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Fyrem

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Everything posted by Fyrem

  1. My dog will miss it, he uses it to perfectly time his jumping up and down- trying to get my attention-barking, while I am trying a tricky liftoff. Edit: however, it seems that the "Launch Clamps jumping out of thin air and destroying ships while launching" bug has returned. (which sorta makes sence). so, until v27 is out, I guess I will have to remove the romfarer.dll
  2. can you package both? a RL scale and a Kerbal Scale unit? - ok, I guess I am just being greedy but it can't hurt to ask
  3. Nyrath, Thank you very much for diving into this unique propulsion method. Wow, this is so KERBAL. Early on, you were talking about the various sizes to make these parts. I have no idea if you already know this or not but the currently accepted standard is to scale Real-life items by 64% to "kerbal size" them. (Eg: ISS project, Anything Bobcat, Fusty, Devo, Wcole, etc.) You may have already done this, or not, I cant take a look right now due to being at work (I am so tempted however to load KSP on a work PC... but I wont).
  4. if you take out this text: you will disable the part. it will still be 'there' but it will do nothing anymore.
  5. wcole, devo sorry if any of my posts seemed rough on you guys, I certianly didn't mean it that way. In fact, I truely enjoy all the work you and all of the team (or any modder for that matter) put into these projects. I was just trying to work out the probem of docking to so we could test out this pre-alpha version, it seemed that the reason for the issue was not understood. anyway, thanks again all.
  6. so... edit the part.cfg for PMA-1 and REMOVE the entire MODULE { name = ModuleDockingNode deployAnimationController = 1 nodeType = size1 } section and instead place CBM on onside and a Mir docking port on the other..... for now?
  7. 410 : whatever this person is saying here
  8. From a known good docking port: from the PMA-1 my guess, and it is only a guess since I haven't edited the PMA's part.cfg to test this as I am at work... is that the missing referenceAttachNode = <something> needs to be there. however, since the PMA can be docked on EITHER SIDE... I do not know what should be done.
  9. you can fix it yourself. Simply click the Compass icon, and turn OFF mapping while on the launch pad. there. done. fixed. Turn it back on when you are in orbit.
  10. Pierce, I answered your question. the first post after your OP. when at the space center, on the top Left of the screen is a menu, set distance to default (2.5k) if you don't see that, ... UPDATE your mod.
  11. when at the space center, on the top Left of the screen is a menu, set distance to default (2.5k)
  12. Fractal, yes, I already knew the polar orbit trick, and I understand it. (but why not 'exactly' 90? why 89.8655?)
  13. MR4y, you can, but the math is a pain. also, if you try to change more than 45deg, things get weird. if I want to change from a normal horizontal to a vertical orbit, I do it in 30ish deg steps. and let 1/2 an orbit go by between each step. this isn't nessaary but due to the way the maneuver nodes work, it sure makes things easyier. change the Blue node, then pull BACK on the retro node to reset your AP back down where you want to go. again, the maneuver node system chokes if you try to go more than 30-45 deg in one step.
  14. But wait, now my brain is melting and I do not have KSP here to verify but... what IF you did launch WEST to an alt of 2686k... as setup your orbital speed to 6h0m0s ..... Wouldn't you be 'stationary' between Kerbin and Kerbol? (in relation to the Day/night terminator). so if you timed it right, you would have a view of the 'lighted' part of kerbal at all times. or would this 'drift' as kerbal made its orbit around kerbon? no, I think this would just get you an orbit of 2 passes over ksp per day.
  15. What Austin said. Merge, do not replace. (unless you have a very specific reason to do so, and you understand the conciquences)
  16. Cdr_Zeta, are you thinking of this: Normal Geo-stationary orbits are : launch EAST (90), and set up altitude at 2686k And your thinking that you can launch WEST (270), and setup altitude at 2686k, and thus be 'above kerbin' and see it in full sunlight forever.
  17. er, no. It is the unpowered range, as JDP (the author of the mod) said.
  18. Nyrath, your development story is just a fun to read as the mod will be to play with! Keep up the good work.
  19. Yes, this is an often reported bug that can happen if a user Alt-Tabs out of a FULLSCREEN KSP load. if ksp is windowed, this never happens.
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