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MonaBabii

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Everything posted by MonaBabii

  1. Hey katateochi Great job on the website! I was wondering: is there any way to update the .craft file of a craft you've already uploaded and have it's page all set up and ready? without having to re-do the entire download page for the updated file? I tried it yesterday and couldn't find a way, and uploading a new craft just gave me a pop-up to create a new craft download page. Thanks in advance This is kind of awesome, and even for people that don't really care all that much if their craft is downloaded or not, in any case you can use it to keep track which mods your crafts use xD EDIT: Also, not sure if this is because I use Opera as my browser, but when uploading a craft I do not get the supposed "Skip" button to build that craft's download page later. What I did was look at how the link was for when you hit "cancel" and just replaced cancelled for skipped: kerbalx.com/crafts/craftNumber?message=upload+skipped Knowing that the functionality/feature is actually there I can safely assume this is just an issue with Opera. But donno
  2. Hey sarbian Any news on the issue I reported? Does it only happen to me? (have no idea how to read the log I posted). Not trying to rush you or anything, I'm in no rush, specially since the previous NEAR patch works just fine for me was just wondering if the post may have been lost in the previous page
  3. Couldn't they make use of either Infernal Robotics or the mod that "breaks symmetry"? (can't remember the name, can look for it if you'd inquire further ) EDIT: And oh I finally found the mod I saw the part in Link! Though now I remember why I didn't get it at the time, just reluctant to install it given it's not ported to .25 D: However in the vein of thought of norcalairman's vtol nozzle, couldn't something like that ^ in that other mod help?
  4. Hey This is amazing! nli2work pointed me in the direction of this part replying to my request for something almost exactly like this, and I'm excited to see a project like it going I'll definitely be tracking the progress of this one very closely, for specially if you ever decide to make a radial-sort of engine that could basically be attached to any kind of fuel tank Amazing work so far! Keep it up !
  5. Oh wow. That was not the part I saw but that is quite amazing ! I'll definitely be tracking that one's progress. Thanks nli2work (again You've already helped me indirectly with the SP+ IVAs download). Still looking for the one that's similar to the picture above. Something that could be radially attached. I'm still searching the add-on releases forums, I wish I could remember even a word from the topic's title :/
  6. Hey! Before I go on with the question I wanna apologize in advance if this is in the wrong forums! I was wondering, does anyone know if there is a working engine or engine nozzle of sorts that looks like this?: I seem to recall a mod having a part very similar to that, and fan of building VTOLs as I am, I'm desperate to find it but I can't locate the mod that had that part anymore If anyone knows of which mod I'm talking about or perhaps "another" mod that has such a part, please do let me know!
  7. I think they mean to ask if the monitors on the spaceplane plus parts that are now Stock will suddenly start working after installing this The answer to that I believe would be now *BUT* you can get them working by adding these extra configs: Link to KSP forum post! Download that file made I believe by nli2work, install it like any other mod and done You do need the RasterPropMonitor plugin. Cheers!
  8. So what you're saying is I should just get rid of some control surfaces? I could try that but not sure it would be all that great a work-around on a VTOL D: but what do I know about Aerodynamics... it might as well be the best thing ever I'll give it a try! EDIT: You were absolutely right tetryds As soon as I brought all of my wing ailerons to 10 from 20, and the front canards to 15 from 20 suddenly the plane not only worked just fine without s.a.s., but now when s.a.s. is on the plane is perfectly stable even MORE stable than using smart s.a.s. from MechJeb lol. Thank you so much! Definitely something that is a tad difficult to find out without information like what I imagine FAR gives you, but it's great to know there are simple guidelines you can follow to make your planes flyable without really needing too much information, just requires you to make air planes with a bit more brains behind the design Very satisfied, so much happiness, wow. VTOLs for the win o/ ---------
  9. Sure thing, sorry about that! I'm still new to heavily modding my game and still bad at the game altogether lol, though to counter-act those things I try to make sure I read the main posts and a few extra comments when downloading a mod I'm using the latest dev build of MechJeb and the latest version of NEAR. Here's the log file compressed in a .7zip archive: Log File. And here's a couple pictures of the plane in game while Kill ROT active (well, one with and one without, for whatever it's worth): --------- --------- --------- What I did before grabbing the log file: Fire up the game, resume, go straight into the SPH, load my ship, launch, take off using regular SAS and then turned Kill ROT in flight. Flew for a while with it even after turning back around towards KSC, turned Kill ROT off and landed on the helipad atop the building at KSC. (Not entirely sure what all kind of information the data file will contain so I'm just trying to help as best I can ). To reiterate the issue; whenever using Smart S.A.S. the game acts as if I didn't have the patch on, a.k.a. the plane wobbles like crazy. This didn't happen with the previous version of this patch (I kept the backup). The patch in question being MechJeb + NEAR.
  10. Hey sarbian Sorry to bother but I noticed something now as I found the new updated file and went to update it; with the previous version of MechJeb + NEAR patch I could actually go to MechJeb's Smart s.a.s. and use the buttons like Kill ROT and SURF (though using Kill ROT would always pull my nose up very very slowly, but hell it worked better than just using a normal s.a.s. D:), but now with this new version (updated today?) using the Kill ROT button and SURF acts as if I didn't have this patch installed at all D: I wonder if it's something I did or something went wrong with the updated file?
  11. Hey, Ferram? I was wondering, is there any way to counter-act the intense wobbles my planes get when I turn the S.A.S. on? Sometimes I can stop the wobble completely by looking directly at the navball and quickly tap direction buttons to sort of try to manually counter-act the direction the wobble is going, but it's not a reliable method; sometimes I can stop it by tapping W,A,S or D a few times (always with Fine controls ON [caps lock]), or sometimes I need to tap them a LOT, or hold them down slightly first... it just frustrating as hell D: and I'm not exactly amazing at the game so I know this is very very likely my fault lol, but figured someone experienced with these aerodynamics could offer me some tips and/or hints. Thanks so much in advance to you or anyone out there willing to offer me a hand with this; I'm loving the mod but these wobbles wreck my nerves every time I wanna fly somewhere as I desperately try to get rid of the issue and I just can't D: P.S.: These wobbles happen with the default stock S.A.S., be it from the default S.A.S. from cockpits or enhancing it with more S.A.S. modules. Not using MechJeb... although it does happen with MechJeb too, but that I can imagine what the problem is on my own.
  12. Does toggling "Fine control" with tabs lock help at all with that "extreme"ness? or does it apply the same strength (to put it some way)? I'm almost tempted to get this just because all of my planes always look like they are getting punched every time I try to turn or roll or whatever, the motion is so jerky and so wrong looking lol. This thing looks like the next best thing after a Joystick if you wanna get fluid motion.
  13. You need to right click on the part and actually turn the limits "ON", which are off by default.
  14. Thanks for the reply Okay so, after posting here, I went back to KSP, reduced the render quality just a tad more (to good, middle setting I believe), and then went to install the "Aggressive" version of ATM (was using Basic). It seems everything is good now! Apparently ATM Basic is not enough if you have a lot of mods installed. Using the Aggressive model and after playing with that same creation for quite a bit my RAM usage was only at 2GB, whereas before it was enough to make my game crash, so, success ! I'll leave the album of that little utility backpack creation below: And thanks a lot again for the mod! Can't imagine having as much fun in KSP without it P.S.: +sirkut If I ever experience the same problem again even with ATM Aggressive installed you can count on me coming back with my log
  15. Yeah, sadly I'm experiencing the same thing I was building a utility enhancer space backpack of sorts (pictured below) and I got the same thing, except in my case (not sure if this is thanks to Windows 8.1) Windows threw me a warning about memory, though I only noticed it after the game had crashed. Sadly I don't have a screenshot of the memory warning and error as I -thought- I had taken a screencrap but apparently it didn't save. Backpack: --------------------- --------------------- --------------------- --------------------- (Not sure what's up with the craft's cost being in Negative lol, I think it's an affect of using the TweakScale mod for most of the parts) The craft has a total of: 2 Rails, 4 Rotators, 4 180º Hinges and 2 Pistons. If anyone does need the error message or anything do let me know, I can go in and force this thing to happen again just by loading the craft D: (after waiting for a little bit, it's not instantaneous I don't think). P.S.: I do have a lot of mods installed but I'm running ATM (Basic version, I'm worried aggressive will make buttons blurry) and have some in-game settings lowered, as well as running the game with OpenGL. This crash or memory issue doesn't happen when playing with anything else no matter how long my KSP session, just seems to me that I.R. is using a TON of memory D: Running KSP 0.25 x86. P.S.2: Forgot to mention I love this mod so much lol. It's one of those mods every time I pick KSP back up after an update it's first on my list of "must have mods" because I'm always trying to build functional, useful monstrosities lol. So just in case I didn't make it come across clear enough... Thank you so much for the mod and your time! I wouldn't be so sad about the memory issue if I didn't love this mod so hard
  16. I would say you would be better off adopting a safer mindset than rely on someone else to keep you up and running For instance, I never install a mod without first checking the OP and a few pages of comments (sometimes ). In this case you would probably have started your elimination process with B9 right off the bat if you would have read the F.A.Q. at the bottom of the first post Let me clarify though that I'm just trying to help here just so you could maybe avoid unpleasantries in the future! Not trying to be a smartsas
  17. Gotcha, thanks to the both of you! I don't think I ever actually downloaded the RPM thing lol, must have come with the B9 pack itself? Or maybe I did and just don't remember x_x. So some things are alien to me even though I've read through manuals.
  18. Right, okay. I figured as much That's a shame, but oh well no major biggie Thanks for the clarification! I'll just wait patiently until you guys work on those cockpits on your own, if ever Speaking of cameras though, you mentioned some things in your parenthesis... you mean the cockpits can use cameras from other mods? Is there a list of the mods that have cameras that work with B9 parts somewhere? I checked the user manual to understand the monitors (I absolutely had to the first time lol) and don't recall seeing it mention there are other cameras that work The only other camera I have installed is the Lazor one and I don't think that one counts, does it?
  19. +ObsessedWithKSP: Thank you so much! @_@ Gonna test this right away! Those sweet MFDs cannot go to waste! EDIT: W00t, I managed! Thanks again working great! However there are 2 things to note, and maybe there is a way to work-around this? If not it's not really a big deal, but if it is possible I'd like to leave it all 100% working 1) When I type in a description for the vessel I can't see that information in the monitors, as if the vessel had no description whatsoever to it. 2) The cockpit I took the interior from (the B9 Mk2 Cockpit) already comes with a frontal camera built in, which is the one you can have the various flight information overlays through the monitors (by far the coolest camera ), however with the tweaked interiors the Mk2 and Inline Mk2 cockpits don't have that camera by default. I imagine that camera is an object of sorts in the command module's model itself on the B9 cockpits or something, so I don't have very high hopes for a work-around for this Both those tiny issues are of course only when using the SPP cockpits with the B9 Interiors. Is there any way to gain those 2 things back? Perhaps a little more (hopefully) simple tweaking on the part files? Thanks a ton in advance and no worries if it's not possible or would be too hard to achieve, I can live without those 2 things EDIT 2: Ok so, I managed to get around the issue with the monitor not displaying the vessel's description by adding the following extra lines to the part file (I totally feel like an actual rocket scientist for having figured this out with how.. silly shall we say.. I am): MODULE { name = RasterPropMonitorComputer } Now I'm just left with the Internal camera not working, which again is not that big an issue, and I imagine it's something that's somehow embedded into the model itself. I'd appreciate any help you could provide though if it *can* be worked-around =D! Thanks again in advance!
  20. I always take huge breaks from KSP, once I do everything I want to, waiting for the next big update to reinstall the game sometimes a couple updates away. I have to say I didn't know about the OpenGL thing (granted I'm fairly unobservant) until I saw it posted a million times on this thread . I do agree that a more elaborate first post should have been made from the get go, but I think some people should give this guy a break whose just trying to help.
  21. Hey I finally pushed myself and installed this mod today along with what it needs (my main reason not to was I was kind of intimidated by FAR or NEAR D:) but having played with it a while as well as NEAR, this is amazing I'm having so much fun with the cockpits I have a question however, speaking of cockpits... Is there any way I can give a cockpit one of the IVAs of the cockpits provided by this mod? There are 2 new stock cockpits (can't recall their names, the pointy aerodynamic one and the one that's missing the pointy tip), and I would absolutely love for it to have one of these amazing IVAs... Is there a way for a newb like myself to do this? or would it require a monumental amount of work if at all possible? D: Thanks a ton in advance!
  22. Hello I've been a fan of Kerbal Space Program since forever, and almost every time a new update hits, I need to go in and build something crazy (to me anyway ) -AND- a VTOL plane. For some reason I love making these things, not sure why. Here's my latest (and only since I've upgraded my computer including HDs): VIDEO: 14 days until Twitch deletes it, but it's something I guess. Twitch Link The plane was made entirely out of Stock/Vanilla parts, and no clipping hack/cheat was used to achieve it (not that it was necessary, it's fairly crappy and simple, but fun ) Download: Link Action Groups: (1): Toggle Ladder (2): Toggle Wing/Horizontal Engines. (3): Toggle Vertical Engine. (0): Toggle Vertical Engine's bay Doors and Lights. *(K): Thrust Upwards once RCS and the Vertical Engine are ON (and at nearly to full throttle). Notes: - The way the plane works is by having a vertical engine bay on the center of the plane's body, which you can open by its default key (0), and also red lights should turn on as the doors reveal the engine. Once that's done, you press 3 to activate the vertical engine, toss the throttle all the way up, and once the engine is warmed up you tap/hold (K) for the thrusters to give the plane that little extra oomph it needs. It uses some of those "RCS" thrusters that use fuel instead of monopropellant. What I really like about it (although some may actually find it's the part they *don't* like ) is that those thrusters add just enough power to actually lift the plane, or stop it from falling. So long you hold or tap that key you pretty much have full control as the plane seems to be decently balanced (seems so ). - Once you're in the air, or perhaps even down at the airstrip, if you want to move forward you activate the wing horizontal engines with (2). - If you want to bring down the cockpit ladder you simply tap (1). - *You will need to turn A.S.A.S. control, unless you want to trim the airplane's pitch and what not manually which I haven't * - *In order for the (K) key to work/the thrusters around the vertical engine to fire, you will need to activate RCS mode, despite them not using monopropellant. You will also need to tap that (3) key in order to actually turn the thrusters ON, otherwise they will not work. This was on purpose in case I ever wanted to add actual RCS thruster blocks to the plane, which in the end I didn't >_>* Cheers and have fun!
  23. Hey! I'm for the first time I think playing 100% vanilla, not using a single mod, and I have taken many large breaks here and then from playing KSP, usually jumping several versions ahead. Because of this, I'm fairly new to the whole docking and rendezvous mechanics, but I -am- trying my best at my space station It's been a monumental task for me, but at the same time, each module I successfully dock I get better and better MSS - Hammer Not finished yet. It currently consists of 4 different modules that I have sent up individually; The Head, the docking arm to extend distance and number of docking ports, the fuel depot (which also has an engine in case of emergencies) and the hangar module with 4 Jr. ports on the outside around the corners (for quick docking of either pods or excessive equipment), one big port sticking out for big ships, kind of like a port bay, and then 4 more Jr. ports inside, located at the very top (back) of the hangar so pods can fit snuggly and deep inside the hangar bay. Sadly now I'm at the point where I'm not sure if I should continue with the project because my FPS is starting to get really low lol D: P.S.: I have taken individual pictures of all the sections along with their lifters from the VAB if anyone wants to see them. So far the "fuel depot" (the back of the station) has been by far the hardest to lift, weighting something around 100 tonnes x_x, and the T-shaped docking arm module being by far the worst to maneuver into docked state. Also this is all in career mode, and I've had to run many other missions prior to this to finally put together my idea/design. One of my earlier missions include a garage of 4 worm buggies to the moon, which is the starting point for my future moon base (my space station "Hammer" being the tool to manage that base. Every community needs a good hammer nowadays).
  24. Ah so the dishes do send data faster at the cost of more electric charge? I thought there was literally no reason to upgrade at all.
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