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Punk

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Everything posted by Punk

  1. I am having the same issue, when first installed it popped up when I placed the part but now nothing. My comp crashed a few minutes after placing the part the first time and on reboot and getting back into the game it wont work. The button shows up but no info pane, the button just toggles the craft name plate. If pointed to an output file I will upload it, not sure where it is. Edit: The game had generated a PluginData folder, I deleted it and on reload the window is now popping up as normal. I did not check the settings in the toolbar and engineer .cfg files it held though. Sorry. If it happens again I will look at the settings and see if there is anything funny going on first. Edit #2: My comp crashed again, doesn't seem to be overheating or anything. I'm not really sure how to search for causes but one log I could find under performance logs or something said a program had entered protected mode shortly before the crash. Whether it is connected to KSP and Engineer I am not sure. It did it with the stock KSP_x64 yesterday, before I installed Engineer so I would think its just KSP. In terms of Engineer not opening its window on attach I checked the .cfg files and the BUILD_ENGINEER.cfg was completely blank, so I pasted the first two lines from FLIGHT_ENGINEER.cfg (window location and into the build one and reloaded the parts from the debug inside KSP. That seemed to work. How do I attach the output_log? As I found this in it
  2. Very cool, especially the relative velocity thing. A difficult idea to get your head around in a field already full of difficult ideas.
  3. A thought on the jittering when dragging the PoV in map view, is it just me or does it look like the jitter you get when you drag a mechjeb window off screen? Could it be that the game thinks you are trying to drag a window off screen and is attempting to snap it to the edge?
  4. The hex grid looks awesome and makes targeted landings so much easier.
  5. I am having issues with fairings. With them I can only control an angle of attack of less than 2 degrees but without them it is far more lenient. I am using an ssto lifter that looks a lot like a russian Soyuz with four outer columns with 2 LV-T30 and an LV-T45 under each around a center tank stack that narrows down at the bottom (I would post an image but can't work out how using this site). The fairing makes up the top 1/3 of the craft. It has a TWR at launch of 1.75 with smaller payloads. With the fairings I struggle to control attitude and end up flipping out of control soon after beginning a grav turn (3-4000m). The CoL indicator is above the CoM and pointing perpendicular to the central axis of the rocket, as though the fairings act like a vertical wing. Should I try using all LV-T45's for more authority or do FairingFactory fairings just not work with FAR yet? I will try to upload an image in a bit. Cheers.
  6. Awesome plugin. Is there a minimal window view in the works? I know you can toggle the thing off but it would be good to have a smaller UI to use. In my opinion I would just balance for stock parts and when this mod reaches a high enough saturation other mod makers will have to pay more attention to part values. Or suggest a stat weighting (1 mN of thrust = 5 krones and 1 sec of ISP = 5 krones, 1 unit of fuel = 50 krones, tank mass = something and ASAS functionality = 1000 krones or something) that way any part can be used but there is a scaled framework. At the moment it just seems like people use their own relative values which leads to difficulties. Also where can I get more mission packs?
  7. I can confirm that unpacking the whole folder into the legacy parts location does work. Not sure how to get the .cfg updated to work with the new location though.
  8. What changes are required specifically to the .cfg?
  9. Is there a way to show debris in map mode? I can only see Roche in the flight control building at KSC. Trying to find it in orbit the normal way might take a while...
  10. Close, as soon as the object leaves your hand it is completely independent to the Earth. It's trajectory is set in stone as soon as it leaves your hand, air resistance does factor in but only usually marginally for low speeds. If the Earth were to instantly stop rotating as soon as you let go, the ball would fly away at something like 25 Km's a second (as would everything else attached to its surface, like mountains and stuff). I'm not sure I've got that right. I've forgotten too much of my school physics...
  11. Despite being stationary relative to a point on the surface of a planet, the object in geo-sync orbit is still travelling at high speeds (for geo-synch orbit the speed is simply equal to the rotational rate of the parent body). If you could fire the rocket to intersect the orbiting craft perfectly you would find that the orbiting ship would still shoot by at several Km's a second. If you could launch perfectly and somehow dock without everything getting torn to shreds in an instant, you would find the initial orbit of the ship in geo-synch would have decayed significantly, as its total velocity is now spread over more mass with no equal increase in kinetic energy.
  12. This seems like a cool way to distribute challenges and it uses the scenario functionality as well. I approve!
  13. The sabre precooler (both M and S) attach nodes seem to be inside the model as well. Also I'm guessing given B9's new position that this part pack will be integrated as the spaceplane update? Worked it out. Changing the Sabre Precooler Body M node numbers to node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -1.25, 0.0, 0.0, 1.0, 0.0 node_attach = 0.0, 0.0, 1.25, 0.0, 0.0, -1.0 makes the nodes attach perfectly so the model doesn't clip through other parts. Also the General Parameters have the M part filed under S, not really important but if you have OCD like me good to change. And the Small Precooler Body nodes are about node_stack_top = 0.0, 0.62, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.62, 0.0, 0.0, 1.0, 0.0 node_attach = 0.0, 0.0, 0.625, 0.0, 0.0, -1.0
  14. Pretty cool looking stuff, really like the style and feel you are going for. Once again, very very cool.
  15. Dont worry, they won't just 'forget' stuff. Just because you see it as the most pressing issue right at this exact moment and they aren't fixing it RIGHT NOW doesn't mean that they wont fix stuff. They have stated earlier that if they went around making every single feature 100% optimised and bug free and then added more to the game that they would get bogged down by always fiddling with stuff rather than finishing adding stuff and then killing the bugs. This is a game in development, there will be bugs until the final polish and optimisation stage and even then you see games that cost $80 and have a nice glossy box and still have bugs. Relax and enjoy the ride.
  16. They use gyros to stabilise mega-tankers and cruise ships on earth in rough seas. Granted they are several tons of spinning steel but for station orientation and small craft manouvering surely they are fine. I think use less rcs thrusters further from your central axis' (out on wings or the rcs booms from novapunch) and manouver the smaller ship to the larger one. They wouldn't fly the ISS to a supply craft. Edit: Also can we see a pic of your craft?
  17. Apparently sometimes when an object gets where its not supposed to because the computer forgets it for second and then picks the physics back up when it is halfway through a wall, the engine freaks out and gives it an unrealistic velocity. This was explained to me in relation to the giants in skyrim putting people in orbit. This might be why your wing is hypersonic.
  18. BVB: don't stand for Debris' assumption that is has right of way, run headlong at Debris in a game of chicken.
  19. I was playing around with Damned Robotics and decided to make a swing wing jet. The one that came out looks a little like an F-14. Its good fun to fly, pretty quick and responsive. Really easy to take off, it will jump off the tarmac before the first set of chevron thingys at the side. Don't know how to host .craft files yet but it is simple enough to put together, just used 2 delta wings with a rotatron under the top one and a long wing on that. Also used the double splitter thing I downloaded for the engines. There are some radial paracutes from NovaPunch but they aren't essential. It is kind of hard to land, you need to come in very shallow so the engines dont clip. And it bounces really high a few times but I dont know how to stop that.
  20. Yeah, this. It can't deal with the delay thing and I think getting it to work on decoupled craft is at the experimental stage. If its not in local control or at 0 delay it doesn't react to commands I think. Sometimes it just sits there doing nothing. The local command thing is a quick fix.
  21. http://i2.kym-cdn.com/entries/icons/original/000/007/508/watch-out-we-got-a-badass-over-here-meme.png ...you get the idea
  22. The dishes don't have to physically point at anything, it just has to say it's pointed at something in the menu. They aren't animated at all to move either. Glad that the staging and SAS fixed your issues. No worries, I am having a great time with this mod so I am happy to help out. MechJeb has issues with RemoteTech at the moment, you are better to just manually operate detached ships and leave a MechJeb on the mothership for the time being. I asked this a few pages back and JDP said that getting MechJeb to work properly with RemoteTech is too difficult for him and r4m0n doesn't have time to help. He is hoping to add his own 'fly-by-wire computer' to RemoteTech soon, just the Smart A.S.S. options from MechJeb but working properly with the light-speed delay and useless without radio coverage.
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