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Everything posted by Caerfinon
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Throttle Controlled Avionics has a squadron mode. "Added Squadron Mode: ability to assign a numerical ID to a bunch of vessels and then (if they're in range) control them all through TCA GUI of any of them."
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No, I don't think you do.
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The latest version for KSR is 1.0.1 which is compatible with KSP 1.3.1 to 1.90 on CKAN. I'm running under 1.11 and have ckan set to KSP 1.8+
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Current Status: Issue #31 Navy Tourism Spam bug New code fixes There are two types of Navy mission passengers, the Navy Observer and the Navy Pilot to be rescued. Status of the Navy Observer The observer is spawned using the SpawnPassengers Behaviour and is removed with the RemoveKerbal Behaviour If the Navy Observer is killed or the aircraft is damaged the mission fails. If you recover the Navy Observer is removed from play. There may be a short period they appear in the astronaut complex but after a scene change or two they are removed. Status of the Navy Pilot The Navy pilot is spawned at a specific location using the SpawnKerbal Behaviour and is removed with the RemoveKerbal Behaviour the RemoveKerbal function does not appear to be removing the Navy Pilot on contract failure conditions. The only way the Navy Pilot gets removed is on the successful completion of the mission and recovery. The workarounds for this behaviour are as follows; If the mission fails before the Navy Pilot is picked up, you can terminate them from the tracking station by highlighting EVA kerbals. If you choose the recover option from either the KSC screen (for those pilots near Kola Island) then the Navy Pilot goes into your roster If the Navy Pilot dies during the mission they go to the Missing Tab in your roster and will become active again or be marked KIA depending on your game settings If the Navy Pilot does show up in your active roster you have the option of dismissing them or taking advantage of an additional pilot. The morality of it is up to you Similarities to Issue #15 Tourist Spam Tourists are also spawned using the SpawnPassengers Behaviour but all my attempts to remove them on contract failure using RemoveKerbal have failed. Tourists are only removed from play on recovery after a successful mission result... or death. If they don't die, they fill up the astronaut complex and cannot be dismissed. You can edit them out of the game file by hand, but when you have 80 that's a lot. So the only way I have of causing the death of countless tourists to remove them from play is to destroy the aircraft they are on using the DestroyVessel Behaviour with the CONTRACT_FAILED option. This will also kill the crew. All of these issues can be avoided by reverting to Launch or SPH on mission failures, but not everyone plays that way so I thought I should tidy up a bit. The new Navy code is in play-testing and should be in GitHub later today and will be available in the next scheduled release. That is pretty weird. Have you tried recreating the issue in a completely fresh sandbox game? You could also temporarily remove suspected mods and see if the behaviour changes at all.
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I did test it. Sorry for the delay in getting back but some RL issues intervened. I was able to attach multiple parts to the 100KE Auxiliary power engine (wings, elevons, etc.) and they always maintained their placed position in the editor, during launches, after saves and reloads. I'm running KSP 1.11 and I've included my mod list for reference. Maybe some other mod you have is interfering with it.
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It appears all the NAVY missions a re missing the anti-tourist spam protection code from Issue #15. Issue #31 raised.
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You can use a map like https://ksp.deringenieur.net/ and use the slope setting to pick out a relatively flat location and then try to land at those coordinates. You can also use Kerbal Engineer Redux to give you a reading of the surface slope information below your vessel for possible landing sites. Or you can use a mod with a mod like Throttle Controlled Avionics. It has a landing routine that evaluates your selected landing location for flatness and scans around to see if there is a flatter surface to touch down on and then does it..
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I uploaded a really basic helicopter to google drive H0 - helicopter.zip it was built in 1.10 KSP with only airplane plus installed. See if that one works for you. (I couln't load my rescue version because it won't load in 1.10 ) I like using the dual rotor engine as i find it is much more stable that a main and tail rotor configuration. The blades needs to be as close to CoM for lift as possible. Too much weight in any direction from center drags the craft in that direction too. I throw on SAS and use WASDQE to pitch roll and turn. Throttle up slow For more precise control I use Vertical Velocity Controller Redux and Horizontal Landing Aid Redux to stabalize flight For pitch and banking control I add Kramax Autopilot Continued
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@vardicd Do you have Airplane Plus installed? That mod is required for the helicopter parts and it won't load with out them.
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Sorry that must have come from my colony game save. The parts are modifications used by non-part mods that change the behaviour of the command module ( like Commnet relay functions, and recycling part etc. ) You should be able to clear them by either just saving the craft, or replacing the command pod with the same version from your game and then saving the craft. Need to build my planes in an non-modded game.
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Current status: Issue #29 V2 - Island Airport Terminal Marker appears below terrain The way-point generator behaviour continues to misbehave when I supply a variable to altitude. This is proving to provide inconsistent results across the flight missions. So this code is being rolled back. A workaround to the issue of the island marker terrain is to increase the distance parameter setting from 50 meters to 100 meters for terminals. The marker will still look oddly underground, but you should be able to satisfy the requirement.
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Have you tried KIFA? It adds functionality to mod parts that do no yet support the new inventory on their own. It may help you.
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I never used to make airplanes in KSP I could never figure it out and stayed almost 100% of the time with rockets. Then I saw some decent build videos as well and now I'm hooked. If you CTL-ALT-F12 you can force the Navy-1 to complete which will let you do the rest of the navy missions (which can all be completed with seaplanes). If you want to pursue getting VTOLs to work then the Throttle Controlled Avionics mod is really good at balancing out engines and controlling hovering and such. in other news.... Current Status: Issue #29 V2 - Island Airport Terminal Marker appears below terrain This was the bug that came back from the dead. There were some issues with the last fix that introduces some unexpected problems. Fixing these required a design change that I finally got sorted today. The current fix now does show the Terminal Marker in a more "above ground" way for all island flights and gives the flexibility to adjust way-point locations for all airports if required. The new code is on GitHub and will be in the next scheduled release.
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I threw this one together using Airplane Plus - https://kerbalx.com/Caerfinon/H1-Rescue It helps to use these two mods while flying. Also any VTOL aircraft will meet the criteria for the mission,
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Any landing you can walk away from is a good one.
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@giovajokerThe list of bases is as follows; (Some are hidden by the default mod setting) Island Airfield Kola Island Naval Air Station Jeb's Junkyard and Spaceship Parts Cape Kerman Space Center Sandy Island Naval Air Station Kerman Atoll Launch Facility Meeda Naval Air Station Kojave Sands Launch Facility Desert Airfield Polar Research Alpha Baikerbanur Inland Kerbal Space Center South Field Airfield Harvester Airfield Uberdam Airfield Kamberwick Green Airfield Kermundsen Research Station South Lake Airfield Hazard Shallows Naval Air Station Dununda Airport Round Range Airfield Nye Island Field Top Secret Area 15 The map can be seen here : Kerbin Side Remastered Airport Map
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I've created a Hanger on KerbalX for all the planes I've used, modified or built for mission in this contract pack. Link is also available in OP Test Planes from KerbalX.com: Kerbin Side Remastered Gap : Caerfinon's list of useful Aircraft for this Contract Pack Mod If you have recommendations let me know and I'll try them out. I'm looking for Stock, DLC and Airplane Plus parts only.
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Current Status: Issue #29 V2 - Island Airport Terminal Marker appears below terrain Island airport is not a KK base so the runway is actually 130 meters above the underlying terrain. Altitude settings have been added to all way-point terminals and while most are still set to zero, the Island is set to 130 to correct this issue in the Group.cfg file. Issue #30 - V2 - KSC runway marker disappears in "lets start an airline" but a stop is required on landing Stop on runway check removed. Flight only requires a stop at the terminal location now. Updated files are available currently on GitHub and will be available in next scheduled release
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Actually that is an older piece of code. In the rest of the flights there is no "requirement" to stop on the runway. The requirement is to land, taxi to the terminal and then stop. Allows pilots to stop if they want to or just roll to the terminal and stop. The rational about switching when the ATC dialog pops is that you are within 19kms of the runway so you have a visual on where your going already and if you are using the supported navigation mods then they provide even more of a guide to your inbound flight. So I'll probably just remove the first "and come to a stop" check from that mission.
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I'm using this in 1.11 now. Works fine for me.