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doktorstick

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Everything posted by doktorstick

  1. Well, that was a bit of a facepalm moment. It was the brakes--the rover is inheriting the brake's status from the plane at the point of decoupling. I tried it both with the plane's brakes on and off and the rover followed it. I thought I had checked the brakes on the rover, but obviously I didn't. FWIW, I cannot right-click "Control from Here" on the rover's probe core once decoupled; I had to use vehicle cycling via the square brackets.
  2. Howdy. I created a rover and drove it around the runway. I then made a plane and merged in the rover. I attached the rover underneath the plane with a radial decoupler. As a test--without even flying--I staged the decoupler and the rover fell to the ground underneath the plane as expected. I used the right bracket to switch to the rover but I was unable to move it. If I turned the wheels, they turned. If I accelerated, the "motor" under the right-click wheel info screen went to the max. It just wouldn't budge. I thought the plane might have been in the way--some weird clipping--so I swapped back to the plane, drove it a fair bit forward and switched back to the rover. No luck. Help? Note that I drove the rover in the first test with a probe core, and that's what I am trying to do after the decouple.
  3. Unrelated to my specific problem, how do the life-support resources work when there are multiple kerbals and one goes for EVA? Does the EVA-kerbal take 1/n of the resources (i.e., three kerbals with 0.3 resources; EVA kerbal would take 0.1 with her)?
  4. Howdy. I opened this bug against RemoteTech because the stats for one (if not more) of the antennas was incorrect. After examining the logs, the author--YamoriYuki--closed the issue with the following comment: I figured @Yemo would like to know since there's RemoteTech support in SETI balance mods. Cheers.
  5. Thanks for the assist. I located the menu and the option. Things are working now.
  6. Howdy. Let me preface this by saying I'm a fairly newbie Kerbal player; there may be a difference between how I think something should work and how it does work. I launched a very small probe consisting of the Probodobodyne OKTO with the Double-C Seismic Accelerator, 2HOT thermometer, and PresMat barometer on one side (0.02t) and the DMagic Magnetometer Boom on the other side (0.02t). Once I get into space (>70,000m), I try to vector into orbit with a RE-A12 Pomeranian (a 0.625m LFO gimbaled engine from some mod; I don't know which). The problem is that the craft immediately starts to spin pretty heavily. There's no trim (Alt-X to verify). Once I remove the DMagic Magnetometer Boom and relaunch into space, I power up the engines and continue on without spin. I've repeated both variants with repeatable results. That's what doesn't make sense to me; there's no air resistance to cause that spin, CoT through CoM *and* the arguably unbalanced version flies straight. Is there something special with the boom that would cause this behavior? Thanks.
  7. I ran into an oddity last night--it's probably just my misunderstanding as I'm extremely new to RealChutes. I was testing an unmanned launch to about 20km before doing it manned. When my apoapsis hit about 20km after launch, I cut my engines and staged to the RealChute Cone Chute. Some information appeared on the screen (paraphrased) "Waiting for negative velocity to deploy. Current velocity XX m/s." Once the velocity went negative, RealChute then issues an error on-screen saying it couldn't deploy because it was too high. It then proceeded to fall all the way to the ground and crash. I did not modify the parameters of the chute (3000m pre-deployment, 700m deployment IIRC). I redid the test and manually armed the RealChute after the error message. In this case it did pre-deploy and deploy properly. My assumption was that RealChutes worked similar to stock parachutes in that you could stage them ahead of time and they wouldn't try to pre-deploy until they reached their target altitude or pressure. What should I do differently so I don't have to baby the staging time or manually arm the parachute? Thanks.
  8. Howdy. I don't know how closely you monitor your github repo, but I've opened an issue: https://github.com/mmoench/CLLS/issues/1 The short of it is kerbals don't seem to be initialized with one unit of life support when they launch causing them to immediately die in some situations. In the report, I suggested they should start with one unit of life support since they've undoubtedly filled their bellies, quenched their thirst, and prepared their spacesuit canisters before launching. Thanks.
  9. Howdy. Great mod. I live by it now. I have a feature request--remember the positions of the windows for a given resolution. I move between laptop and connected display and the resolutions are different. This causes the KER HUDs to be correct half the time. I don't mind setting up the windows for each resolution I play, but I would like them to be sticky. Added bonus would be the font size as well. Thanks!
  10. Howdy. How do you play career mode with ETT? Are the mission control missions no longer a viable avenue for kerbucks? How do you afford parts from technology unlocks? I'm new to Kerbal; first game was vanilla through all 90-point research techs. (Un-)fortunately I'm a bit of a modaholic and immediately scrapped that game for a more-better experience. I'm attempting to use these plus some audio/visual mods via `ckan`. - CLLS 1.2 - CommunityResourcePack 0.6.4.0 - CommunityTechTree 1:3.0.3 - DMagicOrbitalScience 1.3.7 - ETT 2:v20161222 - InterstellarFuelSwitch 2.3.2 - InterstellarFuelSwitch-Core 2.3.2 - KerbalEngineerRedux 1.1.2.8 - KSPInterstellarExtended 1.11.14 - ModuleManager 2.7.5 - SCANsat v16.11 - TakeCommandContinued 1.4.5 - TweakScale v2.3.3 - UniversalStorage 1.2.2.0 - YongeTechTreesPlugin-Revived v20161222 About the only thing I did special on these installs was install ETT after CTT because of KSPI-E. In addition to my career question above, if there's any problem you see with this list that jumps out at you, I would appreciate a heads up. Thanks.
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