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Castun

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Posts posted by Castun

  1. Hi, I just installed this and it's awesome, however I got some issues with the Mk1-2 pod and Mk1 cockpit. I digged a bit through the thread but I haven't found this being reported before:

    The interior of the Mk1-2 pod is almost completely black. Only a small part of the cockpit is visible, and a hatch. The windows are also all black, no view of outside. The instruments are there though.

    The Mk1 cockpit isn't as bad, as I can see outside, but the interior is partially black and some parts are strangely blue.

    http://imgur.com/a/fkh5k

    Other crafts are fine.

    Has anyone else got this bug?

    I remember I did at one point, it turned out to be that I was using the Squad Texture Reduction pack which changes the location the textures are stored at or something. If you have steam just verify your game cache before launching the game and see if that works.

    I tried this mod for the first time the other day with a quick Munar insertion. Did it all IVA+Map mode. Why it took me so freaking long to install it I'll never know. Really well done.

    Same here, simply amazing. Even better with the Through the Eyes of a Kerbal for 1st person EVA.

  2. Is it possible to make an interstate fairing with an open top? E.g. for a Saturn-V-style Lunar Module fairing with which you can dock without having to discard in-the-way decouplers?

    It is with the procedural fairing base. You can also put one between the tank and engine that decouples above it, which I didn't do with this design until i thought of it later. This way, there are no decouplers getting in the way.

    2Yapn4D.jpg

  3. I had an epiphany...what's stopping you from adding procedural sizing to any part? I tried it out with one of the stock spotlights, because I really wanted to be able to adjust the size as they're awfully big for some applications (having resized clones cluttering up the parts list I would like to avoid.) So I added the procedural fairing adapter to the part config and this is the result:

    y9hQ7Ze.jpg

    Unfortunately, surface mounted parts end up floating when shrunk and clipping when increased. But it's a start. Now if the resized model could adjust itself to stay based on the attachment point.

    If you want to compress all the fairings down to a single part, it might actually be better to go the route of stupid_chris' NRAP and Gaius' Goodspeed Aerospace Parts and make one part that is tweakable in size. Which would actually be awesome. I'm all for reducing part clutter in the VAB and SPH.

    You can literally do this already if you really wanted to. Delete all the other fairing bases except the one you want to use (I would recommend the low profile 1.25 meter) and add the following code to the part config:


    MODULE
    {
    name = ProceduralFairingAdapter
    baseRadius=0.575
    topRadius =0.575
    height=1
    specificMass=0.263
    specificBreakingForce =6050
    specificBreakingTorque=6050
    }

  4. @Romfarer (or anyone willing to help): how do i resize the camera? i've tried many times to do it but failed... could you help me? i'd like to make a unmanned drone to scout out places of intrest. i have a body built but i'd REALLY like a bigger cam like yours to fit in the middle...

    Look in the part.cfg and see if there is a variable called rescaleFactor. If not, just add it:

    rescaleFactor = 2

    The capitalization is important, otherwise it's ignored. Play around with the value to see what fits. If you still plan to use the original ever, you can make a copy of the part.cfg and change the title and description too so you can tell the two apart in the VAB.

  5. You also included the original RSS readme file in the folder that even says it changes the solar system to the Earth Solar System. It's not a stretch to think it's only meant to be used by those who already use the RSS mod. I would suggest either altering or removing that readme altogether, since you have your own in the root folder. Also, I wasn't experiencing those same issues as others which is odd. If someone IS using the RSS mod to change it to the Earth solar system, wouldn't including your own version of the plugin and configs undo that?

    Anyway, I added the RSS folder, and the only change I noticed was the sky was a lot bluer. I did happen to notice that I also get that large but faint red halo around Moho until I zoom in closer, and the atmosphere on Laythe seems to have a greenish hue around the edges, but those may have been present even without the RSS folder.

  6. is there anyway to disable clouds on non-atmospheric bodies such as minumus/mun? It looks bad in my opinion and not realistic when trying to land. I do like having clouds on Kerbin, they are done nicely . I don't want to lose that, but I want the moon clouds gone......

    There shouldn't be any clouds on those moons to begin with. Were you playing around with the settings?

  7. Thanks to your advice, I fixed the problem, but...

    The decoupler shown in the current stage is the floating node belonging to that interstage fairing adapter. When I decouple the node, since the adapter is still attached to the craft, the decouple staging icon isn't deleted like it would be for a normal decoupler. It gets left in the same stage as the currently active engine which confuses KER. I moved it back out and it fixed the calculation. It just means anytime you have a staging setup like this you have to take care to move that icon back out of the current stage afterwards.

  8. ♥ this mod! I just wish that there would be some more data available...for things like rendevouz with stuff in an high eccentric orbit. Maybe something like map view.. i donno...

    The orbit screen does a decent job of drawing your trajectory like the map view, probably wouldn't be too much of a stretch to implement a screen that also allows you to add and edit maneuver nodes. I've been messing around with Forced IVA, and the only way to delete nodes is through the map view, let alone adding and changing. We sorely need a screen to edit maneuver nodes!

  9. Currently I'm testing from a fresh Sandbox whilst I try and optimize the performance on my PC so there's nothing in the game but my ship. As another test I switched to my Mining module and Habitat Module on Minmus from my main save and performance was absolutely perfect despite there being at least 150 parts parked right next to each other in total. To add to the confusion I also just launched a 100+ part ship and discovered my performance is now higher whilst in the clouds than at around 30,000m.

    Does KSPRC also add any atmospheric effects that typically wouldn't be in the game too? I already removed the rockets mods but I'm still seeing new atmospheric effects that weren't in the stock game and I get the feeling taking them out would also get me an extra nudge to the performance. I really need to stress the beauty of this mod again though. Even the nights on Minmus look breathtaking now.

    Are you running at a reduced graphical level at all? Any effects turned down in the options? Because that's almost what that looks like to me. The way my game looks, even planets and moons with no atmosphere have a slight 'glow' to them where the sun is shining on them, but it's never harsh enough to look like atmosphere.

  10. So are the delta-V calculations unable to take into account a Procedural interstage fairing base in between an engine and tank with crossfeed enabled? I think that's my problem here, it's not showing me the correct delta-V. It's showing my stage 0 delta V which would be for the docked lander. Here are a couple pictures. Apologies, but I'm running forced IVA mode so wasn't able to get an external view with KER info panel open at same time.

    VsOxTG5.jpg

    yHK0w9T.jpg

  11. I have an issue, but maybe I'm not doing something correctly. With RPM, on the vessel view screen, as soon as I go to part selector, it selects the pod as the active part, and only lists parts directly attached to the pod. I cannot for instance, select any engines, solar panels, or anything else not directly attached to the pod. Pressing the back button just goes back to the main menu. Using SuperHyomoto MFD configs.

    EDIT: OK, seems I have to go through and select part by part to get to the spot on the craft I want to select.

  12. Well from your screen shot it appears like it may be working on your computer. Exactly zero degrees delta x and y and 90 degrees delta z. (I guess your autopilot gets precise values.) This has me completely stumped. I'm wondering now if there's a mod conflict but I've tried it removing damn near every mod in my folder.

    I just installed the Lazor docking cam to test, loaded up the same craft, then undocked so I could redock. The Z axis doesn't seem to always work. Both the X and Y axis seem to work properly - rotating left or right increases the value of X, and up or down increases value of Y. This time however, the Z axis didn't change, it always stayed near 0 regardless of how high or low, or off-center I was.

  13. I haven't looked at the values yet, so no. I usually just have MechJeb keep me oriented parallel so all I have to worry about is translating into position. I haven't done a fully manual docking in quite a long time, but even then I usually just faced one craft normal and the other anti-normal.

    If it's getting the wrong values from RPM in the first place, there's probably little I can do. I can tweak and rearrange the displays as far as how the info is laid out, but anything wrong with the source code, that's beyond me.

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