips that would normally require you to quit your real life job.
  14. I think I must be doing something wrong... the warbird cockpit works fine, but I am not getting the new kerbonov cockpit: in the SPH only the usual KN-2 cockpit shows. I understood that there would be two, one with the older IVA and one with the newer. Did I not get this right?
  15. Same here. In my experience, any craft with a stall speed being so high (or weight being so high) that you absolutely need chutes, could do with some more design tweaking. The trick is not to break like hell, but rather to touchdown slowly in such a manner that the KSC's runway (which is gigantic, imho) simply has to be enough. In all my designs, whenever I sense that the runway is too short or I am having a hard time touching down and slowing down, I come to the conclusion that my design is flawed: it has to be better thought-out. Is it carrying necessary weight? Do I have enough lifting surface? Can the wing loading be reduced somehow? If you bird is made in such a way that, whichever size it is, you can land it at 100m/s or less, it is a good design. I have made some awesome designs that would only take-off at over 150m/s or 200m/s, but getting into the air is much easier than carefully landing, and whats the point of a design where you can't land safely? My life improved a lot since I started using the navigational aid mod (for the ILS it contains) and atmospheric autopilot (to put it in auto-trim and release some of the workload). The keyboard being awkward as it is to pilot a plane, those two are a must. I am mentioning this because, in my experience, landing is that much easier when you have better fine control of your craft. You can come in a steeper angle, you can touch more lightly, you align better. You can come at near-stall speeds and still hold it together, which is also a bonus for landing craft slowly.
  16. That's exactly it. The maneuver tool puts the node in the actual middle of the burn, hence firing up engines before the node, 1/2 of the burn time away. @Jack5.exeThere are many maneuver node mods out there that greatly improve the handling of the node 'gizmo', you should consider checking them.
  17. There are folding wings in the SXT mod. Just the one, and meant for a small and slow aircraft, but it is a great part. With tweakscale you can make it as big as you need it to be.
  18. Except for the runways, all surface in kerbin is pretty rough, making landings difficult. However you can circumvent this somewhat, with four easy steps: 1 - Do use some autopilot, like 'atmospheric autopilot'. It is well worth having. With it you can fly straight, which allows for a finer control of touchdowns. Doing it manually with the keyboard is just asking to have a too high rate of descent, which is a sure way to break everything in your craft. Actually this is true even for the runways, more so for landing on rough ground! 2 - Strengthen your craft, specially the wings and main fuselage. I am sorry, I did not see your craft, but as a rule if you have a too-long fuselage, made of several connected parts, it will be wobbly. Same goes for your wings, specially if they are too big or heavy (and specially so if laden with fuel). The trick here is to abuse of the strut connector. Slide your parts around to insert the truss between them, then slide them back into position to hide the truss. It will make the whole airframe much more solid. Some of my larger planes can have 15 or 20 pairs of trusses spread all around, carefully concealed in between the parts. In real live a connector would have to be in a correct length, position and angle to really provide strength, but the game doesn't know that - it just works like a 'superglue' of sorts. 3 - Also, do consider this: the slower you are touching the ground, the better. So if your plane is intended to be a cargo plane, it makes sense to lower the stall speed. It may require you to add more wing surface, which will increase weight and consumption, besides decreasing top speed, but it will allow you to fly slower without plunging into the ground, so safer landings in difficult terrain become that easier. 4 - Landing gear placement. Make them larger, add more pairs, fiddle with the spring rating. That goes a long way towards doing more comfortable landings.
  19. I think it all boils down to what was the first part used when designing the whole thing. If you start your design with a conical nose, and then start adding things below it, you wont be able to select that nose (and all below it) and save it as a sub assembly - simply because that nose can't be attached 'under' anything. Not if it does not have a free attachment node. Well, thats what everyody said above, I know. My idea on how to circumvent the problem is this: whenever you start building anything that is meant to be a subassembly, make the first part a decoupler, separator, structural node or, for that matter, anything that can attach to parts both BELOW and ABOVE it, and then develop your subassembly BELOW it. Then save it as a subassembly. When you select it, it will be a valid subassembly, since it will have a valid and free attachment node above it.
  20. What a cool mod! Two questions: 1. Does thia work with deep freeze? Thawing kerbals suspend their need for exercise? 2. Instead of the porkworks parts pack, is it all the same if I use the habitats from linnuxgurugamer's tokamak pack, which contais the same parts, only refurbished?
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