AnFa
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Posts posted by AnFa
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Why can't I type anything in the UT field?
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Something is very, VERY wrong with this mod. As you can see, I set my maneuver exactly as TWP told me to, and I'm not getting anywhere NEAR my target. What's going on here?
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I'm having this problem with Landing Info. The Suicide Burn Countdown is being incredibly optimistic. I'm descending to the Mun and if I start the burn at 0, the countdown keeps going into the negatives and I crash. If I start the burn 10s before 0, I still crash. What's going on?
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1 hour ago, MattST said:
Right clicking doesn't do anything. Also now the whole GUI just won't show up, not sure what's going on.
It's not just right clicking. You have to click and hold with the right button on it. Try reinstalling the mod then.
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17 minutes ago, MattST said:
Help. Im not sure what's happened here but my mechjeb tab is on the far top left corner. I don't know why its moved there. I also cannot see any of the controls when I click to activate one, as in I click the auto docker, but the gui doesn't show on screen despite it existing.
I did have an error loading the game saying I have an outdated firespitter incase that's a cause?
You can move the MechJeb lid by right click pressing on it and dragging it left and right. As for the your other error, Firespitter shouldn't have anything to do with this
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15 minutes ago, JonnyOThan said:
I’m pretty sure that doesn’t come from this mod.
Yeah, it comes from MKS. Apologies
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What does the governor slider in some parts do exactly? I tried changing them, but it didn't seem to affect anythgin
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What does the governor slider change in the centrifuges? It doesn't seem to do anything
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2 hours ago, stupid_chris said:
You are looking for something that does not exist
Would it be too much of an imposition to ask for one?
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Is it possible to change the angle of the deployed chutes?
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6 hours ago, Seasails_ said:
After installing far, I noticed that an option in the context menu of radially-mounted parachutes while in the VAB/SPH to set their spread angle has disappeared, how can I fix it?
FAR has a lite version of RealChutes installed. Install the full mod to get the options back. Get the mod here:
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On 10/3/2023 at 10:27 AM, capi3101 said:
For static stability, the exact figures don't matter all that much. All you really need to know is that green is good, red is bad. Mw in the red means you've got a flip-prone plane; move the CL aft and/or the Cm foreward. The other one I usually see in red is...N? (it's been a minute; I don't remember exactly which one it is off the top of my head), which means your plane will have a tendency to wobble and/or spin out easily. That's typically fixed with more vertical stabilizer.
The dynamic stability graphs are similar in that it's the shape of the graph that matters. An oscillation that damps down amplitude over time (i.e. the sine wave gets smaller left to right) means stability. One that stays the same is neutrally stable. One that ramps up or goes completely off the rails from the get-go is unstable.I see. What about the curves (cross-sectional area, curvature cross-sectional area, and avg pressure coefficient)? Like, what's better? First or the second, and why?
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I assume these modes are for helicopter crafts. How do I activate them?
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I have openned one of the launchsites that come with KK, Kerman Atoll, and I can launch planes from there, but the launchpad isn't available in the launchsites list, neither through clicking the launchpad in the KSC scene, nor in the VAB launch button. I have already opened the place, and I've enabled other launchsites in the difficulty menu. Why is this problem ocurring?
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Can anyone please explain to me or point me to a good explanation about what are the stability derivatives?
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4 hours ago, Brigadier said:
Agreed, there is a fair amount of knowledge assumed but OTOH this mod isn't really the place to teach you about standard aircraft navigation instruments. I'd recommend you google Horizontal Situation Indicator (HSI) and Instrument Landing System (ILS) for a bit of self-help. If you still have questions, I'm sure we can provide some answers.
Thank you. Yes, I searched for a video after your suggestion and now the instruments makes a lot more sense. One thing I was actually wondering though, is about the mod itself. Apparently I can select runways that don't actually... exist. For example, in the runway list, there's a runway called "KSC VAB West" which seems to be the stretch of rail that goes from the VAB to the launchpad. Is this expected behavior? If so, how can delete it so it won't show on the list?
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The way this mod is presented makes me think that there's a bunch of background info that I should have about how to read these instruments that I don't have, because I have no idea how to make sense of these instruments
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With AoA limit on or off, the result is the same.
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Why ascent guidance is so excrements? I'm flying this rocket
I can get it manually to orbit without issue, but MechJeb can't even find a way to get out of orbit. All settings a refactory default. This is the result:
Like I said, I can fly this rocket to orbit just fine, but no matter what changes I make to the options, MechJeb can't, so I must ask again. Why is ascent guidance so excrements?
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Is there any guide on how to make patches for Kerbalism of other mods, like for example Galaxies Unbound?
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Just now, Hoovy said:
Does this come bundled with its own life support, or would I need to install USI as well? (I'm playing luna multiplayer with friends who don't want life support, but this seems like a cool mod and I can't see anything on it coming bundled with life support or not)
MKS itself doesn't have life support. Install this along MKS
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On 3/7/2023 at 11:20 PM, Grimmas said:
You could try replacing core heat with SystemHeat, though I don't have experience with this particular bug and can't comment whether it will also affect SystemHeat or not. And I don't think it will fix vessels in flight so those would need to be relaunched (maybe try isolated in a separate save file first).
I do have patches to convert MKS to use SystemHeat though. As well as patches to convert MKS to B9 and a bunch of other things.
Do you have a guide on how to do these? Because I use Tantares, and would love to do something similar for their parts
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I'm using System Heat, but for some reason, it isn't detecting this Convert-O-Tron 125 as a source of heat. Why?
[1.12.x] Far Future Technologies - October 9
in KSP1 Mod Releases
Posted
>A: I am now retired from KSP1 modding and will only be providing bugfixes.
Now that KSP2 has been brought to the back of the barn, shot, and buried, I wonder if you'll ever revise this position lmao