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darkstrike

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Everything posted by darkstrike

  1. Hi guys, Installed the new KSP update last night - just tried to take screenshots with F1...nothing happens? EDIT - Weird, just restarted the game twice and it seems to be working again, sorry!
  2. We've got a bug thread going on about it now in the Support section...other folks have reported this glitch too!
  3. Nope. The Grappler is still named what I named it. The asteroid, which WAS showing up as the name I gave it while connected to it ISN'T showing up as that name after it's not connected do anything. I'm guessing it's a bug because if the right-click-on-an-asteroid-to-get-th-"Rename-Asteroid" function doesn't ACTUALLY rename the asteroid permanently, something's wrong lol...
  4. I flipped the ship around and re-docked it with my 'Remote Interface Grappling Probe' / the asteroid attached to that. All is well! I now have a Class A asteroid in a 389,000km, circular, 0° inclined orbit around Kerbin! HOWEVER....another issue. I had right-clicked it while it was still attached to the grappler and gave it a name...however, after I disconnected the grappler, the name isn't there, it's back to being called it's letter-and-number designation again...? Why didn't my assigned name stay?
  5. Nope, I was in normal mode, but all is well now...it was that the asteroid was blocking my thrust.....note made for next time!
  6. Oooohhh, I bet that's it.....stupid that I never thought of that. I've been trying to pull it, yes. Luckily this ship class has two docking ports - one on either end - so I'll flip the Advanced Grabbing device probe to the other end and hopefully all should be well! I'll let you know...
  7. Hey guys! I just repurposed one of my 'space-only' (well...until final landing back at Kerbin) motherships as an Asteroid-go-getter by fitting an Advanced Grabbing Device to it's lower docking clamp. All works fine, got to the asteroid, latched on, now ready to bring it back to Kerbin. It's a Class A, so not very big. Now...the ship...it's mainly powered by 2 LV-N engines, so a thrust total of about 120kn. When I throttle them up....nothing happens...at all. My speed doesn't even budge. I realize it's probably due to low thrust, but the asteroid is only the smallest type and 120kn thrust isn't THAT low...hell, I'm pretty sure I've towed larger-total-mass things with that ship design than this! If I don't even have the LV-Ns throttled up, by some magic I don't understand, the RCS thrusters WILL change my speed quite readily...(there are 14 of them, so theoretically 14kn of thrust, 1kn each)....you mean to tell me those 14 RCS thrusters' total output of 14kn somehow moves the ship AND asteroid while my 120kn total thrust LV-Ns can't...? Is this a huge bug? I thought even a miniscule amount of thrust would move something big in space, it would just take a really long time....? (I know there's a point at which too small a thrust wouldn't move something, but I'm pretty sure I have more than enough thrust with my engines) The whole ship is currently 21 tonnes as it sits and the LV-Ns move it fine, WITH the asteroid, it's still only 28 tonnes...why can't I move them? Can anybody explain to me what's up?
  8. Thanks Sal, I'll check! EDIT - That was it, ow seeing them since updating again, thanks!
  9. Yeah....spent another 40 mins earlier looking roughly around there and nothing ever appeared...
  10. I wasn't looking past Kerbin's SoI, however, that shouldn't matter...shouldn't I still see a "1" or "2", etc. next to "Unknown" at the top of the Tracking Center screen?
  11. Just played for over an hour on an old save, haven't seen one 'Unknown' pop up yet, mostly at 1x (doing some orbital fuel-transfer and surface operations) I'll have to try the "switch-to-VAB-and-back" trick and see if it makes a difference...
  12. I've sat at the Tracking Station for a few minutes with time warp turned up and I've yet to see any asteroids appear in my save yet How often do they occur?
  13. I was in the same boat K3|Chris, but I updated to the latest Dev build of MJ and it seems to work much better now: http://jenkins.mumech.com/job/MechJeb2/ Click on the 'zip' link under 'Last Successful Artifacts' - it will link you to the latest dev version. They can be buggy, but this one seems fine for me and the spinning / inaccurate pitch/yaw seems fixed. Hope that helps! ______________________________________________________________________________________________________ As for my own question - is there a way to select a docking port on a ship to use MJ for Autopilot docking, but still VIEW the docking (still controlled from that docking port) from an IVA view in a cockpit? From what I can see, the second I switch to IVA, it changes my control point to that cockpit rather than the docking port...
  14. Hi all, Just posting my three favorite plane designs I've come up with! The first one is the ProMaster, it's essentially a long-range exploration plane complete with avionics for atmosphere science. It's also been used a few times as a rescue plane to pick up Kerbals stranded on other parts of Kerbin after re-entry. It's first shakedown flight took it to the Northern Polar Cap for a successful landing, flag-planting, peek around and return to the KSC! It's powered by 3 Turbojet engines. The only issue I have with it is that it has to have a very shallow take-off angle as the engines jut out quite a bit at the rear. Front-quarter view: Front view: Top view: Rear view: The second plane is the Groman. It's just a single-seat, but relatively maneuverable jet. It's also very stable until the fuel starts to get low. I use it for flying from place to place on Kerbin when necessary. I land "important / historical" ships at KSC2 and label them as monuments, so the Groman is the jet I use to fly there if required to do any "monument maintenance", lol. It's equipped with 4 parachutes in case of emergencies to bring it safely back to the ground...although not always in one piece, haha! Front-quarter view: Front view: Top view: Rear view: The last plane I wanted to show is the SpeeDemon. It was designed solely as a record-breaking plane to beat my best in-atmosphere top speed by a jet-powered aircraft. I wanted it to be light with a high power-to-weight ratio but still decent lift. It's quite unstable at high speeds, hence my use of SAS, but at lower throttle settings and speeds it's not too bad. At maximum throttle, it only has enough fuel for about 6 minutes of flight, but it can climb to my record-breaking start altitude of 21,000m at just 1/4-1/3 throttle, so I don't need to burn a lot of fuel before the attempt starts. It DID break my record at a maximum height of a 26,700m (with just 0.01 intake air left!), piloted by Bill Kerman at a maximum speed of 2113.1m/s. Front-quarter view: Front view: Top view: Rear view: Record run:
  15. Hi all, I've got the latest version of MJ and I completely removed any MJ files before I installed it....however, with almost all of my ships, large and small, many parts and few parts, I've been having an issue with MJ's Autopilot constantly rolling my ships left and right and MASSIVELY overcompensating when trying to point towards a node to the point I have to intervene and try and 'help' it aim at the node with the movement keys or even turning autopilot off and having to fly manually. It used to work fine on these same ships before....what happened?
  16. Is there a version I can download for now that DOESN'T have this issue...?
  17. Hi guys, I have an issue with MechJeb massively overcompensating when trying to correct my direction using Autopilot. For example, when I try to enter orbit around the Mun and tell MechJeb to execute the next node to circularize my orbit, it will "overshoot" the node EVERY time, and then try to swing back, "overshoot," try to swing back, "overshoot" repeatedly. The only way it will execute is if I manually point the ship in the right direction, and even then, after I hit execute, MechJeb will (for no reason) start "over-rolling" my ship left, then right, then left, then right repeatedly.....it's incredibly frustrating! This happens on multiple and completely different ship designs with a fresh install of the absolute latest build of MechJeb and a fresh install of the game. They are old ship designs I copied over from my old save before I update, but everything else is fresh.....any ideas? I tried the trick of disabling some of the Reaction Wheels and locking engine gimbals too, but to no avail....
  18. Thanks for the info Starfish, I managed to figure the same thing out myself! My save game is still working fine!
  19. Hi guys, Since installing the latest version of MechJeb, I've got the new MJ Pod, but I was unable to select the AR202 case in the VAB as it claimed I hadn't purchased it in the R&D Facility yet...? I thought this was a glitch, so I checked the Research center and found that it said I DIDN'T have the Pod unlocked but DID have the AR202 unlocked....so I used some science to unlock the MJ Pod. ...that still didn't solve the problem, so I edited my persistence file again to re-lock the MJ Tech Tree, and then used more science to re-unlock it....but after I re-unlocked it, I only had the MJ Pod, and no mention of the AR202....any ideas why the AR202 isn't working anymore and how to get it back...? Thanks!
  20. @ RunningGloves - Yeah, I've noticed one or two things as well....the Mode switch, and also the title reading "Sandbox" rather than "CAREER"....I'll probably back up my save and see what I can do!
  21. Hi all! I figure there is a way to do this, but I'm not sure how! Would there be a way to adjust a persistence file to change it from Sandbox mode to Career Mode, and give yourself like....40 starting science or some such? I'm proud of what I've done in my latest, recently-started Sandbox mode game, and would love to be able to continue it in Career mode I would think there would just have to be some lines I edit in the persistence file to change it....?
  22. Sorry for the double-post, but just to update my fellow Kerbalnauts, you CAN save your ships that have the landing gear bug by using the Debug Menu to turn gravity off, lower the landing gear again, and then re-enabling gravity! I just saved 6 of my 9 ships that way....not perfect, but the three that I lost were not "active" vessels, but "Memorials" I had set up to specific missions in my personal space program using the original ships from the missions, themselves....unfortunate, but better than nothing!
  23. Ok....just thought of a possible fix for this....going to try and use the debug menu (alt-F12 in Windows) to turn off gravity, lower my ship's gear, and then turn gravity back on! I'll let you know if it works...
  24. Mine seems fine, but the issue is that any craft that were landed on another world with lowered landing gear....their landing gear is randomly loaded UP upon first load in 0.22, so the ship just falls over....
  25. Hi all! Older KSP saves DO work in 0.22, but I've noticed a slightly frustrating issue! Due to the new tweaks to landing gear in KSP 0.22, any pre-existing ships in an older save, when loaded in 0.22 for the first time, will randomly have their gear raised! This means, when you select a ship landed on another planet in an older save for the first time, there is a HUGE chance, it will just fall over on game load as you don't have time to lower the legs or any quick way to keep your ship upright... I was wondering if there's a way anybody can tell me to edit my persistence file to return the landing legs on my ships to the lowered position before I load them in 0.22 for the first time...? Is there a simple attribute I can adjust, like "lowered=true" or some such...? Thanks for any help!
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