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HGGundamReviews

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Everything posted by HGGundamReviews

  1. For interplanetary transfers its going to warp for a long time, as its waiting for the target planet to get into the right position, if you look at the nav ball there is a timer under the yellow burn bar that tells you how long it has to wait until it starts the burn. Depending on the planets position it can take a while, I had to wait for almost 10 minutes of warping to transfer to jool with it because it was very close to kerbin when I told it to start the transfer. Also if you're going to use MJ for a transfer to another planet, I recommend having your ship in a 500k+ orbit so MJ can warp at full speed that will help it go faster.
  2. For landings, so far the only thing I have found that works is to use the map to select your landing site.Typing the numbers in manually don't work. Also the Maneuver planer isn't for landings there is a Landing Guidance AP in the menu use that. As for interplanetary travel I have noticed the MJ 2.0.7 sometimes under burns, if it stops burning before you get a intercept just start burning again slowly on manual till one shows up. Also in the maneuver planer when you click GO it will lay the new maneuver node, you have to also click Execute Next Node to actually make it perform the burn.
  3. Ok Let me walk you though this with some visual aides. This is my Mining rig Note the small converter on top isn't connected to a tank directly. The fuel lines run from the converter to a Truss .. Note the arrows, they indicate fuel flow into the converter, I don't know if this is a bug but it is the only way it works. The truss the line is connected to allows fuel crossflow. Which is where this next pic comes in. The line running from the bottom of the truss into the fuel tank again is running in reverse indicating a flow out of the tank, but fuel is flowing into it from the converter when its running. To get fuel to the rest of the ship you need additional lines running out of the tank. Note these lines run properly out from the central tank into the radial tanks the engines are connected to. This ensures that with the Tac Fuel Balancer all the tanks fill evenly. Monoprop for whatever reason doesn't need fuel lines. It seems to be able to flow through anything. My monoprop ball tanks are connected to the outside of the Kethane tank and they refill without need of fuel lines. For transferring fuel out of my miner I use the Quantum Fuel Transfer mod and the Merlin's Resource Transfer mod Quantum Transfer Mod Attached To Center Liquid Fuel Tank Merlin Kethane Resource Transfer Module On Kethane Tank You will need those parts on whatever ships you want to transfer from and too to establish a link. Always connected directly to a tank or they won't transfer anything at all. Hope that better explains how this works.
  4. As far as making fuel like I said have at least 1 fuel tank connected to your converter or fuel lines running from the converter to a empty/low tank. Make sure there are fuel lines running out of that tank connecting to the other tanks as well. With that setup and the Tac Fuel Balancer mod your converter should refill all your ships tanks. As far as transferring stuff to other ships... There are 4 ways to do this, first, dock the two ships together in orbit and transfer though the docking port. the other 3 require addition mods. Quantum Fuel Transfer Mod - http://kerbalspaceprogram.com/quantum-fuel-transfer-system/ you need to put this part on tanks on both ships, it will allow you to create a lazer fuel line between them to transfer fuel between them, EVA Required, again the Tac Fuel Balancer is helpful here. I don't know if this works with Monoprop The Kerbal Attachment System - http://forum.kerbalspaceprogram.com/showthread.php/25563-0-19-1-KAS-v0-2-1-New-connector-port-system-fuel-transfer-grappling-hook-more Again more parts to add but in this case you create a physical fuel line connection between two ships, EVA Required Should works with monoprop The last option is the Merlin’s Resource Transfer System v0.2 - http://kerbalspaceprogram.com/merlins-resource-transfer-system-v0-1/ Again add these parts to your ships and you can Beam things between ships, As far as I am aware this is the only one that works with Kethane and has a speciffic part for it. No Eva Required Has a part specifically for Monoprop. Again all these transfer parts must be attached to a tank of the proper resource.
  5. What exactly are you trying to get it to do and around which body? And which version of MJ 2 are you using?
  6. In the current version of Kethane there is no controller. To make fuel with the converters you just Right click them and tell it what to make from the menu you also need to have either a empty tank directly attached to them or fuel lines running from it to them. I also recommend using the Tac Fuel Balancer mod so all the tanks will fill evenly so your not constantly having to right click and empty your main tank into the others. Fuel Balancer mod here -> http://kerbalspaceprogram.com/tac-fuel-balancer-v1-0/
  7. In your staging, add a new stage and move the SRB's in it, if you have not done so already, and ATL+L to lock the stages, doing that should prevent MJ from firing them.
  8. If its a plane, what you need to do use the spacebar to start all engines when the physics kick in on the runway, then right click the engines you want off and Disable The Engine, make sure you have a action group setup to turn them all back on later when you want to use them. Don't throttle up until you have disabled those engines or your going to crash... also there is a auto staging control in MJ on the Accent Guidance screen, make sure it's off just in case.
  9. Well you could turn auto staging off, or lock the stages ALT+L even with Mj 1.9.8 those were your only options.
  10. It sounds like you're dealing with a lander, I assume it has a separate drive section to get it to the desired moon or planet, if so add a probe body to the drive section in line somewhere and use that as the Control From Here point. This is my standard Drive section as you can see it has a probe on it just under the RCS tank and docking port. This allows the simple fix you need.
  11. I have a stupid request for Bac9 ... Please Make parts to build a Babylon 5 Starfury!!!!
  12. Anytime you are building a ship with a upside down cockpit you need either a probe or docking port above it in a upright position to click and "Control From Here" that will fix the problem.
  13. Mechjeb 2 is coming along nicely actually. I'm currently running the 2.0.7 release and the only problems I have with it is it won't accept landing coordinates typed in manually and sometime the rendezvous AP doesn't seem to take into account the size of the target object and hits them. But that's something you can prevent if you watch it in the last phase and just use rcs to move the ship a little.
  14. MJ2 when it works will do a High Deorbit Burn, then warp to the start of its breaking burn, and come down slowly reducing its speed till it is right over the target going vertical then falling till suicide burn and landing. At least that's been my experience.
  15. I sent a message to the mod maker over his youtube channel. I got this response back. "Hello, I'm planning to continue the work of updating the features I demo'd a while ago on youtube and optimize it. I just haven't had time because of this thing some people like to call "real" life But I haven't abandoned it, just simply no time for it or gaming either, haven't even been able play 19 yet. I hope to have some time for it again soon. outside of the zoomable maps and some other idea's I have I will leave resources alone and wait to see what Squad's going to do with it and it might fit with Mapsat. So if I get everything done before 0.20 there will be a release prior to 0.20 and I won't wait for it. Hope that answers your question. Cheers, Innsewerants" So its not abandoned just Life getting in the way, as it does with any cool thing anyone wants to do.
  16. If you're having issues reading MJ2 transparent panels, change the games resolution, you're either too high or too low. That's what I have found on my end anyway.
  17. Who? Me? I suppose but um ... why? I no Mod .. I Play Rocket Blow Up Game.. O.o
  18. Has this mod been abandoned? It's been awhile since its been updated and obviously the first post hasn't been updated since the forums came back up.
  19. I think there is a ongoing issue with Mods and Steam version of KSP. That could be the issue but I'm not sure. Go to spaceport and make sure you have downloaded the current version of ISA the link in the first post I think is to a older version that isn't current anymore. If that doesn't work I don't know what else to do until the Steam Version of KSP is fixed for working with mods.
  20. here is the spaceport link to the fuel balancer mod http://kerbalspaceprogram.com/tac-fuel-balancer-v1-0/ it will be placed in the science tab in game and Is a Black Box looking part just hover over it to find the right part.
  21. Actually I am having issues as well. Since installing 2.0.7 I have had game crashes, planets totally disappearing, and a issue where Kerbin transforms from a planet into a blue glowy ball of light ... Its damned odd, happens at random and requires a full computer reboot to fix. I think perhaps the AI is taking up too many CPU cycles on the core KSP is running on or something I don't know but it's damned odd.
  22. There is a Kethane Debug tool you can find that allows you to regenerate deposits and modify amounts, not sure if its on spaceport or not.
  23. It is version 3.3.4? Its the version I'm using and I know it works in 0.19.1.54.
  24. Are you sure you are putting all the files for the mod in the right place? Parts Plugin PluginData move the files from those directories in the Zip file into the directories of the same name in the KSP folder. Its the only other thing I can think of, that could be going wrong.
  25. Kethane is I believe 0.5% the mass of liquid fuel. So its a 5 to 1 conversion rate if I'm remembering the numbers correctly.
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