Jump to content

Van Disaster

Members
  • Posts

    3,155
  • Joined

  • Last visited

Everything posted by Van Disaster

  1. Ditto here. I am also NOT using: Smokescreen Hot Rockets Bahamuto Armory,Dynamic Parts,Adjustable Landing Gear,Destruction Effects,Camera Tools Atmospheric Sound Enhancement Soundtrack Editor ( used to remove ksp tracks to free up ram) KerbQuake Persistent Trails Magic Smoke Robotic Parts Lack Luster Labs Near Future NEAR TweakScale From the list in post 3. Possibly something's getting ModuleManager'd in I guess, there's nothing showing in logs at all.
  2. I use what I guess would amount to a tug stuck on the outer docking port of a piece; a probe core and just enough RCS to get the piece attached ( I tend to put RCS on all pieces anyway, saves hassle if I want to reconfigure it ). To actually get everything up there in the first place I usually just throw it out of a plane, so no real orbital maneuvering to do. If I care enough I'll put the "tug" back in the plane & take it down again, or eat it with an EPL scrapping ship but it's only a core and a tiny tank anyway.
  3. Troll thread seems to be turning useful, so... Kerbinside has a 4 or 5km runway in the desert. Bahamut0's adjustable landing gear seems to have some pretty fierce brakes ( the old TT gear has strong enough brakes that I've broken both the runway and the plane landing occasionally... ). B9's procedural wings can store fuel, that changes a *lot*.
  4. Agreed on wanting planets to be a bit more unique. I'm not sure that really makes them that much more interesting though - there needs to be more things to actually *do*. For instance - I know Laythe is not meant to be as friendly as it is, but given it is what it now is, it would be nice if it was sufficiently Kerbin-like that you could start colonising it, and the game gave you options to actually do this. KSP is a logistics simulator - supporting a colony's logistics whether it's on the colony or interplanetary gives a *huge* amount to do, the colonialisation part doesn't have to be that detailed, just persistent and visibly making a difference. Likewise exploiting other planets - resource gathering and so on, all the things we are currently attempting to work out how to do ourselves.
  5. Yeah they are, I'm pretty good at keeping things up to date. Issue seems to be related to using docking ports as decouplers initially, although reliably reproducing the problem is being tricky. However if I've triggered it in the flight scene at any time then I can't access any KSC building in the KSC scene, although I'm perfectly able to go back to the start menus. This game has some very strange interactions. Using a docking port as a decoupler seems to work fine in current stock, so I wonder what's getting at that. It's looking like KJR... Edit: definitely KJR. I was using the latest github version already, but I guess reinstalling is worth a shot.
  6. Actually I think you just want this mod to repeatedly do what hyperedit does and put the craft back into it's original orbit at the cost of some RCS or something, so whether the game has bugs or not involving on-rails orbits ( actually just precision issuesI think ) isn't really relevant. Basically has to work out the orbit - or actually the current point on the orbit - with more precision than the game does, which is fortunately not difficult. In that case you can apply it to everything in orbit anyway and you've probably solved the original station keeping issue
  7. Someone with a bit more experience will have to dig in at this point I think. However it's probably good at this point to go back and do all your final transformations in Blender, so you have a correctly oriented piece+collider in Unity ( and in game ) which doesn't need any scaling. You can also put colliders for visible objects in the same game object as the mesh - provided they don't need translation - if you wanted to simplify your unity tree a little.
  8. I do have a huge list of mods, only likely causes would be KJR which I've not noticed anyone else having issues with, KAS, or as a really outside chance, EPL. Other possibles which might have mangled craft file slightly - EditorExtensions, GoodSpeed fuel pump. Since 0.19 this is the first time I've had a problem with ports... I do use subassemblies for complete craft, wonder if the default set root tool has some quirks. Going to start a new save & try some simple tests.
  9. I can't spot anything obvious wrong there although I'm a unity newbie - try temporarily replacing your mesh collider with a box collider of roughly the same size? that might help decide if it's your mesh collider or a problem with the part setup.
  10. I've put 270t into orbit in a spaceplane, I think that counts as fairly heavy lift admittedly a) FAR, and making full use of the fact that to get to orbit on Kerbin you don't actually have to go that fast. Not stock, of course - stock's lack of suitable engines for large spaceplanes is a problem. I try and keep mods internally consistent performance-wise and usually sub-stock levels of effectiveness. The plane, fuelled with no cargo, weights 258t I think - that's quite a payload fraction. Generally: split the fuel around the cargo bay so as you run out the CoM doesn't move. Balance engines at one end with the cockpit at the other ( might even blow a couple of tons on a structural fuselage piece to balance moments ), and don't move CoL too far away from CoM or you won't have any control authority.
  11. I'm posting this in the hope someone else has had the problem and fixed it simply, rather than needing actual diagnostics which I'm capable of and would do but don't currently have time for. Problem as follows: * First I should say that there are NO traces of a problem in the log. * Anything attached to a docking port requires me to undock, *unload the craft* - IE go back to the tracking station/go to another craft/restart the game - and then reload the craft again, or the now seperate vehicles are stuck together but undocked. If I timewarp fast enough to stop physics, even if the craft move apart they'll snap back together once physics resumes - often amusingly welded together. * I don't have tweakscale installed which was the source of practically all my 0.25 problems. Mod list is as long as my arm, which is why I'm hoping someone's solved it already or has at least stumbled across the problem & got it to go away by removing something.
  12. I'm pretty sure there's something that needs updating for 0.90 - check the end of the ALCOR thread, if it's not there it might point you towards some RPM patch. The pod can definitely be made to work though.
  13. Yea, downgrading won't help a basic problem like that, it is just to help with animations ( and I did read somewhere you can use the new anim system if you rig your model with a single piece skeleton I think? certainly some trick to it ). Show us a screenshot of the model in unity with the colliders visible in the 3d view?
  14. Well no conflict between PA & SSAS anymore. You'll be delighted to know my buttons have reverted to the old gui style again though! I haven't checked in a clean built yet.
  15. Yes, but his canard delta has less wing area than the conventional layout, and considerably more drag. Try building canards out of pWings instead of the stock ones, see what that does to the drag.
  16. I was going to stop being in space fairly shortly - I didn't much care about being absolutely level, just level enough. The point was it unlocked SSAS *pitch* as well, and I didn't touch that part of PA. Will try the latest.
  17. If you set them as flaps ( which can deflect upwards too ) you'll retain aileron control.
  18. Also note you shouldn't mix spoilers and controls - you won't have any ailerons while the spoilers are deflected ( actually not sure if you have them even when they're not deflected ). You can pop the FAR debug options up & check the cD of the surface, that will give some hard evidence. If this isn't FAR related then ignore everything. Only thing I can think of how it relates to these parts is that wierd MAC issue with trailing edges popping up in some odd way.
  19. Yep - but there were complaints there wasn't enough flexing. Well maybe there isn't if parts were made out of current earth tech, but none of this stuff is made out of current earth tech Not sure if FAR would angle an AoA surface attached to a flexing wing part to keep the surface aligned right, must try that.
  20. Bac9: can we get a roundup of open issues you want us to attempt to pin down, if there are any? I too am not having ATM issues with this. And to whoever was complaining about no wing flexing, I can make one of my old ported forward sweep craft flap like a bird if I go out of it's normal flight envelope...
  21. But... there's no difference other than any difference in modelling quality, and that's pretty variable just for Squad stuff.
  22. Well the paint mod creates a new material, which is a bit less than ideal. B9's new wings have a rather cheaper implementation of surface colour - either way it needs a new shader, but the actual business of recolouring is not complicated. Actually painting on the texture map itself is another matter. FSTextureSwitch module lets you swap any map you like already - go try it on a part and watch your memory usage bloom...
  23. Apparently docking port->weld conversion has been done already, so that's possible. You could just replace the ports with a giant flat invisible strut too I guess.
  24. This is called ActiveStruts ( and there's the old Quantum Struts which is vaguely similar ) if you want to try it out. Pretty useful thing that'd be a nice addition to stock. However struts are adding parts, and the idea was to reduce them I think... spawning subassemblies ala EPL mod and having a kerbal go out and weld joins together would be ideal. Maybe a new docking port type - so you can attach the parts - that eats itself & converts into an actual hard join. I think I'll go suggest that in the mod suggestions actually...
  25. It doesn't, but I actually came into the thread to ask him if he could throw it in there The mod was meant to let you get round that "feature" anyway, I guess, but it still ends up with extra clicking.
×
×
  • Create New...