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ZAJC3W
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Everything posted by ZAJC3W
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parts [1.2] Karibou Expedition Rover [0.3.0]
ZAJC3W replied to RoverDude's topic in KSP1 Mod Releases
After some time with suggested "fix" i have to say that somewhere something went terribly wrong. Or it is tuned for some specific wheel pack. Rovers tend to flip, takeoff, or explodify under forces caused by accelerating wheels.All wheels even stock ones have too much grip and torque. As per karibou wheels changing brake speed to 10 cured new wheels, value copied from legacy wheels, all wheels are working and braking absolutely fine with stock wheel module for me. Can you tell me which line is responsible for lateral grip(side slide). I find them a bit too much sliding for a tanker? steeringCurve { key = 0 16 0 -0.89 key = 10 9 key = 30 2 -0.12 0 } torqueCurve { key = 0 400 0 90 key = 1 450 25 0 key = 5 435 -10 -21 key = 32 64 -6 -6 key = 34 0 -92 0 } -
parts [1.2] Karibou Expedition Rover [0.3.0]
ZAJC3W replied to RoverDude's topic in KSP1 Mod Releases
..and if you're on slope you roll away as brakes do NOTHING now. - - - Updated - - - stock and old karibou wheels do have working brakes. Is it still fix? guess I'll better try and report back ... It worked, changed wheel behavior dramatically. more grip...muuuch more grip, i can now flip over my crane frame rover on acceleration and brakes have max torque 500....just enough to stop 4 ton 8 wheeled rover. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZAJC3W replied to sirkut's topic in KSP1 Mod Releases
tweakscale i buggy mess, never worked for me since 1.4. Even if it didn't make ship to explode on launchpad it was causing kraken visits at warp above 10x. just live without tweakscale. -
Opengl cuts my ram usage from 2.1GB on lad to 1.2GB and from 3.7(crash) to 2.4 after hour of flying around.
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MechJeb for KSP 1.0... problems?
ZAJC3W replied to Kruge631's topic in KSP1 Technical Support (PC, modded installs)
ascent autopilot - set limit angle of attack to 5-10 degrees until you reach 20-25km. In new aero system drag and lift does matter. landing autopilot is fine on non atmospheric bodies. for me it failed to enter atmosphere at all. reentry is more realistic, not as hard as deadly reentry on default settings, but heat shields are needed. TIP light fitted at the top of mk1 pod will survive retrograde facing reentry. -
upgrade to 6.3.2 and it should be fine, didn't test 6.3.2 yet but it has KAS compatibility issue resolved in release notes
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Confirmed here. I found reload bug after landing big mining(karbonite) rover on the mun. after several reloads wheels got eaten by kraken -> reaction wheel changed mass to 1048576 tons. to recover from that i had to: - change it's mass in persistent.sfl to normal - reload game(every ship) without tweakscale installed. - install 1.44 reload all ships - change scale of all scaled componnents of all ships to correct value in persistent.sfl - enjoy working game.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
ZAJC3W replied to Starwaster's topic in KSP1 Mod Releases
There is a compatibility issue with KAS(kerbal attachment system) item removed from containers end up suspended mid-air instead of kerbal's back. 100% it happens only when DeadlyReentry is installed.- 5,919 replies
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- reentry
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I think i found a bug/conflict with DeadlyReentry_v6.3.1. with DeadlyReentry installed every part taken from container ends up suspended 70m up and 70m away from kerbal
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It's looking promising, but please pay more attention to stack_node rules, all nodes on rover body are set in 1 direction making only top and bottom usable in VAB. Also to make it possible(easier) to launch it with a rocket, central attachment point would be great(like stock rover body). .... 2h later I corrected all mentioned flaws I also edited tech required to field science for mk1 and advanced Motors for mk1_2 Build cost is 1600 and 3200 for mk1 and mk1_2 respectively. Here is corrected RoverChassis1 part.cfg file.
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
ZAJC3W replied to Fractal_UK's topic in KSP1 Mod Releases
From top->down pod fuel tank fission reactor thermal rocket nozle or pod fuel tank any reactor electric generator plasma thruster both need radiators to keep waste heat low. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
ZAJC3W replied to Fractal_UK's topic in KSP1 Mod Releases
Thanks ****... my Minmus refueling station is useless then... have to check if KAS pipes can fix it, they act as docking port so maybe.. Yes it worked KAS saved my station again -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
ZAJC3W replied to Fractal_UK's topic in KSP1 Mod Releases
I have a ISRU related issue/question. What type of tank i need to have to get liquid fuel +oxidizer(h2+o2) from water electrolysis? -
[dead] CELSS Greenhouse (TAC Life Support Add-On, Version 0.1, beta)
ZAJC3W replied to Cerebrate's topic in KSP1 Mod Releases
For me greenhouses are recycling oxygen only, waste/waste water remains untouched, no food replenished either. -
Anachronda, You've just achevied what i'm trying to do. BTW i think know what caused my weird problems, You cannot have 2 MechJeb modules on 1 ship/orbital station. just tried to launch mechjeb controlled carrier with mechjeb'ed cargo, no controlls, no stages visible, nothing. even better anything with hitchhiker didn't work, incompatible mod
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Tried many times, navbal changes , but still no controll. I can't even see engnes on left endge of the screen. I have total of 2400 units of electric charge, 241 units of monoproppelant and 2 gigamatic solar panels at 98% exposure Each kerbonaut goes into sun escape trajectory during EVA attempt. BTW my station changed name to name of last ship that docked at it, i have left ships docked on the orbit and shut game down(i need at least 3 hours sleep to look like human) maybe that was source of my problems. Flight ended, starting new solar station program
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i have a bit different problem with refueling station. I have (had) one on orbit, docked orange tank to it, then detached deliery rocket(unmanned) and flown it ito kerbin. Now i have no controll over my station, i can transfer fuel across station, but: no active engines, RCS is not operational, I had 3 kerbonauts there, EVAing one of them put him od sun escape trajectory. So i tried to refuel my mun mission craft, and it's now part of dead haunted space junk station, can't even undock. I'm starting from 0 again , this time i'll put remote control pod on tank itself. if it will happen again f..ck KSP
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Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
ZAJC3W replied to Dani-Sang's topic in KSP1 Mod Releases
Hi. I've just found a bug... unless it's a feature Empty batteries do not recharge, they recharge if there is some energy. When all batteries are empty engines are dying, dissapearing from module list.