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vipAvoS

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  • Location
    Minsk, Belarus
  • Interests
    KSP, WoWP
  1. Тык на деталь - Автостяжка = Массивная деталь, Твёрдое соединение = Вкл. Нужно было это делать ещё на этапе сборки. Но, может быть, это поможет...
  2. Thanks for the tip. Perhaps this is what did not allow the MJ to land the booster stage, which I talked about in my previous post. + Unfortunately disabling Max Q when landing did not solve the problem. MJ still turned on the engine late.
  3. I'm sorry, but could you briefly explain what the Max Q parameter is for? I see how this limit works for a while during takeoff, then I turn on the acceleration limit, and Max Q turns off. So I don’t understand what this parameter has to do with landing. + In addition, all MJ settings are global and are applied immediately. If you open the "lifting assistant" and change this parameter there, then it will be applied for landing as well. ++ Moreover, you can create a custom window in which you can add this parameter and others you need, both informational and control.
  4. Извини, действительно забыл сказать.
  5. Попробуй удалить игру физически с диска. Это первое. А второе - это косяк какого-то мода. Я как-то пробовал ставить RP-1 Realistic Progression One. Там автоматом ставится туча модов. И в итоге результат был как у тебя. Так что переустанови игру (после физического удаления оной с диска) и ставь моды по одному. Это займёт много времени на проверку, но как по другому вычислить виновника я не знаю...
  6. I agree with AtomicRocketBooster, something broke at MJ. I previously filmed an auto landing video in which MJ did a brilliant job. If interested, this excellent work can be viewed on YouTube (_https://youtu.be/EM493tsV7tk, time 07:00-07:55). And more recently, I came across the fact that the MJ is late with the start of braking. This is shown in a YouTube video (_https://youtu.be/kIt_sXdE3i8, time 03:55). And it can only be cured with Landertrons (same video, time 06:30, 13:30, and all three landings, time 13:57). At first I thought it was because of the large landing weight of the ship, 13.6 tons, but the landing of a light ship, about 5 tons, ended the same way. Something broke at MJ... + And further. Earlier, when entering orbit, the MJ also worked perfectly. The difference between the apocenter and the pericenter was a maximum of 200-300 meters. And now it reaches up to 20 kilometers! Nightmare...
  7. Works almost fine for me. But "landing somewhere" very often ends in disaster. And further. I have never seen a "landing assistant" use parachutes.
  8. Здорово! Только для неграмотных - а куда эти тэги пихать?
  9. linuxgurugamer, I sincerely thank you for the explanation. I didn't quite understand why I had 996 patches before. Now I am smarter, thanks to you. I would like to take this opportunity to express my respect to you for your work in creating such wonderful mods!
  10. Thank you very much for your answer. Only I didn't make a bug claim. It was just a bewilderment about adding so many dependencies! I did this: I deleted this mod via CKAN. Only one dependency was removed with it. And when loading the game, there were 1026 downloadable patches. This already says a lot. As for linuxgurugamer, most of the mods I have installed are his mods. Thanks again. Now I will do an experiment. On a clean game I will install the mods I need, including FMRS, not one at a time, but at once with the whole package. If you are interested in the result, then I can report the result here. .png after removal
  11. Hello. In the other thread on Mechjeb, I saw a post about this mod. Decided to try. I installed it via CKAN, launched the game, quickly made a suitable rocket, launched it... Everything turned out to be simple and clear. Useful mod! But. I only ask you to explain the following to me: before installing FMRS, I had 996 patches downloaded, and after installing this mod, there were 2456 of them!!! Where does such a quantity come from? And this leads to a problem. The game loads for a long time, and then the computer just freezes for a few minutes! If no one can tell me how to fix this, then I will have to go back to the previous module configuration. Already without FMRS. PNG
  12. Once again I want to express my admiration for your knowledge!!! I just checked the above statement and I can honestly say that you were right! At an altitude of 150 MJ, I immediately set the ship to maneuver and did not apply any more adjustments! Fantasy!!! Excuse me for being too enthusiastic. Moreover, I also, purely by chance, discovered another wonderful property of this mod. I have not seen any mention of this feature before, so I will tell you about it in my video on the channel https://www.youtube.com/channel/UC_kEcllvH6r9XMpwCx7up3g/featured Please note - all the best is born only in close cooperation!
  13. Thank you so much for such a comprehensive answer! I am impressed! I will definitely test the situation at altitudes over 120. However. If this problem? or feature? is known, it’s still not clear why you need to maneuver twice? In my opinion, I do not pretend to be true, it would be easier to start the acceleration of time and turn the ship to the desired position a few minutes before the maneuver. And, of course, I completely agree, it is necessary to take into account the ship's ability to maneuver. What one person can do in a couple of seconds, another may take more than a minute.
  14. This is absolutely understandable. But, if it's obvious, then why do it twice? Isn't it more reasonable to "become a maneuver" only in the immediate vicinity of the very point of maneuver?
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