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petlahk

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  1. Trajectories does not seem to be working in 1.11.0. I've also noticed that there haven't been any new updates since July 2020? Is it still being maintained?
  2. The KAL-1000 has been broken in this DLC since release over a year ago. This seriously needs to be fixed. https://forum.kerbalspaceprogram.com/index.php?/topic/197313-bug-kal-1000-controller-having-memory-issues/ https://forum.kerbalspaceprogram.com/index.php?/topic/189125-bug-moduleroboticcontroller-kal-1000-literally-forgets-entire-sequence-tracks/#replyForm https://forum.kerbalspaceprogram.com/index.php?/topic/189125-bug-moduleroboticcontroller-kal-1000-literally-forgets-entire-sequence-tracks/ https://bugs.kerbalspaceprogram.com/issues/22728 https://bugs.kerbalspaceprogram.com/issues/24428
  3. Hello! I have had to uninstall stage recovery because it was causing crashes in the VAB and elsewhere due to not being able to calculate the parachute area. More specifically: When I would mirror parts with parachutes for use by stage recovery, it would crash after mirroring too many. Additionally, it was generally slowing down all of my builds. Could you please fix this issue? Maybe by not letting stage recovery check recoverability until a parachute is placed, and even then, only check the recovery percentages when the refresh button is clicked? Additionally, could you update stage recovery to 1.9? Thank you, I appreciate you maintaining so many mods.
  4. The terrier no longer has integrated fuel tanks...
  5. Coming from my forum post over there. So. I do understand that maybe 412 ISP is a bit too high. I'm still sort of grumbly about it - as I said there because I have to re-do all my rockets Delta-V balances (AGAIN). Though. I wonder if it may have been better to just increase the mass, cost, and massively decrease the thrust. That way it's still a really good vacuum optimized engine, but not so great at lifting massive spaceplanes up into orbit... I'm inclined to say that I would have preferred they touch literally any part of that engine *except* the Delta-V. Granted, Partly because I used it a bunch and don't wanna do that work again, but also because it was nice having an engine that sat so squarely between the rest of the engines and the NERV. Addendum: I'm probably just gonna have to make it work though. 'Tis the Kerbal way. Sorta forced to update because the update actually runs smoothly. Heh. I guess that does outweigh my grumbles.
  6. I understand what you're saying. Bascially I'm just really annoyed that I finally I got my spaceplanes to having an Delta-V* in Kerbin SOI that I'm happy with, and now I need to rebalance/add more fuel all over again. *sigh*. Back to using stupid NERV's I guess. The issue with the Nervs though is that they're absolutely atrocious for that last little boost from the atmosphere. At least the Wolfhounds still have 380 though Addendum: Also, I'm optimistic that one day IRL we'll have SSTO's and SSTO spaceplanes but that it may not be within our life times. A universe without SSTO's anywhere in it is an infinitely more boring one.
  7. I'm not sure if this has been said already but I'm actually kinda upset that they nerfed the Wolfhound. That 412 vaccuum ISP was very important to my spaceplane design and allowed me to do things that just weren't possible before. The Wolfhounds weren't good enough to get a LF/OX spaceplane or rocket all the way out to another planetary system, but they were perfect for Kerbin SOI rockets and SSTOs. They were the perfect intermediary between the other engines and the NERV. Please un-nerf the wolfhound. Edit: Similarly with the skiff.
  8. I'm not sure if this has been said already but I'm actually kinda upset that they nerfed the Wolfhound. That 412 vaccuum ISP was very important to my spaceplane design and allowed me to do things that just weren't possible before. The Wolfhounds weren't good enough to get a LF/OX spaceplane or rocket all the way out to another planetary system, but they were perfect for Kerbin SOI rockets and SSTOs. Please un-nerf the wolfhound.
  9. - Apologies for commenting here - I just wanna say, this makes me strangely proud as a Kerbal player.
  10. So yeah, based on the last three comments it sounds to me that 1.4.5 is just utterly broken...
  11. No, I do not. I know that that is a root issue so I tried remote tech many different ways. I tried it without SETI probe parts and without the probe control installed. It just doesn't work. It's completely broken at this point.
  12. Hello. I've been playing KSP for a while now and using remote tech for about as long. I vastly prefer remote tech to the default comm network but it seems to just be completely borked in newer versions. When the remote tech thing says I don't have connection, for example, the ship is still completely controllable in every way despite being out of range. I even tried turning off all antennas then trying. I just turned off the Antenna controllable without connection cheat too, and the ship is still completely controllable. When I'm behind a moon, It's also still completely controllable. And no, this probe doesn't have SETI probe parts on it. And yes, I am using KSP 1.4.5.2243. Issues similar to this have been in remote tech for a *long* time. Please fix them.
  13. Hello. Universal Storage 2 is listed as on CKAN on spacedock, however it never shows up in the CKAN listing. I have deleted and reinstalled CKAN several times, used the atuo-updater, even going so far as to completely reinstall KSP. It appears that it's just not in the list, but the old Universal Storage is. Could you help me with this?
  14. Hey, jjansen. Thank you for replying. This is the issue with just re-rooting it: I can't just re-route it because those hubs in combination with the trusses are the wrong length. Also, they're made out of tubes and the docking port seniors. There's also the added issue of the ends of the habitation modules (that center module) having several different snap points. One of them being flat, the other being conical. Still, yes, this is solved with the slider. But I just realized that this wouldn't entirely work because the conical bit extends out in front of the docking port, so it would be clipping. And thus, on launch, would be colliding. I can't move the docking tube+port forward on the left section because the left section + trusses is already in orbit and the right section and all the hab modules is the new module. I could scoot the docking port forward off of the flat attatchment point, but this then adds an ugly gap in a different place. Which I guess could be solved with a little bit of clipping, but, again, isn't that pretty. I can scoot the tube+docking port forward to the exact spot on the left hub as this would then be the correct placement, but then I run into this issue: Which is impossible to solve by re-routing. Obviously I can't attach the tube + docking port to the center and then launch it because then it would be clipping with the right hub instead. And I spent the better part of 4 hours trying to figure out a way to re-route it with a fancy pattern of clicks. Now I realize that it would be possible to instead attach the thing to the right hub then scoot the tube forward and that would work. But, again, I'd prefer it if I could get them exactly aligned for the sake of performance and ensuring that they connect. And, yes, I did re-route the whole structure to the right hub. As for not cloning the far side. The two top and bottom modules are different parts. The top is a USI-LifeSupport Medbay, and the Bottom is another Kerbitat which is configured for a different purpose. Besides, the cloning wouldn't actually help solve the issue. Again, for many of the reasons stated above. As for tugs. I do use RCS tugs, but I use large ones with a big docking port on one end, a small docking port on the other, lots of RCS, a large reaction wheel, and some other stuff. They provide much better control between the RCS thrusters on each part and the reaction wheel.
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