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infinite_monkey

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Posts posted by infinite_monkey

  1. 2 hours ago, JadeOfMaar said:

    @infinite_monkey Easily done. Should I provide this tank for the Mk3 and Mk4 Gojira bodies? ...Only the Mk4?

    Oh, totally forgot about those :D, I was talking about the Ghidorah. Not sure where to put them, I have no idea where they are on the real thing. Probably the interstage for the first stage. For the second stage, maybe the fairing adapter for cargo, and the decoupler for the Dragon versions?

    About Gojira, I personally won't use Mk3 anymore, maybe other people do.

  2. 16 hours ago, AlphaMensae said:

    If this is the v2.1 AlphaDev build, then there is a patch that removes Animated Attachment from all MLP parts except the new launch rails.

    I could add more exceptions, like for the crane.

    Yes it's from AlphaDev, I'm not sure how old it is though... The crane was just an experiment. I'm trying to make a functioning version of this, including a crane:

    PQsdl8p.png

    Are you planning to build a Starship service tower once we know how it will really look like?

    For now I used the large general service tower, with an upside down Atlas V tower top attached to its side. I tried making it movable with a servo from Breaking Ground, but it just bends even without any load attached. Not sure though how to actually lift the ship. Maybe I'll patch a docking port junior into the nose and use a KAS winch or something like that.

     

  3. 1 hour ago, R-T-B said:

    You shouldn't be using this build anymore unless on 1.8 or earlier.  If you are using later, check out the new one that pairs with scatterer by blackrack (currently stickied).  If you must avoid scatterer, try my fork here:

    https://github.com/R-T-B/EnvironmentalVisualEnhancements/releases

    Sorry, you're right, wrong thread - I'm on your fork already. Maybe this thread should be locked?

    42 minutes ago, Gordon Dry said:

    This is a typical symptom of having jumped to a ship flight scene without using the tracking station but any mod's "jump to ship" feature.
    Afaik it's a stock bug.

    Interesting, never paid attention to that. Is this also known to happen when switching ship from the map view? I'm using Easy Vessel Switch, as well as Kerbal Alarm Clock and Kerbalism, so this might very well be the reason.

  4. I have a problem with clouds sometimes. After playing for a while, they suddenly disappear from map view, and in ship view, they are kind of "attached" to the ship, while Kerbin rotates beneath them. They also seem to have lost the spherical shape. It's as if the cloud image would be shown fullscreen between my ship and Kerbin. Not sure if it is related, but my logs are full of this:

    QuickHullConvexHullLib::findSimplex: Simplex input points appers to be colinear.

  5. I have a problem with Tundra Exploration's sooty shader for the Falcon 9 aka Ghidorah booster, as well as with the textures from Textures Unlimited - they're all pitch black. There were no clues in the logs about the cause of this. Running on Manjaro Linux, GPU is a Radeon RX 470.

    After looking around for a while, a found a workaround on Texture Unlimited's GitHub: it works when I set the -force-glcore42 -force-clamped start parameters. However, it seems that this setting causes a bit lower FPS and higher GPU temperatures.

    Does anyone know a better solution?

  6. Something that bugs me about the cargo Gojira: In addition to the cargo bay not taking up the entire length of the cargo pod, the adapter cone is very high. As a result, the Ghidorah can transport longer payloads than the Gohira.

    A very minor issue: I noticed that the Gojira's cargo adapter is not horizontal, but slightly tilted towards the back. If anything, shouldnt't it be tilted towards the front?

  7. After not using rovers for a while, I needed to do that again in a new career. Unfortunately, my rover (RoveMate size) makes occasional backflips every couple 100 meters or so for no apparent reason. Searching through this thread, I found my own posting from almost exactly one year ago :D

    On 9/28/2019 at 3:08 AM, infinite_monkey said:

    I'm having problems when using physics time warp while driving rovers. IIRC (it's been a while...) it wasn't a problem in stock, I think I could safely drive at 10 - 15 m/s in 4 times time warp. Sure, there was the occasional bump that caused the rover to tip over, but it happened only after say 2 km or so. And it was usually some visible sudden change in terrain that caused it. But in JNSQ, I can't get more than like 100 m until something bad happens, sometimes even a backflip, for apparently no reason at all (lowlands around KSC). Is there anything I can do about it? Distances are vast in JNSQ ;)

    But I got no response. It happens even without time warp. Is none of you experiencing this, or are you just not using rovers?

     

  8. On 7/22/2020 at 5:20 PM, Shadowmage said:

    Have you turned on real time reflections in the stock game options?

    (generally, black reflections means the stock system is disabled; and as TU leverages the stock reflection system for its shaders, having it disabled also kills all of TUs shader)

    Where do I find that setting? In graphics settings, I only have "Reflection Refresh Mode" and "Reflection Texture Resolution" (KSP 1.9.1)

  9. 1 hour ago, hemeac said:

    That may be failing if there is no zzzKerbalism pass.  I was just looking at the Reliability.cfg and engine reliability runs in the KerbalismDefault pass, so you may want to set either it :AFTER[KerbalismDefault] or :FOR[zzzKerbalism]

    Thanks, with :FOR[zzzKerbalism] it's working fine

  10. On 2/14/2020 at 9:13 AM, Sir Mortimer said:

    We use a generic formula that tries to find out if an engine is a big first stage lifter (that will get 1-2 ignitions) or a maneuvering engine (30+ ignitions) or something in between. Hypergolic engines (monoprop) should have no ignition limit.

    Has this changed in the meantime? I noticed that Tundra Exploration's Rodan capsule (Crew Dragon), which runs on monopropellant, only has 1 ignition. Also, how wo I write a patch so that my Falcon 9 booster has more than 1 ignition, so I can land it? This doesn't seem to work:

    @PART[TE_19_F9_S1_Engine]:NEEDS[FeatureReliability]:AFTER[zzzKerbalism]
    {
        @MODULE[Reliability] {
            @rated_ignitions = 40 
        }
    }

     

  11. 35 minutes ago, Zoeille said:

    uhhhhh, that's really weird, i don't know where the lags can from for you, I thinking about the lights but the new LC-20 didn't have lights, it's also not the animation ELA-2 and LC-20 didn't have animations.
    I don't know what can I do to be honest, lot of people tested it and you are the only one to have this fps issue it's really weird

    No it's not the lights, those work fine. As I mentioned, I guess it's somehow connected to smoke. Maybe a conflict with another mod. I'll try it with a clean install.

  12. I'm in a new career, and I just experienced a bad surprise: After returning from Minmus with some surface and other samples, I lost all of them after returning to the main ship. Unlike with stock science, I got no warning that I'd lose my samples for lack of storage. The reason for the lack of storage is that Tundra Exploration's Crew Dragon only has 1 slot for samples, while e.g. the Mk1-3 Command Pod has 36 - I didn't check that first. For now I added a MM-Patch. Would it be possible to automate that based on crew capacity or something like that?

  13. @AlphaMensae I gave it another try. For some reason, TE's Ghodorah Launcher Platform failed to let my Falcon 9 go, so there was another problem. I just reattached it, and noticed that the FSS was slightly below the base of the Launcher Platform. I adjusted that and tried launching again. Elevator worked just fine. So maybe it was just a glitch in the game, caused by that particular vehicle.

  14. I used the shuttle FSS Tower Base with an Elevator Height of 62m, Deploy Limit was 69. I didn't try going down, as I wasn't able to go up ;) The speed seemed reasonable, I think there is something else going on. The Kerbals kept sinking into the elevator and then after a little while were lifted up again, but after some iterations they pushed each other from the elevator, or weren't pushed up high enough and the Kraken kicked in - spaghettified Kerbals flying through the air or getting stuck inside the tower until they exploded. When walking on the ground, I have similar problems when there's a slope - they always walk straight ahead inside the hill, and when the game notices they're below the ground, it pushes them up. When I run too fast, they can explode as well. Not sure if that has to do with JNSQ or some of the last updates, I think it worked fine in earlier versions of the game.

  15. 32 minutes ago, TomfooleryYT said:

    Can anyone explain why this is suddenly happening? I've done dozens of spacex style landings and they're kinda the cornerstone of my career playthrough, but now this weird aerodynamic glitch is happening and I can't figure out why. any help here?

    Are you sure it's not from the fins/aerobrakes/whatever this is? I had similar issues with the fins in the Sounding Rockets mod.

    EDIT: watched the video again, the spinning clearly starts when you deploy the brakes

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