Jump to content

Faile

Members
  • Posts

    54
  • Joined

  • Last visited

Posts posted by Faile

  1. On 3/1/2023 at 10:14 PM, Gargamel said:

     

    There’s your answer Sym.   For over a decade we’ve hosted the mods offsite, but the main repository and discussion was here on the forums.    The forums aren’t going anywhere, but, there’s been at least 3 major mod hosting sites, and with the forum threads, some of those mods might have been lost.   
     

    Trying to keep the discussion to one location helps keep the community from fracturing. 

    Would be a lot more usable (especially for newbies) if you could comment where you are looking for and got the mod, they might not even have accounts here.

    Perhaps an automatic forum integration? publish a mod on spacedock, creates a thread here -> you can embed a thread onto spacedock mod view page

  2. 9 hours ago, Domonian said:

    Any fix for decouplers getting stuck on stuff? I can't get a rover to the Mun because I'm not very good at building rockets and my "solutions" all end up having a decoupler get stuck on an engine bell or something and causing issues. 

    You know how in KSP 1 you tidy your staging plan by putting the decoupler in the same stage as the next engine? don't do that in KSP2, it works if you don't. I think the stage control somehow "skips" the decoupler and gives "control" to the next stage and the part gets left stuck as debris to your ship but never gains the debris status cause it's not disconnected.

  3. Keybindings seem to bleed through sometimes, not always.. next I'll test if it happens when launching KSP via steam or just when launching from bypass shortcut

     

    Yea, looks like if you launch via steam and the launcher, you place a command pod, select the name of the ship ( fly safe ) and press M to start typing Moonraker for example -> boom, you're in the tracking station

    Note: this doesn't happen if you've launched KSP2 from the direct application shortcut many of us have on our desktops or start menus so I'm assuming this is an issue with user privilege inheritance and keybinds.

    Same thing happens when trying to 'del' a part you have selected, you get told flight controls have been switched to and from docking controls ( del keybind while in flight )

     

  4. 1.2.2 version update done, looks like no changes required but functionality has been improved:

    - will not work if you do not have a shroud on your heatshield

    This is what I always thought would happen when you click 'jettison shroud', ie. the shroud and whatever is connected below goes bye bye

    On 12/24/2016 at 7:06 PM, Loren Pechtel said:

    I'm having a problem with this.

    It does exactly what it says on the label until I take it into flight.  At that point it might work as it should, I might fire the decoupler, see the puff of smoke but the rocket doesn't come apart.  This appears to be VAB-related, taking the stage off and putting it back on sometimes fixes it.  Any given design either works or doesn't.

    While I doubt it's your bug it makes this too much of a hassle to rely on.

    It also needs a version update on CKAN.

    I suspect you were seeing the double connection point issue, when you connect something below a heatshield there are two points that can happen, one is a little further down and will cause a shroud to be put on the heatshield. This is the configuration you want.

    The other is closer to the heatshield and I suspect you're actually connecting the bottom piece to the _top_ connector on the heatshield, where it is connected to the part above. When this happens, no shroud is shown and decoupling won't work.

  5. On 11/2/2016 at 2:57 PM, GERULA said:

    they explode at reentry

    I just tested and no, they do not. If you are coming in at a too steep angle, even a heat shield won't save you.

    Quote

    Surviving Orbital Re-Entry 101

    This is the combination that will help your ship survive orbital re-entry on Kerbin(It will probably also work on Eve, Duna, Laythe and Jool):

    1. Have a heat shield

    The heat shield is designed to save ships from re-entry from orbit. Engines also work pretty well for heat shields, but don't rely on them.

    You can sometimes get away with a 1.25m heat shield on a 2.5m craft, but avoid this unless you like explosions.

    2. Point your heat shield at the heat

    If your heat shield isn't pointed towards the heat, it won't work. If you have a heat shield on the bottom of your ship (Like a command pod Mk1) and a level 1(or higher) Pilot, use SAS and point Retrograde. If the heat shield is on the top of your ship, point Prograde.

    3. Don't enter too steep

    When it comes time to re-enter, it's easiest to drop your Periapsis to 0m. Then you know where you're going to hit (factoring planetary rotation) and you can target the VAB for maximum recovery dollars.

    But that is a terrible, dangerous way to re-enter. What you want to do it drop your periapsis to around 30,000m (on Kerbin) so you can ease down your speed, rather than trying to lose all your speed at once.

    You also want to drop your apoapsis as much as possible too. That will reduce the amount of speed you need to lose at periapsis. You definitely don't want to re-enter hyperbolically!

    4. Use parachutes

    This one is so obvious. On Kerbin, chutes can open around 22,000m. The drag from partially open chutes can slow you down enough that heating effects dissipate in seconds. However, it's super annoying to have your chutes slowing you down all the way to the ground and removes some of the "realism" to open your chutes at Mach 3.

    EDIT: As of KSP 1.0.1, parachutes can be destroyed if you open them going more than 1000m/s. So don't go doing this at 3000m/s and expecting to survive.

    5. Keep everything stowed

    I used to like to make a nice symetrical ship with mystery goo containers, batteries, solar panels and monoprop tanks on the outside of my ship. You can't do that anymore - store them in the new "Service bay" parts. I've found that you can position 4 solar panels inside the service bay nicely so they open out without clipping into things.

    Even OX-STAT, the single solar panel is destroyed on re-entry if you come in too fast

    This short guide is courtesy of Coomie

  6. Edited OP to satisfy nitpicking :D

    5 minutes ago, Kerbart said:

    Actually, it does not. It says on, as “on top of,” not under as “underneath”

    Now, there’s a good chance that the Spacedock blurb clarifies that, but most of us won't even go there as there's no reason to do so (the behavior described in the OP appears to be already stock, so why get a mod?). In that case it would be wise to have the OP updated, as to clarify that this would replace decouplers underneath the heat shields.

    My logic actually goes more by the lines of "someone went through the trouble to make and publish a mod for it, it _must_ be something that's not stock" :)

  7. I got it to work, thanks for the idea of putting all the configs in one section

    It needed one more change, isOmniDecoupler = false is the default, so basically your cfg is the same as stock, also, it doesn't work as my mod does.

    The user story is this:

    "While building my ship, I want to be able to decouple anything attached to the heatshield while keeping the heatshield in place without adding a decoupler."

    Your config only lets you decouple the heatshield itself ( same as stock functionality ).

    Here's the working cfg:

    @PART[HeatShield*]
    {
        MODULE
        {
            name = ModuleDecouple
            ejectionForce = 100
            menuName=Decouple From Below Heat Shield
            stagingEnabled = true
            stagingEnableText = HS Decouple Not Staged
            stagingDisableText = HS Decouple Staged
            explosiveNodeID = bottom
        }
    }

    I'll be posting this to spacedock and CKAN in a bit.

  8. Hi all, 

    As a personal quality of life improvement I wrote a tiny modulemanager cfg that adds a decouple function to the stock heatshields ( basically what I thought 'decouple shroud' was supposed to do..

    @PART[HeatShield*]
    {
        MODULE
        {
            name = ModuleDecouple
            ejectionForce = 100
            explosiveNodeID = bottom
        }
    }

    For some reason this stopped working in 1.2 and frankly, I have no idea why.

    Can someone explain to me why this doesn't work anymore? Perhaps suggest how to fix the problem?

  9. On 4/9/2016 at 5:36 PM, Skalou said:

    hello,

    this function is now stock for the 1.1 pre-release.

    Hey, atleast in 1.1.2 it still works as before. "Jettison Shroud" doesn't seem to do anything when you have a tank connected to the heat shield. "Jettison Shield" decouples the shield from the capsule. Still missing is the functionality to decouple the tank from the heatshield.

    So as far as I can tell, this is still a useful hack.

  10. 12 hours ago, DaniDE said:

    Hehe - Ok, it works that way around, that makes more sense. Where do I sign? :D

     

    Joking aside - thanks, helpful little mod!

    Glad you like it :) I found this like a natural way for it to work. Perhaps the shroud not dropping the previous stage is just a bug and soon this will really be stock.

    18 hours ago, Temeter said:

    You can already decouple heatshields per staging list in stock. It's an option in it's context menu. This is just stuff below the heatshield.

    It doesnt work that way, at least not as far as I've tested it. If you enable the 'stage heatshield' button, the heatshield comes off when you stage it, not the shroud and whatever is below. I believe this is so you can avoid having to parachute the heavy heatshield.

  11. Ever thought it is rather obvious that the only thing to go under a heatshield is a decoupler? In fact, the decoupler might just as well be built-in to the heat shield!

    This little MM config will automatically add a decouple function to each heat shield, so you don't have to bother with attaching a decoupler underneath them while still retaining the option to jettison the whole shield.

    Enjoy

    http://spacedock.info/mod/472/Decouple%20from%20heatshield

    Also available via CKAN

    Thanks to Kerbart for rewording the OP :)

×
×
  • Create New...