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Nexus-7

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Posts posted by Nexus-7

  1. Thanks for the reply, but no, that's not what I meant. I am trying to zoom in and out of the instrument panel in IVA mode. I don't have an apple machine or trackpad, and I don't have a mousewheel on the trackball I use.

    I know in the construction screens you can use PGUP/PGDN to do what the mousewheel does, but that doesn't seem to work in flight.

  2. Hi all.

    First off, many thanks and congratulations for this amazing mod. I've been away since .21, and this mod and EVE are what brought me back in. Amazing stuff.

    Next up, I have what is almost certainly a very stupid question. I've seen videos here of people flying this, and while in IVA mode, I've seen them zoom in/out on the instruments in the cockpit.

    My question is how? Please tell me there's keys for this, as I use a trackball without a scroll wheel.

    Thanks, and again, FANTASTIC mod.

    Godspeed, Kerbals.

  3. Search "Bobcat" on spaceport or look in the most popular addons section 3rd from left.

    Thanks, I found the H.O.M.E. mod per your instructions, but the only DEMV parts I am seeing on Spaceport are 18.2 or thereabouts.

    What I want most are the DEMV Mark 4 Rat and Drop, and the other DEMV rovers. Are those not compatible with 21.1? I don't see any of those on Spaceport.

  4. I love this mod. Just amazing work on the parts and cockpits.

    I've downloaded the newest version (today) and I am having problems with the S2 LFO Tank. No engines attached to it will work.

    Try this as a demonstration. S2 cockpit - S2 LFO tank - any rocket engine. Then launch. Nothing happens except it spends fuel without the engines doing anything.

    Any ideas?

    Thanks :D

    Edit: Nevermind, apparently I only though I had upgraded, seems to work. :D

  5. I'm actually having the same problem it sounds like. I'll try to describe it in more detail. After about 15 to 20 seconds of flying the camera moves down and focuses on a lower part of the rocket, like if you were to scroll down in the VAB to look at a lower stage, and the rocket behaves as if the place the the camera is centered on is the center of mass. This can actually occur multiple times, it has for me atleast, until the camera reaches a point that it's centered ~50 meters below the bottom of the rocket again the rocket behaves as if where the camera is centered is the center of mass. It seems to only happen when the multi-joint parts are equipped on the ship. I haven't tested whether this happens in v4.1.1 yet but I'm about to start. I'll post if it happens again. Other then this new bug I love this pack, thanks for making it!!

    Whenever I see this problem the first thing I do is make sure there are no wheels touching anything else in a design. This was a problem awhile back with the cart plugin, and if your wheels at any time bumped into any other part of your rocket during liftoff (this includes jostling around during a bumpy ascent) you would quickly find your camera view way behind the rocket.

    See if that helps. :D

  6. Maybe the floodlight is what is bumping into the wheels? Mine was attached directly to the nose of the bigtrak. All I know for sure is this: I tried to remake the same craft you did, chickenplucker, based on your pics and I\'m sure it was nearly identical. I made literally 7 entirely different rocket designs, flew some of them entirely out of the atmosphere at a speed below 165m/s, had the bigtraks stacked on top of multiple decouplers, I followed every single piece of advice everyone mentioned in the entire thread, and nothing helped until I removed the floodlight. This includes spacecraft designs where the bigtrak didn\'t even have anything beneath it at ALL for the wheels to touch (spacecraft built around the bigtrack in a dropship design). Without exception, every single time my camera would end up so far behind the spacecraft that I could barely see it. Once I removed the floodlight and used my stock super powerful and fast launch vehicle there was no problem whatsoever. What this may point at is not that there is a problem with the floodlight itself, but that while everyone is so focused on what is *below* the wheels, some of us might not have paid any attention to what is *around* or *above* the wheels and as a consequence while we were assuming that the camera error was caused by the wheels bumping into the fuel tank maybe they are bumping into the floodlight/bigtrak itself? Pure conjecture on my part, but I\'m trying to make sense of it. Two anecdotes does not make a scientific case study, but you do have two people who are reporting the exact same problem with the floodlights attached, and once removed, no problem at all. I\'d be happy to send you before and after spacecraft to test for youself.

    Anyway, so glad to have my bigtraks at my munbase working hard now. Thanks again for the work chickenplucker, love the mod. :)

  7. This is exactly what happens to me (later in flight, usually around 1000m/s+ while burning to establish orbit), though I\'ve been led to understand it has to do with the wheels of the bigtrak bumping into objects beneath it, not the floodlight I have attached to the front of it.

    I\'ve been told to try and slow the ship down, though that has proven unsuccessful, and I can\'t imagine how one would get to the mun without going fast, much less get into orbit. I\'ve tried every kind of rocket I can think of, slow ones, fast ones, big ones, small ones, and once I am trying to burn into orbital velocity this always happens to me no matter what. I\'ve had to give up on the bigtrak, because though I see people have made it to the mun with the lander, clearly I am too stupid to figure out what they are doing right and I am doing wrong. I\'ve even set the compensation register in the bigtrack object to zero as previous suggested by Tosh earlier in this thread and that did nothing to help. I\'ve really hit a brick wall here. I\'ve asked for help, some have been nice enough to try and suggest strategies, but after about 5 solid days of doing nothing but trying different designs and always reaching this same conclusion, I\'ve given up. I hope you fare better than I.

    I\'ll give it one more try with a bigtrak without the light, maybe that\'ll be the magic bullet? :D

    Edit: I\'m SO glad you mentioned the light Jontu. I removed it from my bigtrak and this problem disappeared. You have no idea how many hours I\'ve spent trying to figure out why my cuttlefish wasn\'t flyable. Removed the light, flew it directly to the mun on a rather large and fast rocket and landed it within 100m of my base there with more than half tanks left in the cuttlefish lander. I\'ll send up another just to make sure it wasn\'t a fluke, but looks like the floodlight was the problem.

    Edit 2: Confirmed. 2nd cuttlefish landed at base, no issues. Thanks again Jontu. There is clearly a problem with putting a floodlight on the bigtrak.

  8. I realize it\'s not Smite\'s fault. Let me be clear. I\'ve seen pictures in this thread of people having the Bigtrak on the mun, and using the cuttlefish lander. I\'m extremely thankful to the people who made these neat parts for me to play with, and I was just wondering what I was doing wrong and they were doing right. Specifics. I\'m every bit as excited by this game as everyone else, and as part of the community who paid for this early on to continue development on it, I was hoping for very specific advice like 'I used part X from package Y beneath the bigtrack, and connected it to part Z, and was able to get past this problem' or even referring to a craft file.

    My response to Smite was specifically that the whole intention of his post was to basically call me an idiot when I am just like the rest of you and excited and thrilled about this game and asking for specific help/assistance and his comment contributed nothing but basically insult.

    Thanks to those of you who have helped. I will try to redesign my launch vehicle to go slower (this is going to mean moving away from SRBs). With that in mind, does anyone have any advice on specific rocket builds that keep the vehicle at reasonable atmospheric velocities? Thanks. :)

  9. Ok, strange question time. Is there any way to swap a crew in flight? For example, I did an orbital rendezvous with a spacestation I put in orbit, then came back home. If crews had swapped (so the space station crew took the ride home while the other stayed) is there any way to reflect this by editing the persistent or save file?

    I tried swapping ToD and State with both crews, saved the file, restarted the game, and they were back in their original positions. Are crew 'tied' to the vehicle they launched in? I didn\'t see anywhere else in the persistent file where it referenced (by vessel for instance) which crew were aboard it.

    Anyone know? I realize most people probably don\'t care, but if anyone knows I\'d appreciate it, thanks! :)

  10. Well that explains why it didn\'t work, thanks. :)

    Is there any way to mod the tank so it will work as a normal tank? The vehicle I was planning to use the tank on makes extensive use of radially mounted engines (munar lander) and I wanted to use this tank as the main body of that lander because it\'s > 1m diameter but not too tall, but with plenty of fuel (so good balance between being short, wider footprint and fuel quantity). I\'m sure the NERVA engines are great and will explore them for other vehicles but not for what I need this tank for.

    Thanks again! :D

  11. Hi and thanks for all the hard work and awesome mod,

    I am having problems with the fuel tanks however, I wonder if you can tell me what\'s wrong. Specifically the Kosmos Expedition Cluster Fuel Tank (Short) won\'t seem to feed fuel to any engines. I\'ve tried radially mounted engines attached to it in the same stage, as well as standard lower mounted engines. When I try and launch off the pad (hit space) there\'s a big poof and a whole lot of nothing happens. Hit space again, and it pops my capsule off. I tried the exact same design with other tanks to make sure I wasn\'t crazy and they worked fine (using a simplified testbed as shown below).

    /\ <- standard capsule (top stage)

    == <- decoupler =

    | | <- Kosmos Expedition Cluster Fuel Tank (Short) (bottom stage) (any other fuel tank works fine here)

    /\ <- engine (bottom stage)

    Any help or ideas? I\'m afraid I don\'t know enough about editing .cfg files to make heads or tails of it myself, but I have built ships that successfully made it all the way to the mun and back, so I\'m not a complete noob at this (I know how to make a launchable rocket).

    Thanks again! :D

  12. Love the pack, thanks for the great work.

    Speaking completely from ignorance here, but is there any way possible to 'dump fuel' from the AUSPLANE?

    I saw that you said it\'s really only designed to be controllable at zero thrust and empty tanks, and when de-orbiting I usually have fuel left in the tanks. I\'m guessing that this is not something inherently supported by the game so the answer is 'no' or 'not yet', and thus far I have been just burning off extra fuel when passing through max Q as it seems to have the least effect on trajectory there.

    Any ideas, tips, suggestions? Thanks again! ;D

  13. I'm either missing something crucial in rocket design or I'm in need of some different way to attach stages together.

    My problem is that between stages, basically my rocket engines are all that is holding upper and lower stages together, and this is putting huge stresses on the rocket engine and consequently it keeps breaking off.

    Simplified example build: parachute-capsule-decoupler-fuel tank-ENGINE-DECOUPLER-bigger fuel tank-bigger engine

    In the above example I can't find any way to get around having the DECOUPLER (in caps above) which separates stages be attached to anything other than the ENGINE (in caps above). In bigger rocket builds this means the bigger lower stages are putting huge stresses on that engine. An engine shouldn't be a load bearing part like that, I would think a monocoque or other structure would be a better way to join stages. Does this exist? Like a hollow decoupler that the engine will fit INSIDE, and the decoupler itself bears the load, shared with the skin/fuel tank of the vehicle? (This is really hard to describe in words, lol)

    For example, ideally, the above build would be this:

    parachute-capsule-decoupler-fuel tank-HOLLOW DECOUPLER-larger fuel tank-larger engine

    (In this example the engine is still attached to the fuel tank, but it's inside the HOLLOW DECOUPLER and is not attached to anything BENEATH it.)

    Thanks for any help, I hope this was an understandable question.

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