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Everything posted by LameLefty
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Well, I DID read your post again. I use "set as target" to land all the time and it works great. Sometimes too well, as I have to try to avoid crushing my target on final descent (there's a whole couple-page discussion about that a week or so ago, in fact). Sarbian has been pushing out dev versions pretty regularly, sometimes a couple times a day, even. Try the latest dev version and see if your problem persists. He's really great about trying to track down specific problems and making fixes.
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I don't remember the total dV to do it, but you can be in a safe, stable orbit anywhere above about 42km. Good luck!
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What version are you using? I landed two craft last night at my growing little Laythe colony/base and didn't have anything like that happen at all. Both of them put down less than 15 meters from their targets under parachute control (thanks, codepoet and Sarbian!). In fact, the second lander almost put down right on top of the first; I used RCS to push it off a few meters laterally during terminal parachute descent. As far as I can tell, MJ wasn't slowing anything down unusually.
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Follow up to my earlier post: It's taken a couple weeks to get there (and most a year game-time), but here is my Laythe Colony Transport stack aerobraking into orbit around Laythe. Despite the crazy attitude oscillations during the atmospheric pass, the ship survived. Somehow I did lose both of the mini-rovers from the buggy module on the nose, unfortunately. However, the rest of the stack made orbit and was disassembled and landed at "Jebtown," the site where Jeb and Bill put down over a year ago, founding the colony. Aerobraking: Circularizing on the second orbit: The main base module entering Laythe atmosphere: The colony shuttle heading down to Jebtown: LOVE these modules!
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
LameLefty replied to ferram4's topic in KSP1 Mod Releases
I would love to but after I reinstalled v1.7, I went ahead and finished my mission. My stack has now been parked in orbit around Laythe and mostly disassembled. I might be able to retrieve a backup of the required save file from my Time Machine volume. Lemme see what I can dig up. I'll post it to DropBox and let you know. I'll edit this post with a link. FWIW, version 1.7 worked very well. EDITED TO ADD: Okay: here is the persistence file for my save. The giant stack is called "Laythe Colony Transport" and in this version, it's a few days out from the Jool SOI. I think the only part mods necessary for the .craft are Aviation Lights and MechJeb2. I had the 2.0 experimental available when I tried to do a burn around around Jool and the stack literally bent into a U shape. I've never posted a save file before so I hope this works/helps. https://dl.dropboxusercontent.com/u/2197738/persistent.sfs- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
LameLefty replied to ferram4's topic in KSP1 Mod Releases
I was trying to use the experimental 2.0 version of KJR and this stack here was bending around, literally like a noodle. It's a long, ungainly stack of modules docked to one another with Senior Docking ports that I'm decelerating into orbit around Jool to setup a Laythe encounter, where it will be disassembled and landed onto the surface piece by piece. At any rate, the 2.0 version of KJR turned this stack into something very similar in dynamics to the a child's foam noodle pool toy. Reverting to the 1.7 version (and reverting to my last quick save!) behaved properly. The stack was nice and rigid, just as it has been all along since I built it and launched it a couple weeks ago (using version 1.4 of KJR, I think). I regret that I didn't take a screenshot of the stack bent into a U-shape; it was quite amazing, honestly.- 2,647 replies
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[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
LameLefty replied to sarbian's topic in KSP1 Mod Releases
I'm with DerekL1963 here - I am TERRIBLE at EVA and this mod helps avoid the irritation of watching crew members floating away and hoping I remembered to quick save before I left the hatch ... the jetpacks are WAY overpowered for zero-G, the camera shifts around and the controls are just not very intuitive for me. I can't speak for anyone else, but clearly this mod has an audience of fans and the forums are filled with posts from people who aren't very good at EVA, to the extent that requests for EVA tethers are pretty common. -
I'm loading KSP as I type and saw the same thing - KSP appeared frozen at that point for about 2 minutes. Eventually it did resume loading, however. It doesn't appear to be doing so any faster than in prior versions. EDITED: Yeah, loading times don't seem changed much at all for me. Similarly, with 2-15 Aggressive, the log is showing only 657MB saved, compared to prior versions saving over a gigabyte. Any savings is very welcome, but just wanted you to know.
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I approve of this comment!
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
LameLefty replied to rbray89's topic in KSP1 Mod Releases
Have you tried to just remove the folder the city lights texture is stored in? -
You would have to log-in to Origin every time you play, and about once a week you'd find you'd been randomly logged out, the game hadn't saved your email/password combo, and once you typed it in, there servers would be down for two hours anyway ...
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Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
LameLefty replied to sarbian's topic in KSP1 Mod Releases
That's a great little icon as well! Thanks. I really like the style you use. For a rendezvous, how 'bout two curving lines of different radii intersecting, like the close-up view of a Hohmann trajectory at the point where it begins approaching the target orbit? -
Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
LameLefty replied to sarbian's topic in KSP1 Mod Releases
Those are quite nice! If you could make one for dV, Maneuver Planner and Rendezvous Planner, I could "borrow" those two and have custom icons for most of the modules I use most frequently. -
I had my main Career save get corrupted just last week (running OS X here). What's odd is that even if you have multiple save files present, even if just one of them is corrupted it will prevent the "Resume Game" dialog from even opening. Fortunately I had a Time Machine backup of my entire /saves folder from only an hour or so before and was able to recover easily.
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First off, thank you for your service, both to your country and to our community with this mod! It's absolutely indispensable for me. Second, I really hope you're able to pull off a visual indicator for the target port cycler in a way that's useful. The handy Targetron mod tries to help with this by highlighting the target port in red. However, because it's merely changing the color of the part (just like mousing over a part), it is almost impossible to discern from more than about 50m away, especially if it's a cluttered visual environment. I don't know of any "subtle" way that target highlighting is actually useful. It seems to me that a fairly large HUD-like visual overlay is necessary to make a visual indicator that actually works for a straight-in approach. Otherwise, we're forced to move in close (~50m) and stop with near-zero relative motion, ID the appropriate port - which might require some substantial moving around - then finish the approach and dock. Anyway, good luck with everything and thank you again for this excellent mod.
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Note: I had targeted the flag ("Southwest Crater" on the Mün) in order to rescue Buzz Kerman, whom I had accidentally left standing at attention when his partner took off for home. Buzz is about 1.5 meters closer than the flag; you can see his helmet there close to the target marker. I only missed him by this much because I realized I was about to crush Buzz and aborted the auto-landing and did it manually. As you can see, I also forgot to deploy the landing gear. D'oh!
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Just giving you perspective since you seem to doubt my madd calculator skillz there, ace. Then say so and why (which you did, so far so good) Just don't act like a condescending twit when someone requests a feature you wouldn't use. For that matter, I don't generally use MJ at all in a new Career save until after I've unlocked nearly all its functionality and I still do an awful lot manually because I enjoy it. But I won't criticize someone or question "how they can even play this game" if they do it differently than I choose to do it.
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Smug much? Talk to me again after you've designed real spacecraft systems for a living (here's a clue: I have, and it's hard). If I want to go to the trouble of rescuing a stranded mission or resupplying a base I've built, I want to be able to land somewhere close without being right on top of my target. This is not a complicated or hard to understand feature request. If Sarbian or codepoet or anyone else on the MJ team thinks it's acceptable and do-able, yay for me. If not, not. But either way, I don't tell you how to play your game. There's a lesson for you there.
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Exactly! It IS a compliment. Landing has gotten really good lately! For a lot of us, if not returning to KSC or picking a target in the middle of a crater or whatnot, we like to try to land near a prior mission for role-play purposes. Perhaps at a base or to rescue a prior mission. MJ lets us target a flag or the lander for the earlier mission but often, especially on vacuum bodies, it will land right on top of the target. As I posted this morning, the accuracy is phenomenal but dangerous to both crafts in this kind of circumstance. If the KSP Map view let us zoom in much more closely, we could use the "Pick a Target on the Map" feature in MJ's Landing Guidance to get close but not on top of the target. Since we cannot do that, on option to land short or long or even laterally offset by some distance would give us a workaround, as well as just being a great addition. Functionally you could get the same functionality by entering lat/lon coordinates if you had a good feel for how much distance is represented by an arcsecond is on every celestial body, but since most of us don't, an offset distance would offer this ability, and more functionally for most players as well.