-
Posts
881 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by harrisjosh2711
-
I think you misunderstand my issue. Unless it’s several hundred meters wide it won’t help me land any closer lol. Read the last few pages on the RSS thread. It’s not updated but if you read through you will find one. Or just ask.....
-
I think I’m going to try playing later. My current save is in rss and it’s proving exceptionally difficult to build any kind of surface base without using infinite fuel. If only mech jeb’s Auto land wasn’t broken...... unfortunately when the planets are that big even though in map mode it looks like your landing next to something. In Reality that something is several thousand meters away. So I have to cut on infinite fuel and fly closer after I land the first time.
-
To many seats is the issue. Not sure what I will do to fix it. I don't think I will be working on this until perhaps when the new version of KSP comes out. Its been real and its been fun but I honestly haven't really been interested in playing this game in months. None of the pre-made ships are incompatible nor are any parts missing. That is making the assumption that you installed it correctly.
-
Yes, its intended to only use RCS for maneuvers and de-orbit burn. Assuming a good launch you shouldn't need much to rendezvous. I'm not 100% sure if spaceX use's any kind of engine in the trunk or not, its a possibility. You could always throw a tank and small engine into the trunk. Many times I will put a small satellite into the trunk and use its engine if I need it. But yea, as said above stock ksp doesn't support any kind of robotic part so I just made the that a area a science bay. In real life it would most generally ride the upperstage into a rendezvous orbit than use RCS for any slight adjustments. The falcon 9 has the ability to make geocentric orbit. Now that I think about it carrying extra fuel in the trunk would be a waste considering this.
-
Are you positive you have it installed correctly? Inside your gamedata there should be a "JNH" folder. If you have the folder kerbalized spaceX inside your gamedata than you have it installed wrong. This is what your folder should somewhat resemble. If this isn't the issue- you can follow the instructions from the link and upload your log file and I should be able to tell you what is causing your issue.- Don't worry about everything on the page just look for the part that says LOGS. Also, if you decide to do this you must upload the file through a file sharing website such as dropbox (to large to post on forums).
-
I very seriously doubt I will be re-modeling the BFR. Who knows though I have been known to make sporadic decisions. If you would like to give it a shot go for it. If you do manage to create this don't send it to me to add to my mod, start it up as your own mod. If you wanted to work together I'm cool with that but I wouldn't be much help when it comes to sketch up. I have spent the past six months learning blender so.....
-
The previous post does that but I will try and make it simpler. 1)The decoupler isn't special. If you don't care if it closes or not put it on the rocket and fly it. 2)The only thing special is the animation. To close/AND to decouple the decoupler- put them both on the same action trigger. -Just think about it for a sec. You have two decouplers- the animation is activated just as any animation- in the UI. Do you want to have to right click both decouplers and click close and than stage the decoupler? Of course not. You want all that on a action trigger so that when you press 1- all the above occurs simultaneously.
-
The only thing special is if you want the decoupler to close you must activate the animation simultaneous to or before decoupling. I set an action trigger to decouple the decoupler and to fire the animation at the exact same time. I also put the engines for the decoupler to toggle with the action trigger but I’m not sure that’s necessary. I also put my 2 outter booster engines to toggle on the same trigger so I don’t need to throttle down when I decouple (they still have fuel if u bringing them home). Thats how I do it.
-
It took me a minute to figure out what I was looking at. Thanks to your black dot my eyes were drawn to your file path....Land_Statue (hint)- pretty cool!
-
Yea, they separate correctly. Still have an issue where the radial node thinks its connecting to 2.5 m so you have to adjust the tanks with the move tool to get them where you want them. Which doesn't bother me as I'm use to adjusting things in ksp. Here was a testing screen shot-
-
Strange. What other mods are you using, things that would effect electricity: like kopernicus, dynamic battery storage? I just checked an un-modded game an electricity is functioning properly. My mod doesn't utilize anything but the stock module for electricity so I don't think my mod is causing this. I'm running further test on a heavy modded game then ill update. Using a lot of mods I am experiencing an issue but I'm not sure what mod is causing it. I'm going to need some pictures or something before I believe my pods are the only ones being affected.
-
Yes sir! Ill get right on that...........
-
@RaiderMan Thanks! good to be back. Sure did, since I'm a modder I even got the collectors edition. It includes a top node for a decoupling tin foil hat!
-
If you have plenty of fuel to return than you should try seeing if you have enough delta v for 200 or even 250 tons. On a technical basis, have you taken into account that the bfr uses methalox fuel which has an entire different density than rp1? I haven’t really looked into the density of methane but I believe it’s less dense than RP-1 meaning you need more tank space to carry the same amount of fuel. i suppose what it comes down to is I KNOW the BFR is currently far to overpowered. But you are telling me it should be more powerful? I just don’t get it man. I understand that according to the size of the tank there should more fuel but if add more fuel I only make the problem worse. So in mind any suggestion to change the fuel has to included changes in thrust, isp, & dry mass as well. I mean, I designed the thing from a cylinder. I drew it’s textures. I tested and wrote it’s configs. I balanced it. Nobody knows this bfr better than I do. In all honesty I don’t get much time to actually play the game but last time I flew the bfr the only thing I could think of was I need to figure out a way to nerf the power on this thing. if anyone thinks the bfr should be more powerful put in a word for eskimo22. If you agree with me and think the bfr could stand to loose some power just don’t say anything and let me be in peace please do click like if you are as tired of this same old conversation as I am. I find myself repeating myself over and over saying the same thing but somehow I keep expecting an different outcome....????? Thanks man! At the moment I don't have a heat shield for the 2.5m dragon sorry about that. I will keep that in mind in the future. I'm a little fuzzy on the direction this mod is currently headed so I cant give any specific details but I will do something to address that.
-
I know how to stack a stock tank to estimate fuel levels. Is that what you are doing? I told you the fuel in the bfr is unrelated to its size. But related to delta v. You are giving me fuel numbers and not twr and delta v. Can the bfr launch with 150 tons payload and that much fuel in the current configuration??? How far will it go with that amount of fuel? You must not have enough fuel to land and launch from the mun without refueling in orbit. You must only have enough fuel to land on duna when leaving kerbin orbit with full tanks. If I put that amount of fuel in the bfr it won’t pass a single one of those checks. Answer these questions while you determine what the fuel should be. The only way I can do what you want is to downscale the bfr until it’s fuel amounts match it’s size. That’s not the direction I chose to go with mod. Im pretty sure this is the fourth time I have tried to discuss this with you but you keep coming back with the same thing? You won’t have to worry about the fuel numbers in the real scale stuff. The tanks will hold more fuel than a stock tank (call it fuel density).
-
I will check those numbers out soon. Sorry I looked over that.
-
Yes CKAN will do this. That sounds cool! Not sure what fuel numbers your talking about though as I haven't received anything from you that I know of. When and how did you send it? I will certainly check them out- I wont be able to work on the mod again till this weekend though. I hope I have time then, Its a very busy semester at school.
-
Re-structured files- must do a fresh install of mod, Retractable falcon heavy radial decoupler, falcon heavy interstage decoupler(2 versions), falcon fairing & fairing base, Side boosters for FH(2 versions), FH nosecone. Ill post some new picks from the new update shortly on the first page. The download sites already have them.
-
Yea spacedock has been down since I came to life today. Ill put the links back up on the first page and you can download from curse if you are installing manually. If you are installing CKAN you will have to wait until spacedock comes back online. I closed the thread because I was working on my own website. It got held back due to funding issues and now do to sheer laziness. I opened this forum back up because thanks to the new falcon heavy launch on Feb 6 the number of users to this mod has vastly increased, so I figured it only fair.
-
@Starman4308 very good explanation. I meant to say something about the uniqueness of ksp. I understand that this isn’t something that has exactly been done before, the only thing that comes even close I can think of is flight simulator. Ksp is without a doubt a tremendous accomplishment, that goes without saying. I guess a good way to express my thoughts is move the studio Into a fully industrialized country and give development of ksp over to someone like Elon Musk and let’s watch what happens to it. Word I heard is squad pays 2400 a year. You sir seem like a highly gifted and educated individual. Would you go work that? The conclusion I came to was there was a lack of talent at squad. Because I’m just an amateur modeler and I couldn’t work for that lol.
-
I thought I would leave it up to the professionals as I have always thought something was going wrong in the coding in KSP. This is for the console version which I feel is even more relevant as generally console games are ported to run efficiently on systems unlike computers where hardware varies so widely a single optimization cant be made. "The framerate is also wildly inconsistent, especially when performing manoeuvres in space – even in the zoomed-out map screen the framerate slows down noticeably upon turning on the throttle, and with particularly complex ships the game struggles even on the launchpad. Sure, the physics engine must use up a lot of the PS4’s power, but these constant slowdowns are surprising considering that its graphics are very basic: the surface of most planets look very low-res even from far away, and the admittedly-cute Kerbals are in need of some anti-aliasing with all of their jagged edges." http://www.pushsquare.com/reviews/ps4/kerbal_space_program_enhanced_edition Lets just be honest. KSP was made by a small studio who obviously didn't have the most experienced coders in the world.
-
I like it! I like it a lot! That's an awful big fairing up there. Should the stock falcon heavy have a real scale fairing?
-
The new Falcon heavy decoupler- I decided against using a plugin to enable the animation so what you have to do is set an action trigger to toggle the animation. If you click the action trigger before or simultaneously with the decoupler staging the animation works fine and everything closes as it should. Although, if you stage the decoupler and try to activate the animation afterwards it will not work. Just need to put my falcon heavy texture on the stage fairing and all the new content for the new update will be finished. I will have the stock version of kerbalized spaceX updated as soon as possible. The real scale version is still a few days off but it is coming.....
Decoupler closed up after expending side tanks.