vossiewulf
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Everything posted by vossiewulf
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I don't know KSP code but that sounds like you're missing an expected config value somewhere and it's setting a crazy default.
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Yes, it does, just tried that. They still refuse to move. When I flew them over I had problems with them turning and spinning the wheels with control input on the launch and transfer vehicles so I had to lock their motors and steering and... oh man I know exactly what the problem is. (2 min later) Yes we all missed in the screeenshot that the motor limit was set to 0. Even when I locked the motor the damned things were still spinning in space flight so I set the motor limit to 0, that seemed to work. And then forgot about it when I was turning off the motor lock and steering lock. So that problem fixed, there was no problem they were just misconfigured... a sentence I get to say at work pretty regularly, #@%@#%#@#^ Global Network Services.... However I have a new and improved problem. I have no clue what is going on here. Forward and reverse just make it rotate. So does turning left and right for that matter, but forward and reverse acting like it's stuck on something.
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Not sure what you mean about the cab, it's a standard Buffalo cab and it's oriented correctly with the chassis underneath, none of the Buffalo components were surface attached, all to correct nodes. And I've tried control from here several times. Now I'm trying shutting the game down to see if it's just confused for some reason.
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Is there a problem shifting wheels from one vehicle to another? I just assembled the below Buffalo with parts flown in, including the wheels that were attached around the outside of the K&K base hub in the background, as I didn't have internal storage space for 8 of these wheels. It's assembled and you can see the settings on the wheels, they look right to me. And it has plenty of EC, like 16k. However, I can't get the wheels to move. They DO make the left-right turning motions but they refuse to rotate to move the vehicle forward or backwards. I've tried toggling the brakes a bunch of time to make sure it isn't confused about brakes being on. Only thing I could think of was somehow the wheels get confused moving from one vehicle to another?
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@RoverDude what do you think of these? I've been making a few designs and it sometimes seems like every single part comes from a different mod. These are my new "small" rover design, which will make more sense when you see the "large" rover First step was making the basic frame and working out the wheel positioning and tweaking and re-tweaking the high and low-speed limits and response time etc. until we have a very tight turn radius at both low and high speeds. This guy is also a blast to drive, the acceleration and handling are impressive, the most impressive thing to me is doing maximum turns at 57m/s near 140mph and he doesn't even skid. Mini-Mule K, K for Konstruction, 2 x cranes + counterweight + PAL magnetic coupler, this is a general purpose move stuff around base vehicle. Mini-Mule KR, for Konstruction + Recycling, this is a base cleanup unit to deal with launch/landing/unpacking debris. Mini-Mule MF for Mining+Fuel, traditional ISRU fuel/monoprop conversion of ore, with lots of drills. And my battlecruiser-class rover which is even more fun to drive than the little Mules. For just the key action, skip ahead to 1:20 and then after that is over, to 4:30 to see what happens going the other direction
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Wasn't trying to do anything with the lights, I was saying that every other rover I've seen the command cab has a right click menu to configure many things, one of which is turning on/off headlights/cabin lights. And since I didn't see any such options on the core, I figured the command seat must have a right click menu that's broken. But I gather not, this is just a simpler small rover.
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
vossiewulf replied to Nils277's topic in KSP1 Mod Releases
And... it works. I was able to visit that base a couple times last night with no kraken leap, not even a baby kraken wiggle. So THANK YOU that was hugely helpful. -
I didn't flip him over but I certainly was able to line up the flatbed behind the attachment point as well as the core by looking from underneath, but it didn't work. I'll flip it over, not sure what difference it would make but it's something to try. And thanks for giving me a workaround while we wait for a real fix. I haven't looked at the collider config but just glancing through it it's not that complex, would just need some docs and I'm sure I could figure out what to add and where. If I do I'll post the patch here.
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
vossiewulf replied to Nils277's topic in KSP1 Mod Releases
Ok, have not heard that one. And it makes no sense whatsoever but my kerbals will start sacrificing little kerbal chicken flying animal things if it works, so I'll give that a try. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
vossiewulf replied to Nils277's topic in KSP1 Mod Releases
Unfortunately not using MKS, but thanks and I think you're on the right track. I have a quite big Mun base (below) that was wiped out once like an F5 tornado came through... seriously when I loaded a previous save the closest base objects were 1k up and appeared to have near escape velocity. Only thing left was a little Packrat that had never moved going HOLY####HOLY####WTH JUST HAPPENED. But since then no prob, and I realized that I had screwed several munkrete slabes to the ground and connected them to the base via KAS, routing them to various places. And I think those objects nailed to the ground with the rigid KAS pipe connection are what have been holding it down. So I'm loading up a ship with ground pylon things and yet more KAS connectors, and since I finally figured out how to make MJ autoland I can try to switch to the base while he's landing and at least be at the wheel if it goes off the rails again. Which it probably will, so I have to figure out how to save it and get it down one more time and then I think my engineers can sort this out. The fun part was getting those massive LH2 tanks/light towers off that tiny little EL launchpad. Minmus base will be testing structural enhancements for easier delivery of large vehicles. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
vossiewulf replied to Nils277's topic in KSP1 Mod Releases
I think this is the traditional kraken, it happens right after seeing physics easing.... and OFF SHE GOES launching into the air and trying to tumble, each time I've saved it by switching to it and turning on RCS and SAS and been lucky enough to stop the tumbles and get it back landed flat. But that's not going to last. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
vossiewulf replied to Nils277's topic in KSP1 Mod Releases
Any advice on this? I'm getting it every time I come in physics range whether loading a save that places me there or flying something in. Half a dozen narrow escapes have resulted only in the loss of 2 of 4 Gigantor XL solar panels, not a big deal as I have a S.A.F.E.R. reactor. But that's mostly luck, it'll wreck it soon enough. Is it possible to tie the damned things down to ground pylons? -
Thanks for the suggestion, unfortunately could not get it to work. Some other Akita things: 1) I can't get any right click menu on the command seat in the SPH, I assume it has to have one since the core has no controls for the lights. 2) You can't mirror wheels when installing them in the SPH. When you try to put on a wheel in mirror mode it just kicks back to single mode when you mouse over the attachment points, so you have to put the wheels on one at a time.
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I love this mod, but I'm having a problem with the Akita rover: I shipped him in pieces, putting him together on Minmus and all goes well except for one little issue - the wheels won't attach. Or rather they'll attach anywhere BUT where they're supposed to. It's like they're wheel-shaftophobic. I gave up for the moment and just stuck his wheels random places to store them until I can figure out how to fix this.
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You're right, that works. I just watched him land one very smoothly, about 100m from where I intended but the limited map zoom makes accurate targeting impossible, so not sure if he landed 100m off or I was 100m off or some combination. But the important part is that it worked. That being the case, someone at least needs to code a restriction into the landing AP to reject attempts below a minimum altitude. But I'd also say to make it work like the other APs it should at least show intended burns. Thanks for the help @Gilph at least from here out I'll be able to auto-land when I need to. Like in this case it's middle of the night at my base when I arrived with my cargo ship, I'd have had to wait for it to be daytime and adjust orbit again.
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Just be aware that the features of MechJeb are unlocked as you progress through the tech tree. For example the docking autopilot comes fairly late, ditto the rendezvous autopilot, but fairly early on you get access to the Maneuver Planner that has the various pieces of the rendezvous process- you just have to execute them in turn manually. Basically get near the target orbit, use the plane match maneuver to get in the same plane, then the circularize maneuver to get your orbit roundified, MJ doesn't work well with eccentric orbits. Then you do a Hohmann transfer to the target and that should put you at rest within 100m or so of your target.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
vossiewulf replied to Galileo's topic in KSP1 Mod Releases
Hey Doc, hope this is a separate post now, I found the flags but instead of a new post it just merged it with the previous one, so you may not have noticed.- 7,371 replies
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I haven't been able to get it to work at all so far, I put my delivery vehicle in a low orbit (~7-8k over Minmus) and as mentioned above sequentially launched each K&K unit in turn. If I went through the process as suggested above to tell them to control from the HAL location they'd at least do something instead of floating in space. Unfortunately so far in every case they do a good plane change burn to line the orbit correctly, but immediately after drop their landing gear and start burning in what appears to be a straight line between where they are and the target, impacting the ground with no attempt to slow down. As mentioned I still found the feature handy in assisting my manual landings, but if there's a way to get it to land things coherently, I'd like to know what I'm doing wrong. I'll see if I can record a video of what they're doing when I try to use them.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
vossiewulf replied to Galileo's topic in KSP1 Mod Releases
Actually I'm not sure. I think it's from this: There's a flags folder in there as a .DDS so I can't quickly view it, still don't have the CC suite and most of my other tools installed on the new machine. But what I have is a selection of additional flags when I click on the flag in the UI, and there are a bunch of nice options. Many tend to be kind of European imperial period in look and feel but there is a set of "modern" flags of which the one I'm using is an option. Actually here it is: https://mods.curse.com/ksp-mods/kerbal/221359-fantaisy-flags- 7,371 replies
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
vossiewulf replied to Nils277's topic in KSP1 Mod Releases
I was aware of the advanced filters, but they're not going to be of much use without considerable user effort. Doesn't matter though, I installed the filter extensions as recommended by @DStaal and it's a massive improvement. I'm still figuring out all the filter options but am very happy, much much easier to find things. -
[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
vossiewulf replied to blowfish's topic in KSP1 Mod Releases
FYI I'm adding the below to my KIS MM-StockParts.cfg file to override the runtime-calculated volumes for the 4x4 and 8x8 universal panels since they seem to be incorrect. The 1x1 panel has a volume of 100 liters, and the 2x2 is 400 liters, this makes sense. However the 4x4 panel (16 of the 1x1 panel units) has a volume of 4000 instead of 1600. And the 8x8 has a volume of 16,100 instead of 6400. @PART[B9_Structure_P4_Surface] { %MODULE[ModuleKISItem] { volumeOverride = 1600 editorItemsCategory = false } } @PART[B9_Structure_P8_Surface] { %MODULE[ModuleKISItem] { volumeOverride = 6400 editorItemsCategory = false } }- 641 replies
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
vossiewulf replied to IgorZ's topic in KSP1 Mod Releases
Thanks Igor, exactly what I wanted to know. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
vossiewulf replied to IgorZ's topic in KSP1 Mod Releases
Question and thanks for the great mod, been making much use of it. Question is very basic but I was surprised when I couldn't find the answer with some quick googling - where are the part volumes set? There are a couple parts in B9 that appear to have very incorrect volumes and I want to fix them for my game, but danged if I can find where it's set.