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Zhuikin

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Everything posted by Zhuikin

  1. The plugin makes a "Run Unit Test" Button appear on the main menu screen (bottom left corner, right over the update button). It brings up an empty console with no obvious use. Apparently some kind of debug tool. There seem to be no other issues, but it's the only mod i have seen doing that so far.
  2. Mechjeb had trouble with the delta-v calculations as well, and they got it fixed. I don't really know enough about the inner workings to fully understand the problem and solution, but it appears to be connected to the fuel cross-feed ability (or inability) of some parts. Apparently the way how it is handled has changed in 0.20, causing the issue. With the remark above by Joa7000 it seems, that the engineer might have the same problem (decouplers are not cross-feed capable me thinks).
  3. The DeltaV plugin ignores solid fuel busters in its calculations. Sorry if it was mentioned already, didn't see it in the post-0.20 pages of the thread.
  4. I imagine it might not be terribly useful (maybe to occasionally debug flipping over rockets or somesuch - which happen to happen a lot to me). But it looked like science and made the bar look reaaally important with the jumping gauges. Oh well if it's gone then nothing can be done about it. Thx for the answers.
  5. I seen in some videos, that there was an SAS Force display in the staging bar. It seems however not to be present in my game - i only shortly got it, so it's the current v0.19. Was this a mod or can it be enabled via config somehow? Or is it gone for good for some reason?
  6. I don't have the trouble with the Kerbonauts not showing up; However the Supersonic and the M5 cockpit look exactly like first 2 the screenshots there for me. I had just assume they have no internals to go with them.
  7. You mean i can use the plugin functions from this module to attach any part i want to? I will have to look into it, and maybe cook up something - still rather new to the whole KSP modding, just got the basics of the .cfg files figured out so far.
  8. @WatchDragon For me Mechjeb usually does a very good Job at getting into and circularizing Orbits. 1.9.* seems a bit better (more precise) than 2.* even, might be just me imagining things tho. What you describe (the rocket swaying around unable to keep straight at the mark) is usually a problem with the rocket design itself - mechjeb does not magically turn the vessel, it uses the controls you build in. So if you have a huge, heavy ship with insufficient (or poorly aligned) stability/control elements, it might fail to perform the requested maneuver.
  9. Awesome. Now i can go and send a housekeeping mission to clean my orbit of junk. The EVA refueling part sounds promising as well. Do you plan to maybe include structural connectors as well? I think it would be fitting, as the mod being about attaching stuff. And since you already have dynamic connectors via EVA, i assume it is not too different, technically speaking. I know there is Quantum Struts and the other struts mod (the name escapes me right now) but none of them have EVA, which is think is a important. When building a space station kerbins going to eva to connect docked parts proper.
  10. How do you get these huge wings to not fall apart ? (referring to the big Concorde-like plane in the first post) I see you have some struts there, but not nearly enough in my experience - for me just the stock delta wing attached to a plain fuselage is all floppy and will break of on takeoff 50% of the time... So i wonder if you did change something about connection stability in your mod, or maybe it's me doing something wrong. PS.: Played around with the parts a bit and they are great, and very useful/needed. Found a weird TV Testwing thingy in there - probably not meant to be released with the pack. Also i have one more question (not directly related to your mod, but since you seem to have some knowledge about this...): How do i read/use the Air requirements of the jets engines? Because the engines and the intakes seem to use different frames of reference somehow: the Turbofan for example says it uses 81 Intake Air, the normal Circular intake says it provides 0.2 intake air. Using 2 of each on a testbed, the resource window says i have 40 intake air... Apparently this is not a issue, since the engines do work (with reduced output maybe?) but i still think it would help to know, what exactly the numbers mean.
  11. No need to remove 1.9.8, you can have both for now, as the new 2.* do use a separate library and parts. I assume they are going to be merged at some point in the future.
  12. First of all, i am sorry about this being somewhat of a rant, i do appreciate the effort people put into the parts, mods and packs they do release on the Spaceport. After this disclaimer to the point... Many (most of them in fact) mods on the spaceport are not properly tagged. People seem to just select all the subcategories no matter what they release. This makes searching the SpacePort a fair bit of a pain and not fun at all. Whatever the cause of this, be it people trying to get more attention for they stuff or maybe the upload interface being somewhat unwieldy, i think an effort should be made to introduce and maintain a clear policy on this. Just for a demonstration, say i want to get me a fancy new engine. So i go to the spaceport and click on "Propulsion". As of this moment from the 9 entries on the first page, only one (Draktec Vtol) is clearly an engine (maybe 2: WT-51 seems to be a complete custom craft and might contain engine parts). The other 7 have nothing to do with propulsion at all. So i would like to appeal to the modders out there to please tag they stuff appropriately. Also maybe admin action is called for, in setting and perhaps enforcing some rules.
  13. I have some interface issues with the new 2.* MechJebs. The biggest one being that the new MechJeb tab we have in the VAB/SPH screens interferes with the staging editor bar. Somewhat oddly it blocks out and prevents me from clicking a larger portion of the screen, than the actually visible tab is. The only way i can edit the staging, is by temporarily tearing off the Mechjeb2 part from my ship. The other ones are rather minor - the new transparent windows are often very hard to read. So while transparent windows are fun and great for looks, i would actually prefer the old interface for useability. And the new window editor (which is a great addition) only allows me to remove a few of the info windows, while i would in fact prefer keeping the info windows, while removing some of the others from the mechjeb in-flight tab.
  14. Perhaps because of a large lack of input? There is no clue to what this might be or do and no way to know if one needs or wants it - so maybe people just don't bother checking. I mean no offense, and i get it that you are angry about the data loss on the forums and might not feel compelled to redo the lost presentation. And there are probably people who know what this mod is about, but new users like myself will most likely just skip it altogether. In fact i bothered downloading this and looked into the data files. It seems, this is introducing some new resources and the parts to process them, but without any sliver of description/documentation here (nor is there a readme file of any description) i have no idea if this is something i want or just something that will screw my game, so i decided to not take the risk installing it. With the kind of presentation, the lack of feedback is not surprising at all.
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