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Castun

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Everything posted by Castun

  1. You can set an inclination in the ascent guidance window. 0' will put you on an East setting, 90' will launch you North, and I think -90 would put you on a southern polar orbit. Maybe 180 will put you in a western launch? I've never tried it. Or you could just launch ALL vessels to the East like you're supposed to.
  2. Ahh, yes you're right, but the latest version of RemoteTech doesn't use the ModuleCommand part module in the unmanned probes, it is replaced by the ModuleRemoteTechSPU part module. I tested it out, and it works as it should. This is only for those running the latest version of RemoteTech though.
  3. No, it's not 'true' multiplayer. You cannot directly interact with other ships. You can see their position on the map, as well as what they are currently doing, and chat and share screenshots, but that is all.
  4. Seems there is a problem with the D25 drone core and RemoteTech. It doesn't have RemoteTech functionality even though the appropriate command module section is in the part.cfg. I tested out a D25 core with a dipole antenna and nothing else on the launchpad, and no RT menu. I'm thinking maybe it's because of the nested additional electrical charge requirement causing a problem, so I'm going to remove it and see if that works or not. Edit: Actually, I think it's because the newer version of RemoteTech uses a different method. The old version looks like this: MODULE { name = ModuleCommand minimumCrew = 0 } While the new version uses this: MODULE { name = ModuleRemoteTechSPU minimumCrew = 0 EnergyDrain = 0.02777778 isRemoteCommand = false }
  5. My buddy just tried to install the mod. He modified the category so it shows up in Science tab now, but he doesn't have the compass button even with the dish and only the dish installed. Any thoughts? Funny how the game can see the part in the VAB and when in flight, but doesn't have any functionality without that button.
  6. Good to know. Might want that to be mentioned in the readme or something
  7. Has anyone tried to just add the KLFM antenna module to existing capsules/cockpits/probes to give quick backwards compatibility? Really only interested in playing with my one buddy, and neither would really want to start completely over I think.
  8. Shouldn't be, I'll have to double check when I get home though. Maybe running it in windowed mode has something to do with it? I usually keep it windowed since I have multiple monitors and I don't have to Alt+Tab.
  9. I don't get it, why is mine so dark in comparison? I think mine was taken while in Kerbin's shadow which is why there is so little light...but why don't I have a brightness or gamma setting either? Is there supposed to be? Maybe I can just add a low-power light to the outside above the cockpit that will help...shed some light on the subject.
  10. My graphics options don't have anything even closely related to a brightness or gamma setting. I have every other setting cranked up to max though. Here is a picture describing my issue, with the M27 cockpit:
  11. Awesome work bac9. Is it possible in some of the cockpits with the MFD, to do something about the screen brightness? It's hard to make out a lot of the time. It seems that in certain situations where the screen background is dark, the text towards the top is light and easy to read, but the text fades to darker grey towards the bottom, and makes it really difficult to read. Perhaps a red cockpit light could help too, as much of the M27 is dark when you're not in direct sunlight.
  12. Ahh see there's the difference, my cargo bays have been on a multi-satellite launch shuttle, so they start in the vertical position already. You might need to put landing gear under each section or something, at least until an update can fix. On a related note, isn't it possible to add a strength stat to any piece that helps to determine it's breaking point, similar to the stat that the struts use? I assume if one isn't defined it just uses some default value which is pretty weak....
  13. If you're referring to the bug where the range was different in the VAB than it showed up as in the RT Comms menu, it was just a display bug IIRC, and should match whatever range it gave you in the VAB itself. Also, I don't know what to tell you other than just try to stick with the omnidirectional antenna. But did you try to point the dish at ship 2 while it was still on the pad and vice versa? Makes things simpler.
  14. Your first satellite also needs to aim a dish at the 2nd satellite. You'll have to switch over to the 1st satellite to do this, then back to the 2nd.
  15. Having this problem as well, and I even tried using the extra heavy struts from the NovaPunch pack to staple the section together. Seems to be exacerbated by MechJeb, who will slam the throttle wide open at the ascent apoapsis when he tries to circularize. It goes from 0 to max in like a 10th of a second and everything just falls apart hah. Also has a pretty bad wobble problem unless I disable engine gimbal.
  16. There should be arrow buttons on the Rendezvous Module window itself once you have a target selected. If you're going to do each step manually you can just cycle through and do whichever step you want.
  17. Thanks, I'll try that method. Also, the plane-matching thing in the rendezvous planner just seemed odd to me that instead of scheduling the maneuver at the next node which was only something like 15 days away, it picked the one that was further away by over 100 days, and would have been past the closest approach (I hadn't manually extended my orbit at the time, so my expected orbit still didn't pass close enough to Duna's SoI yet. But what I ended up doing was just deleting that node and using the maneuver planner interface to match inclination with target, and selected the next node as the point to use.
  18. I've definitely had some issues with MechJeb 2 and planetary transfers. It usually gets you 'close enough' but a lot of the time it seems like it doesn't calculate quite enough dV to burn, so I have to manually burn a bit extra in order to be close enough for the SoI change. Also, once I did this, I used the rendezvous planner to match planes, and instead of doing the maneuver at the very next AN, it scheduled the maneuver at the DN which was past the SoI change anyway (the orbits matched closely enough so I was still able to be caught by Duna.)
  19. Another issue to report here. I've noticed that if you are already in the middle of a transfer window (in my example, from Kerbin to Duna) and schedule a maneuver to transfer there, it schedules the maneuver for right then and there, regardless of your location in orbit and angle to Kerbin prograde. This means the planned maneuver would end up deorbiting your craft or send you off in the wrong direction if you followed it.
  20. Does enabling fine-tune control with CapsLock have any effect on MJ? Or even on the RCS strength?
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