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TarTi

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Everything posted by TarTi

  1. Normal way + normal way for KJR Next Also I didn't recovered my vessel correctly after my save. So no spatial station with IR, it will be on/in the shuttle instead, so no need to save.
  2. Hi, I really like this simple and effective mod, great work ! I was looking for somehing just a bit more realistic but in the same category.. So my question is, since Snacks! is advised by a few other mods (and players), as Pathfinder mod i.e., how will evolve snack and/or supplies / food in my game ? it will be redundant, wanting to eat 16 times a day, snacks will be replaces by food, or..? Sorry, I'm a bit confused with all these different Life Support mods, I just want to try all of them but I also don't want to break this cool simlple one. I finally just want to add Water and CO2 plus my snacks to my game
  3. So it's not planned to fix collisions ? This is an already an amazing very good work anyway, thank you again !
  4. I see, but there it's just a crane without clipping, at least for all the arm. Btw after many tests, even with collisions [on], there are off. I can easily go through anything else, even itself. This said, it was completely stable without fairing. I can see it wobble through the fairing, clipping it and making things explode. So firstly I will disable collisions, but only for the first part of the arm first, which is necessarly clipping on the "ground" of my vessel, then fairing everything If this is not working, all collisions [off], still fairing If not, go to space without fairing (cross fingers for me please) and I'll test a last time outta atmosphere. EDIT Okay, with all collisions OFF, it worked ! Step 2 complete, docked to my station (which looks so crap since I installed some other cool designs like IR ones ^^') : Made saves, loads (many times, I challenged myself to bring it to the station only using RCS as 2nd stage engine , but RCS were disbalanced), timelapses and everything works for now. Final Step is to transfer something from a dock or a decoupler from another vessel not coupled to the station (so, like a shuttle) to a station dock using the station robotic arm.
  5. Hi ! I was really looking forward to finally send my own-made Kanadarm (using IR of course) to space, but I had a few issues. Firstly, simply having the robotic arm on my vessel make it wobbly, but it's fine if I spam the "panic!" button every 2 seconds to stop any movement, even I've set "locked" for any piece. (yes it's annoying, but okay since the arm is supposed to be a part of my station -or for a planteray base- and so not launched often) For info, I've also set collisions [on] for all the robotic parts. Maybe I shouldn't ? Anyway, once I'm in space (70<alt<100 over Kerbin), I can barely move any part, looks like the velocity, so even in the vacuum, don't allow pieces to move as you want, and make them move due to "wind pressure" of the speed. [EDIT] I've made a few tests at launchpad (so no speed and air pressure this time), finally just looks like it's the "engage lock" from right-clicking on the part (maybe also from the HUD) BEFORE the launch that is the problem. I'll try again to send it to space without locking but spamming "panic!" button to prevent woggling (that seems to happen cause it was under the fairing, even if built way larger than the arm volume)
  6. Working back for me for the vanishing vessel switch ! thanks again for your work
  7. Hi ! My probe in geostationnay orbit of Minmus has just disappeared, due to switch to another vessel and then "Autostrut helper is missing" . I've seen I'm not the first one, so yes, it happenned only when switching vessels and yes, it's not happenning since I'm back to 4.0.0. (and yes, thanks again for your work)
  8. Sorry for the double post, but I have to update my observation : My probe has been considered as a NOT new one during the whole flight to Minmus geostationnary orbit (even after decoupling from my rocket), and so I was focusing this orbit just for my own satisfaction, cause no contract will be passed, apparently.. And then, when I reached the spot, poof evrything's good, contract confirmed, money money and the probe is now considerated as a NEW one since I reached the correct orbit at the good spot (or just all the others sub-objectives in the contract, maybe)
  9. Still testing things at launchpad with IR, KJR and Inner Lock now, and I spotted that a Rotatron - Basic (and maybe all the parts ?) don't like AT ALL to be used with more than -360 or 360 values. It will make them ultra wobbly instantely. BUT it's kinda realistic finally - not the wobbly thing, but IRL you cannot turn all the wires around themselves again and again - so.. seems fair, works for me, even more with my last test, which was a huge success for my Kanadarm dreams <3 I still need to try with decouplated (uncontrolled in the instant but still controllable after) parts, to simulate a Kanadarm transfer from his own payload to another uncontrolled ship or station, but it's already so cool right now ! so satisfaying to play with this mods set and thank you all for that ! Okay you guys just double the lifetime of my love for KSP : I can even make objects levitating now x) THERE it's deliciously wobbling ahah ! TEST WITH PUSH BAY DOWN TO VESSEL : It's so cloooose ! I hope these screens can help for debug
  10. I hope I was clear in the title, I have a quite main issue for the future of my carreer mode : my customers don't consider my just launched vehicles as "brand new probes", so I cannot validate the easiest part of most of my contracts.. Here you can see : (sorry, Steam automatically changed my game into french but you know the game, you still can guess this line should already be green just with this "probe", and it does the same with real multi-staged vehicles) btw, the "maintain stability for 10 seeconds" still works, and the "brand new probe" already worked once, and then I forgot something so back and launch again, and "nope, this is not a brand new one !" issue again.. Thanks for reading !
  11. You rules I'll wait to launch my new Orbital Station parts so
  12. Okay, in any case, your work looks really cool in video and I so want to test it with ships and loads in orbit in my carreer, but I have to upgrade my R&D facility and earn a lot of science.. As said in the IR topic, would be cool to have this part unlockable between 3 and 5 tech levels and not 7th Seems fair for me at least to have it at the same time you unlock the first official docks
  13. Okay I just took a look at the video and this looks really cool and even well-designed. It still looks that I can put one half at the end of a Kanadarm, and the other half on each vessel I want to be able to move in space with the Kanadarm ? So, I should use this to make my vessel manoeuvers from a Kanadarm ? Or just wait for releases in IR and KJR ?
  14. Sorry, I can't see what is working and how.. "Inner lock" is the red locker in the robotic sequencer ? And what is your part at the end of the Kanadarm ? Is it onepart that can magnet other ones ?
  15. So looking forward for an update or a mod that allows us to dock/clamp/magnetize everything everywhere Oh okay I see, more made for fat fancy shaped vessels in orbit for example ? And can I move this placement in the tech tree ? by modifying a code line ? Or is it way more complicated than this ?
  16. Is it the "Utilitron - lock" ? Don't want to spoil other players but it's so far from where I am in the tech tree... I'll have to wait so much time to use it in my carreer.. Why it isn't in first unlockable docking parts if it's just working as a magnet ? ^_^' Just to be sure, can we dock multiple times from multiple points with this ? Or is it still a dream in this game ? And Of course, thank you and good job anyway Oh okay sry, cool !
  17. What ? I dont know what you mean with the rails but I cannot do a transféré from a ship to another one with rails, can I ?
  18. Nice, thank you, I'll take a look at this one BTW, my ground tests confirms that it's unluckily impossible So I have to unlock it into the tech tree ? Cause I don't find it.. I'll look again.
  19. It's waaaayyyyy better ! Nice work ! Looks like you said, no more than one time before it begins to get wrong But still playable at least ! EDIT : GROUND TESTS
  20. Nice ! I'm Downloading it right now, will do the same test in same conditions to see. I still can merge the folders together and replace existing files by recent ones ? or fresh new folder ? And you agree that I don't have to touch to the source code files I can also download ?
  21. Sure, sure, take your time to continue making great things Thanks for the details, even if I didn't understood everything after that I'm not really allow to approach my station with a ship, swith to station, take control of my Canadarm, use a dock from the ship as a magnet to control it and finally dock it in a free dock on my station before releasing my "magnet" and fold back my Canadarm ? Sorry, I was so expecting to this scene.. :') I'll try to understand what you mean and thank you again for your time !
  22. You rules ! and so, is it still unrecommanded to use a dock as a magnetized arm to manipulage things ? I would add something like a Canadarm to my Orbital Station, is it doable ? (I know it's from another mod finally but i'm affraid of exploding all my ships one by one now
  23. Yup, claw (thanks for the word xD), loading and timewarping, that's the beginning. You have a lot of other issues (but it's actually the "wrong positionning" you're talking about I guess) but it looks linked to the claw.
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