Jump to content

zopper

Members
  • Posts

    17
  • Joined

  • Last visited

Everything posted by zopper

  1. I did some experiments and: The updated version (1.1.1) somehow fixed it. If I launch the vessel again and use hyperedit to place it at Eve, the new vessel works ok even with the old version. The overpowered rotors I thought that are just a consequence of the dense atmosphere of Eve (flying at 4.5 % throttle) are apparently another bug I have with this vessel - the newly launched vessel and the bugged one after updating your mod to 1.1.1 need about 30 or 50 throttle % to fly on Eve. I made a save and compared both vessels, but I can't find anything different that would be suspicious. To your question, I use the small thin octo core (two, in fact, one for horizontal and one for vertical orientation). I'm attaching a save file with both crafts. The bugged one is "Quadcopter Eve" and the new one which works ok is "Quadcopter-test". EDIT: It seems as a newbie I can't upload files here, so I put it on google drive: quadcopter craf file Save file (modded, I don't know what it will do if e.g. Galileo's outer planets are missing)
  2. This. I don't have any mod that would modify control or connections. But I wanted to be able to control the probe without a big antenna on the ground, so the stock communication network goes through one hop on Eve's orbit. But hey, at least I learned how to fly it in the high air at about 100 m/s and land reliably most of the time (only landing 1 in 10 results with a broken leg or rapid unscheduled disassembly). So in the end, it made my mission better, not worse. Still, it would be nice to find out what can be the issue. Would the craft file help you with anything? Like I said, it works ok on Kerbin, so I don't think that it is a design issue, but...
  3. Hi. This is an awesome mod, but I have an issue with hover rotors. I made a remote-controlled quad-rotor hovercraft (looks a bit like a common quadcopter) and I can control it around KSC without any issues. But when I landed it on Eve, it refuses any control. When I disable hovering and try to fly it high in air, I can control it (even if it is difficult to land), but with hover on, it just stands on a place, above the ground. And if I use a reaction wheel to tilt, the rotors actively fight against the tilt. I tried to enable/disable all the options in advanced control menu of the engines, but nothing did help. May it be an issue because I'm not controlling the hovercraft directly, but through a relay orbiting around Eve?
  4. Hi. Thanks for this awesome mod. :-) I have an issue: Whenever I engage autopilot, be it for ascent or for maneuvers, only the very first mechjeb maneuver on a specific vessel is done. After that, Mechjeb is not able to turn the vessel, like if it lost control. I suspect it can be a conflict with Remote Tech - but I did not found anything about this issue when I looked for it. For example with ascent: mechjeb works ok until the moment when the the vessel goes "to the space". The moment when prograde/retrograde marks on navball jumps a little, from surface to orbit pro/retrograde, Mechjeb is still in control of the engines, but is unable to turn the vessel around to keep the ascent profile. Is there something I can try to do, either to fix it, or to help with diagnostic? Thanks. (Current versions of everything, no other mod affecting vessel control, except mechjeb and remote tech.)
  5. I once tried to make a monster with 700 tons dry mass. It was inspired by ships like from Event Horizon, or 2001: Space Odyssey. It even had a warp drive... Unfortunately, it was a slideshow, too many parts. And I cheated materials to build it - I was afraid of getting lags just when delivering enough containers with rocked parts, not to speak about all other things like fuel. You can build a ship you couldn't get up otherwise. You still have to get there required amount of rocket parts (one way or another), but I can imagine a mining base on Minmus, which would supply a Minmus orbital station, where would you build your ship. Just watch the parts count in editor...
  6. I looked into source code, it seems to be one simple check for 64bit. So it should be enough to comment it out and recompile the mod. But what do you need to do it, I don't know. Also I don't know if the mod don't fail due some bug immediately.
  7. FreeThinker: From what I see, it has two LV atomic engines and Mechjeb. And the thing looks symmetrically, so it should be as easy as clicking "land on target", taken there is enough fuel. ;-)
  8. Crimor, any other vessel with probe core/cockpit is doing the same? If yes, disable ScienceAlert mod. If not... I don't know. :-)
  9. I wonder if it could be done as a mod? It would stop to be a challenge, but it would look nice from Kerbin. I have an idea to create the ring as one big object and set it on rail, like planets are. Is it possible to create a "planet" in shape of a ring? Not that it is to be useful (maybe with extraplanetary launchpads), unless KSC is be moved up there... because if it is on equatorial orbit, it is right in the way of all rockets going to the same inclination. (I know this thread is few months old, but I think it is better to continue this than to start a new one.)
  10. It can be. I'm playing with enabled payments for each single part development, so if it is unlocking new parts automatically now, I missed it. :-)
  11. baconfortress: About the parts... Are you in Career mode? If yes, did you unlocked them in the research facility? Whenever you add a new part, you have to unlock it even if you have already unlocked the node.
  12. taniwha: This could be it, I have Science Alert. I will disable it and tell you if it helped. And could you add some note about this into the first post, please? Something like "known incompatible mods". Or at least into issue tracker, but the forum would be better. :-) EDIT: OK, so I have tried to disable Science Alert and it works OK now. Thank you! Fortunately, SA is the kind of mods I can enable/disable anytime.
  13. I have a strange problem with launchpads. I have a Minmus surface base. I got there one launchpad and everything... But when I select a craft, instead of putting the stats "you need so much parts to build it", the craft appears instantly half under ground few meters from the launchpad and explodes. It seems it happens any time there is some control on the craft - be it a probe core or a cockpit. Do you have an idea what could cause it?
  14. Hi. I have some bunch of mods and still running things to do in my career in 0.24.2, so I don't want to wipe & go to 0.25 yet. But unfortunately Steam updated my game, although I thought I disabled it. Is there any way how to get back? Steam itself will not help in this, but maybe some assistance from Squad... (I would rather avoid something like "ksp download" in Google.)
  15. All right, just when I created this thread, I have found discussion few lines lower in this section... Shame on me! http://forum.kerbalspaceprogram.com/threads/89856-Better-display-of-contracts-mod
  16. Hi! I was looking for it everywhere, but I'm either blind (I hope so), or really no one wants to pin specific contracts on screen? I haven't found anything about this in game, nor any mod or even just a discussion about it. When I have multiple contracts, but just few are relevant during a specific flight, it would be useful to keep those displayed on screen all the time (important mostly for contracts like "test XXX in flight on altitude YYY with speed ZZZ"). Thanks for any reply.
×
×
  • Create New...