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CSquared

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  1. Hi guys, might have a really odd one here. I'm trying an Apollo-style (or similar, anyway) mission using the ALCOR for the lander. I've got everything set up correctly (although currently it's not recognising MechJeb, but I've not finished troubleshooting that yet), but I've had some pretty odd problems. Some of them vanished when I started testing to work out what did what, but one didn't, and it's a pretty big one. The issues I was having were that sometimes undocking the lander caused it to lose power to all the panels, and nothing would turn it back on. There was plenty of electric charge, so that wasn't the issue. The other problem was that sometimes undocking from within IVA would completely disable IVA view, removing the portraits as well. This is the issue that remains. So, for clarity, here's what I've tested: Reference item: From: IVA: Mk1-2 Mk1-2 Yes Mk1-2 ALCOR Yes Mk1-2 N/A No ALCOR ALCOR Yes ALCOR Mk1-2 Yes ALCOR N/A No All these configurations work now (although some of them were causing the loss of power issue before testing began), apart from the fifth. With the ALCOR set as the reference item, undocking from the Mk1-2 in IVA mode breaks IVA entirely, at which point pressing c freezes the camera in place. Ships still respond to controls, but the camera won't move. Pressing c again doesn't return control. Obviously I have my solution, but I thought I'd let you know in case it's indicative of a problem. It could be something to do with RPM, or it could be the ALCOR, I don't know. For the record, my other mods are few in number: everything required to make the ALCOR work, MechJeb, VesselView, SCANsat and Docking Port Alignment to activate those bits of functionality, Kerbal Joint Reinforcement to stop things falling apart, Telemachus for external data streams and Atomic Age for a few parts, but none of those are in use.
  2. Hey, man - I'm just getting into modding myself and had the same problem with selecting in the VAB - that and my collision mesh isn't doing anything. Can you possibly explain what you mean by "throw a cube in the middle"? Do you mean a cube-shaped Unity collider, or something else?
  3. Ah, OK, brilliant - didn't understand that. Would it be possible for me to simply turn the rate at which it uses xenon down to zero, but leave the propellant entry in there? So it still has to have a tank, but that's all?
  4. Hi guys, So I'm trying to make myself a purely electrical engine, and I'm as far as making the model, getting it through Unity, making the part.cfg and actually hooking it up to a ship. The model's really just a placeholder to play with how to make things, and the .cfg is just the stock ion engine's one with the requirement for xenon removed and the thrust upped really, really far. However, when I load up the ship (which consists of a cockpit and an arseload of batteries), the engine activates just fine but tells me it's deprived of electric charge. Nothing happens. I'm almost certain I've done something wrong somewhere down the line (my last attempt at making a mod ended with it crashing KSP every time I tried to load it up - at least I passed that point this time), but I have no idea what. I will, of course, provide any information needed, but I'm not sure what you'd need. The .cfg is as follows: PART { name = IonEngine2 module = Part author = CSquared mesh = IonEngine2.mu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.2135562, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.1872844, 0.0, 0.0, 1.0, 0.0, 1 cost = 5700 category = Propulsion subcategory = 0 title = Dual State Electrical Propulsion System manufacturer = K. Lee description = Electricity in one end, thrust out the other. Simple. attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 15.00 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 3600 MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1500 heatProduction = 0 PROPELLANT { name = ElectricCharge ratio = 12.0 DrawGauge = True } atmosphereCurve { key = 0 4200 } } MODULE { name = FXModuleAnimateThrottle animationName = colorAnimation dependOnEngineState = True responseSpeed = 0.5 } } It shows up properly in the game, and I can attach it fine (although it attaches with empty space between it and the batteries since I haven't moved the node attachment point yet), it just doesn't actually function. Help?
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