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Rizz

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Everything posted by Rizz

  1. I'm having an issue with some of the wings - whenever I select them, I can't attach them to my plane, and when I drop them (put them away to select something else) I get a huge lag spike that lasts anytime between 5-30 seconds.
  2. Could someone link me to the latest build that looks the same as the one pictured on the front? I downloaded both mods but it looks nothing like what's shown.
  3. http://prntscr.com/4qp7t0 This might be why. Gonna try using only 1.2.1. Edit: Yep! That fixed it. No more part models blowing up (in size, not in kinetic energy... still plenty of that in the game. As it was meant to be )
  4. Posting one more reply for another bug I found. http://prntscr.com/4qoawz Mousing over these parts (and a few others, I think) makes them zoom up and over the GUI to the point where they grow outside the game and out of sight. They don't rotate. I think they somehow confused the rotation for zoom.
  5. Help! I loaded the stock tree and now I can't reset it to use interstellar light because it didn't give me the option to use any other tree! I need to reset it to reprompt me for the right tree first, then see if I can get the right tree loaded in the first place. Edit: I've deleted the "notree.cfg" file in my save, now I get this: http://prntscr.com/4qo21k Edit2: I've even uninstalled and reinstalled the Tree Loader - apparently the one bundled with KSPI lite is 2 months+ older than the one on their release forum. Still no change from the picture above though. Edit3: Apparently since the mod grabs the tech trees from server-side, and refreshing doesn't do anything, I'm guessing the mod has no way to connect to the server that gives these out. Which basically means we have to inject a tree into our save in order to make use of the interstellar tech tree. Last Edit: Yep, that did it. Grabbing the tree from the interstellar folder and dropping it in the save folder made it the active version. Hope the tech tree loader gets their servers fixed eventually.
  6. I've updated them twice now, so I'm sure that's not the problem. I'll try again, but I don't think that'll make any difference... EDIT: I reread your post, updating ALL the mods (derp), and now it works. Ty. Before, I was only updating just those two. Glad to know this mod still works as intended!
  7. Hey, I got a problem. Ever since I've updated this mod it just simply stopped working. The pieces I can attach onto the ship, but I notice a few things: 1. Animations don't play at all when I enable scanning. 2. Map does not show up at all. Analyzing doesn't do anything either. I think the pluggin portion is screwed up somehow, but I'm not sure where to go from here. Also, I have kethane installed, and was hoping to use the two together, but I noticed that the grid overlay isn't showing up on that either. About the only thing that seems to work is tech-tree integration.
  8. As the title implies, I'm trying to build a Mun base with the Kethane mod and a few others. I can't, for the life of me, match the height of the docking ports needed accurately enough to make them usable on the Mun. I could try building a mock on Kerbal, but it isn't taking into account the differences in gravity, and thus, the sag any suspension (whether from wheels or lander legs) would have. What do you guys suggest?
  9. Hey all. I'm having a problem using this mod. My computer is capable of handling textures of 8k, I'm sure of this, but every time I attempt to load the game with this mod, it crashes I even downgraded the texture packs to a much lower resolution, but it still crashes and writes an error report to the KSP folder. Any suggestions?
  10. This is my first serious creation that I've ever done, and I figured it was too good to keep to myself. Ladies and Kerbs, I present to you, the ITSS. This thing is massive. I run a pretty decent computer (3.6ghz quad, 16gb ram, radeon 7970) and was still getting roughly 4-5 fps during the final stages of construction. What originally started out as a design for a simple refueling station in orbit became something entirely different. My first design failed miserably due to flimsy structure integrity during launch, and even though Jebediah thought nothing wrong of that, I was determined to have a solution. Because Erkle isn't the most reliable mod for clamping while warping/resuming games, sending the modules piece by piece was unreliable. Once I discovered persistence editing, that opened up all sorts of creative ideas. Finally I was able to send massive, single stations to orbit without the need to design them to be launchable. A side-shot of the station: There are a few small modules at the intersection where the beams meet, mainly used in extravehicular repairs and EVA's alike. The "Base of Operations" section: You'll notice the only thing non-symmetrical about the station is the different modules I used between the left and right. The right section houses all of the living quarters and necessities that Kerbins would need to live. The left section contains all of the scientific equipment used in gathering information - including a greenhouse and a powerful telescope! Both sections also have long-range radio equipment. Lying perpendicular in both directions are the refueling stations. The station in its entirety holds 8,800L in RCS monopropellant and 18,000L in rocket biopropellant - plenty of fuel to get any ship short of a freighter back en-route. And finally, flipping the whole thing over to show you the engines - 12 ion engines, 6 on each end of the solar panel beams. A few things to note: 1: Most obviously, this was never meant to be "launched" from the ground. Use persistance editing. If you don't know what that is, no problem. Here's how. 2: I have yet to test the capabilities of the add-ons that were used in this build. I know mechjeb works, but I have yet to test the refueling capabilities, or the use of the solar panels in recharging the batteries that the ion engines use. Technically, everything should work. Please share any feedback on any problems you have! 3: The whole station has it's own supply of RCS fuel - Separate from the tanks used to refill other ships. It is incredibly massive in both size and weight, but this also gives it the advantage of being incredibly stable in ATT. Because the RCS fuel it has for itself is limited, I would only recommend using it to aim the ion engines for transitions and orbit corrections. (Less you don't mind dipping into the larger tanks). Here is the list of add-ons that I've used (The list might be incomplete, but I'll fix it up tomorrow [with hyperlinks]) : MechJeb (autopilot) ORDA beta (docking/refueling) zKreuzung (electrical) ExPI Stations Pack Kosmos Spacecraft Design Bureau - Space Station Parts 4.1 Mechanical Mouse Industries Satellite Pack NovaPunch Remix Pack (? Not sure if I used this, but there's so many parts in it that it might be used) Here's the ship: http://www.kerbal.net/mod.php?id=78 It's 5:20am, I need to go to bed, lol. EDIT: Upon turning on the ion engines, I noticed every limb of the structure was flopping around like a fish out of water. My guess is that even though the ion engines are fairly weak, it doesn't help that the whole structure needs to be stabilized in order for it to be effective. I might try changing the strengths of certain modules/pieces and adding struts to the structure in order to prevent it from going absolutely hay-wire.
  11. How did you manage that?! I was hoping to build a space-station with an added feature: Refueling, for both rocket and RCS fuel. Unfortunately, this adds a ton of weight to the whole structure, and the clamping mod (Erkle) isn't the most reliable. Can't select the clamp you wish to clamp to, just selects a nearby one. That wouldn't be a problem if it was just the refueling port that I was attaching to the ship-to-be-fueled. But attaching separate modules all-together is incredibly annoying, especially when trying to load the save and having them separated or even completely despawned.
  12. Yeah, I was afraid of that. I remembered the orbits in the maps from space only take into account gravity coming from one mass at a single time. But still, if they could implement this feature in a future version of the game, that would be amazing. It would be one helluva challenge to achieve, even with mods.
  13. Hello, KSP community! http://en.wikipedia.org/wiki/Lagrangian_point I wasn't sure if these physics were already incorporated into the game, hence why I'm not placing this in the challenges section of the forums. BUT, I was wondering if it was possible to securely occupy or even orbit a Lagrangian point? Here's my basic understanding of what Lagrangian points are(, for those who don't want to read the wall of text that is the wiki article in the link above). Lagrangian points are specific spots involving two body's of mass in which you can remain stationary in from your point of reference. http://upload.wikimedia.org/wikipedia/commons/e/ee/Lagrange_points2.svg Occupying any of these green dots within the plane that they orbit should, in fact, provide a stationary position relative to both of those bodies (given that you have the correct lateral velocity to orbit the larger of the two bodies). This is simply due to the fact that the gravity from both bodies cancels out any would-be changes to your orbit, thus making it stationary. HARD MODE: It IS possible to orbit a Lagrangian point. Occupying the point would be cake in comparison, considering that the plane of an ideal orbit of a Lagrangian point doesn't even contain the point itself. Because the gravitational pull of the larger body outweighs the other, it will have more of an influence on you than the smaller one the farther you are from the L-Point. In effect, the space in which you could orbit a Lagrangian point is in the shape of a bowl; the bottom of which being the Lagrangian point itself and the surface of that bowl spreading out from there towards the larger body occupying the space in which an orbit is achievable. If my attempt to make an accurate visualization on where you can do this failed, perhaps this article would suffice: http://www.scilogs.eu/en/blog/go-for-launch/2009-05-28/how-to-orbit-a-lagrangian-point So, Kerbals... can it be done?
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