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Eleven

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Everything posted by Eleven

  1. I tried again with a test vessel and a different command pod and it worked like it should. I'll make another test ship with a different command pod and see if it's any different.
  2. It looks to me like they cannot line up correctly. Like they are 'off-center' or something. They just stay the same distance and rotate around each other, I don't think that's normal. But like I said, when both vessels were trying to dock with each other, they came in dead-center and they docked just like normal. I'm sure he'll tweak it some more, that was great progress in just a few hours.
  3. It worked on the first set of non-same-size Universal Ports I tried, but it took three tries with MechJeb. The first two MJ came in not-100% lined up and they bounced and started dancing. I never have that issue with MJ docking with stock ports, they get close and the magnets take over and lock em up. The third try I set each vessel to dock with the other, so by the time the debug DLL kicked in and started spamming, they were lined up perfectly and docked like any other.
  4. Cool, got two different sizes to dock with each other, but it took 3 tries, I had to set both crafts to dock with each other with mechjeb to get them to line up perfectly. The first two tries it wasn't PERFECT so they just bounced off each other. But in the end it did work, so thats good! Here is the KSP log file and Here is the Player log from this try!
  5. Every time I approach an asteroid the target indicator on the navball is normal/prograde (the pink circular icon). The instant I attach to an asteroid it turns retrograde and I cannot adjust the center of mass correctly. All I can do is free the pivot and line up with retrograde icon, but that doesn't really line up with COM, and moving or flying becomes impossible. Any help?
  6. I kept looking for output_log, but I don't think linux uses that. Are you talking about player.log? If so, HERE it is. I removed all three of those plugins and the problems remained. (Haven't tried your debug dll yet, will do that next) EDIT----- HERE is the KSP log file and HERE is the Player log file from your debug dll attempt to dock with 2 different sizes of the Universal Ports.
  7. I just snagged this latest plugin you just posted, and tried it with MM2.1.0 and 2.0.8 but still get the same issues. Docking with different types of ports of the same size is OK. Clamp-O-Tron docks just fine with the Universal Medium. Universal ports of the same size dock with each other as well, but...nothing of different sizes will dock with each other, not even the Universal ones. They just bounce off of each other, and trying 'face target' makes them circle and wobble, like they can't actually center themselves on the target. I built an almost stock craft to test the docking, I think the KW large dock is the only non-stock piece, other than the Universal Ports. I have KW, and other bits and pieces of other mods installed, but they aren't on these test crafts so that doesn't matter does it? I have Docking Port Alignment and MechJeb installed too. Here is the craft, it's messy but I wanted one craft with all the docking ports to test with Docking Test Craft And here is the KSP log Log File EDIT - I checked the ship and it also has the camera from RPM on it.
  8. Any issues with this working with MM 2.1.0? I hadn't tried these with an earlier version of Module Manager so I don't know if there were issues there, but I can only get Universal ports of the exact same size to dock with each other, cannot mix sizes. I also cannot get the Clamp-O-Tron to dock correctly with the Large Universal. Looks like there is no 'magnet attraction' when there should be.
  9. I think you can download just that part, no need for the whole KSO mod. The link is at the end of Post #2 in that url above
  10. After the ARM release, I've stuck with Stock parts only. No other parts add-ons seem to flow with the Stock parts for me, but this one is great! Went right into the mix and I think it will stay.
  11. Here is what it is...I think! It just tells you what Biome you're targeting when you go to 'pick a target on map' This is build 221: (BTW I didn't just copy the new DLL, I reinstalled MJ with the entire package with 221)
  12. I don't think it can, at least I haven't been able to use MJ to dock with an asteroid completely yet. I can get close and then I just just target COM, line it up manually and steer in slowly by myself. Seems like even though the game treats an asteroid as a vehicle, MJ can't quite make the distinction yet.
  13. I had two of these setups, one manned and one unmanned. I just checked them both, added a Decoupler inplace of the lifters docking port (Still wanted docking ports on the bottoms of the vehicles themselves) and that solved it. I was thinking 'docking port means next stage' but the game was thinking 'docking port means same stage' and that's why it was firing those Stage 0 rockets after the asparagus staging was done. All is well now, thanks for the helps!
  14. Sorry I think I did not word that correctly: After the last of the asparagus stages, Stage 1 decouples, the engine on the center stack is still firing, it's full of fuel. At that point, Stage 0 fires as well and I don't want it too. I only want the center stack which is the single engine from Stage 5 to continue on its own. There is no need for the engines on the vehicle on top to fire at that point, but they do since they are next in line in the staging. THAT is what I want to prevent. I did find another fix, other than using action groups to shut those down, and that is to put an actual decoupler on the thing between the center stack and the vehicle, INSTEAD of the bottom docking port. I think I've answered my own question, but wanted to relay that here for clarity.
  15. I have a lifter, and docking ports connecting it to my vehicle it's putting into orbit. When the lifter gets to the last stage, it also fires the engines on my vehicle. I've set up an action group to shut those engines down when that happens, but is there a way to prevent this with staging somehow? Here is a SS of the launch pad, when the last of the asparagus engines jettison, the center engine is still firing, but then it fires Stage 0.
  16. I'm CTD'd at 32K Meters on re-entry every single time with the 0.23.5. 64bit client. Too weird! (EDIT) Solved: I suspected it was graphics in nature because that height is normally where the re-entry effects start showing so I used the 'enable shadows on Intel Ivy Bridge' fix in the OP....worked like a charm!
  17. Spaceport Screen is still wonky/choppy/wobbly in Linux. As long as you don't try and pan around while choosing which building you want to go to, all is fine. Also had some texture issues while coming back to a close view of Kerbin from the Mun. About half of the textures of the planet were gone and just blacked out as I time-warped back from Mun orbit to Kerbin orbit. It cleared up as I entered the atmosphere.
  18. I don't have emperical evidence for you, but I've had Toshiba and Lenovo laptops and I'm happier with Lenovo.
  19. I bought a Lenovo G580 for $299, I did add 4 more gigs of ram for 60 bucks to make a total of 8, then I installed Linux Mint and it runs KSP just fine.
  20. They all died exiting the capsule that had landed in the water
  21. Target Body ----> Craft Type ---> Greek Letter ---> Roman Numeral Allows me to be very specific with changes I make along the way when designing. Mun Lander Alpha I, Duna Orbiter Gamma IV, Minmus Scanner Beta V...etc etc
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