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Everything posted by infinite_monkey
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Well, Magnets are even worse, my Duna modules from MKS just fall off of it when the winch is fully retracted. On a previous version, the magnet slipped along the surface of the cargo. So for now, I think the grappling hook from KAS 0.6 is the best solution. But I have a new problem with that: as long as my cargo is not detached from my ship, it is part of my ship. And KAS (at least in version 0.6) ignored parts of its own ship, so my hook went straight through it until it touched the ground - so I needed to detach first. When attaching a hook from KAS 0.6 to a W-50 winch from KAS 1.0, on my first try it just fell off - although the changelog from Beta 11 says [Fix] The parts, preattached to a winch in VAB, don't dock when the vessel goes in flight. So I attached a JS-1to the WS-50, and the old HG-02 hook to the JS-1. I was happy to see the grappling hook attached to my cargo just fine. But then I noticed that the hook is uncontrollable, and is referenced to as "debris" by KSP. So again it is not docked to the JS-1. Oh, and I noticed the KAS icon in the VAB/SPH is blurry.
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I ran into an annoying issue: I want to decouple stuff (decoupler set to 0 ejection force) after landing, so I can deploy it with a crane. But as soon as I decouple, stuff starts exploding - usually the landing legs. If I'm lucky and my rocket falls down pretty straight, it lands on its engine. If I'm even more lucky, my cargo survived, and I can move it around with my crane. But as soon as I decouple my next peace of cargo, the same thing happens again, this time blowing up the engine. My guess is some physics glitch when recalculating the vessel's mass. I have lots of mods installed, for the crane I use Infernal Robotics and KAS (0.6 + 1.0 BETA), vessels are from Tundra Exploration, landing legs from KRE (but it happens with stock legs as well) Note that this is NOT the same as the 1.4.2 exploding landing legs bug - I can land just fine, it's AFTER landing that things go wrong.
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I'm trying to integrate a crane in my vessel so I can deploy cargo without external help. However, I have 2 problems: It's an unmanned vessel, so I have to use the grappling hook from KAS 0.6. Will the 1.0 release contain hooks? Are there alternatives for an unmanned vessel? The hook doesn't attach to my cargo as long as the cargo is not decoupled. Will this change in 1.0? So I decouple first, but even with 0 ejecton force, the cargo moves, and almost always destroys something I'm not sure if that can be fixed in the mod, or if there is something I could do differently
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Is the crew hatch on the other side now? Did you change the shape as well? It looks more conic now, I would prefer a slightly rounder shape. I agree with @space_powder about the windows - I think the black outline size should be the same for the large and the small windows.
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Kerbin Side Remastered [1.0.1] [1.7.3]
infinite_monkey replied to Eskandare's topic in KSP1 Mod Releases
Why no steam version? With steam, you can go to Beta, which allows previous versions -
Kerbin Side Remastered [1.0.1] [1.7.3]
infinite_monkey replied to Eskandare's topic in KSP1 Mod Releases
@Ger_space is already back, but confirmed that probably nothing will happen until 1.4.5 -
Kerbin Side Remastered [1.0.1] [1.7.3]
infinite_monkey replied to Eskandare's topic in KSP1 Mod Releases
Do you happen to know when 1.4.5 is going to be released? -
Kerbin Side Remastered [1.0.1] [1.7.3]
infinite_monkey replied to Eskandare's topic in KSP1 Mod Releases
@Kartoffelkuchen Yes KK is incompatible with KSP 1.4.4 -
I'm trying to test my base on Kerbin, but things keep blowing up when using the CC-R2 connector port: I landed a rocket without a CC-R2 and wanted to mount one on it for refueling - landing legs blow up, but fortunately the rocket lands on its engine and doesn't tip over I link the CC-R2 to another on on a rover - throws the rover up in the air. Depending on how lucky I am, the force either tips over the rocket, or the rover comes back down and parts of it blow up I thought maybe Kerbal Joint Reinforcements is to blame, but uninstalling it didn't help
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Is the nose going to be grey now? Will the flaps going up (in) and down (out) in reality or just down? I wonder how the aerodynamics work, and how to steer this.
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I love it! Are you gonna change the opening mechanism for the cargo bay as well? Sadly, there is not much information about that from SpaceX. While the current approach is OK for deploying stuff in 0g, I don't think this is gonna be used for Mars cargo missions. For those, I think they gonna either use the same door as in the crewed version (maybe a bit bigger), or sideways opening like the space shuttle had. I'm not sure if this is due to one of my mods, but in the current version stuff inside the cargo bay is getting hot during reentry. Does anyone else have that problem? Oh, and my solar panels (although retracted) are burning up as well Any tips? I guess the small dots on the crewed BFS are the windows of the passenger cabins. So I think they should light up when turning on lights?
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Does KK not work on other planets? Never tried it :-D But I think placing buildings on other planets makes only sense for landing pads and buildings like these: I imagine these "3D-printed" using material found on site. That could be simulated by converting buildings to parts, which could then be built on site using the Ground Construction mod.
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Bigger Delta-Wing? Did you already fly it? What else is on your roadmap? Will you integrate KIS support? Would make sense for a colonization ship. Would it be possible to make parts scaleable? I think the BFS is a little too small compared to the F9. It's pretty hard to fit in a useful rover (to be fair, most rovers are too big IMHO), and I would like to have it 6m wide, so I can fit in 5 m parts easily.
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Kerbin Side Remastered [1.0.1] [1.7.3]
infinite_monkey replied to Eskandare's topic in KSP1 Mod Releases
Which KSP version are you on? -
[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
infinite_monkey replied to Dunbaratu's topic in KSP1 Mod Releases
Yeah, but how do I say "steer x deg from vector va to vector vb"? I guess that's possible with the rotate functions somehow?- 1,363 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
infinite_monkey replied to Dunbaratu's topic in KSP1 Mod Releases
I'm still trying to optimize my landing script. I want to limit my steering vector angle, so that VANG(vSteering, vRetrograde) is below a certain threshold. How can I achieve that?- 1,363 replies
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Thanks for your info I tried your landing script, but somehow my ship wants to steer downwards... Anyway, I realized your approaches are pretty similar to mine. My problem is "last minute precision", and I realized that my problem is coming in at a relatively shallow angle (about 60°, while it seems your ship is coming in almost vertically). Anyway, you say your booster has only 10% fuel left for boostback AND landing? I find it impossible to do that with the original config in stock game. Maybe the booster is just too small? While the diameter of the BFR is to scale (9m => 6m), the height os not (108m total => 57 m if I remember correctly, while it should be 72). Also, I think the booster pod is too heavy. Maybe you could team up with @damonvv for better balancing? Some more questions (sorry for bothering you, I want a SpaceX style mars mission so badly ): which version of infernal robotics are you using for the crane? I was trying the 3.0.0 beta, but with every version there are different bugs... And are you using the Hangar mod for storing the rover? @damonvv Could you add some KIS storage on the crewed BFS command pod? Seat inventory is not enough for storing rovers
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Is this already integrated or coming in a future release? Also, what about Tundra Technologies? Changelog says it should be there, but I can't see anything? @Nessus_ I guess you resized the whole thing? Solar panels (are they from Near Future Solar?) seem a bit smaller than usual. Are you using FAR? I wonder if your scripts would work in the stock game. I have a hard time landing the BFR booster, especially balancing fuel consumption - I need to start the landing burn (center only) high up, so I need a lot of fuel, which makes the booster heavier, so I need to start burning even higher up... Also, your BFS is using just 2 of the vacuum engines - why?
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[1.10] Rocket Emporium 1.8.5 (2020-07-15)
infinite_monkey replied to Katten's topic in KSP1 Mod Releases
What about these from Near Future Solar? Some downsizing might be needed, though. -
Kerbin Side Remastered [1.0.1] [1.7.3]
infinite_monkey replied to Eskandare's topic in KSP1 Mod Releases
Since the KSP 1.4.4 Update, my kerbinside buildings are gone Seems to be a KK issue, since other things are missing as well. Am I the only one having this issue? -
In 1.1.3.1, Fairings still cause problems for me: it's not causing the tank to explode, but the fairing adapter
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
infinite_monkey replied to Dunbaratu's topic in KSP1 Mod Releases
Can anyone suggest a good algorithm for controlled descending speede while going sideways as well? My Falcon9-like landing script works fine if I descend slowly (16 m/s) for the last 500 m or so, but that consumes a huge load of fuel. Descending faster also also needs my horizontal steering to change faster, but my rocket can't turn that fast. Should I use something like a 2-dimensional PID for steering? What would my set point be? I also find it hard to get the correct moment of reverse my steering: at higher speeds, i point my engine to a multiple of my impact point mirrored at the target (not quite mathematically correct explanation, but I hope you understand what I mean). But as the speed drops and I come closer to hovering, I have to point the engine in the opposite direction. Currently, I'm doing that when my vertical speed is below 180 m/s and thrust is over 0.5, but these are just arbitrary numbers that I found via trial and error.- 1,363 replies
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