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yithpistol

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Everything posted by yithpistol

  1. It is nice to see this maintained. We have procedural everything else (even decoupler for Pete's sake), why not wings and control surfaces? It has to be hard to balance Real Life with a hobby, but if not for your work crzyrndm we'd be without something very cool. It is appreciated. A LOT! We'll keep up the reports and praise, and I'm sure people like Ferram are ready to lend aid to making this play nice with his wonderful NuFAR. Thanks again, man, for the work that most of us wouldn't have time or ability to do.
  2. It seemed like a good idea at the time. I'm certainly no stranger to manual installs and uninstalls. I may reinstall Blizzy's toolbar manually as well. Or see if the manual install of nuFAR I just did helps. Thanks again, Ferram for your hard work. You make playing a game feel like an actual accomplishment beyond just having fun. Kind of like how I feel playing SpaceChem. When you solve a puzzle in that game it makes you feel like a genius. Likewise, when you make a rocket soar and a plan that can bank without its wings taking off in what they think is a much better direction you feel like an engineer. That's the kind of design in a mod that makes yours so successful.
  3. This is why I love the game, and FAR. Jeb was testing out a swept wing craft called Phantomas and he barely made it off the runway before the plane rolled right and tore off the right wing. He managed to get it into the air, though, and get enough altitude (barely 800m) and did an EVA. Frantically trying to tear at the ripcord device (Thanks EVA Parachutes) he was able to gently drift down into the water. he then got a 'surface sample'. Jeb. On the job. All the time.
  4. I hate to have to bring this up, and I can't find it elsewhere (besides which this never ocurred with 'old'FAR), but it seems that my FAR tool buttons are not showing up. I see screenshots of it being on people's regular tool bar, but I have no FAR tools (thus no way to tell why my planes are crashing). Blizzy's toolbar also seems to go missing in both VAB and SPH. This MAY be a toolbar issue, but before installing nuFAR her toolbar appeared in VAB/SPH. Any ideas? Here is the xml in the plugs section which appear to show windows placement. <?xml version="1.0" encoding="utf-8"?> <config> <rect name="windowPos"> <xmin>410</xmin> <xmax>1136</xmax> <ymin>75</ymin> <ymax>575</ymax> </rect> <bool name="EditorGUIBool">1</bool> <rect name="FlightWindowPos"> <xmin>1086</xmin> <xmax>1298</xmax> <ymin>132</ymin> <ymax>402</ymax> </rect> <rect name="AutopilotWinPos"> <xmin>0</xmin> <xmax>0</xmax> <ymin>0</ymin> <ymax>0</ymax> </rect> <rect name="HelpWindowPos"> <xmin>0</xmin> <xmax>0</xmax> <ymin>0</ymin> <ymax>0</ymax> </rect> <rect name="FlightDataPos"> <xmin>247</xmin> <xmax>505</xmax> <ymin>112</ymin> <ymax>654</ymax> </rect> <rect name="FlightDataHelpPos"> <xmin>0</xmin> <xmax>0</xmax> <ymin>0</ymin> <ymax>0</ymax> </rect> <rect name="AirSpeedPos"> <xmin>90</xmin> <xmax>290</xmax> <ymin>69</ymin> <ymax>307</ymax> </rect> <rect name="AirSpeedHelpPos"> <xmin>399</xmin> <xmax>913</xmax> <ymin>53</ymin> <ymax>531</ymax> </rect> <string name="k_wingleveler">0.1</string> <string name="kd_wingleveler">0.002</string> <string name="k_yawdamper">0.1</string> <string name="k_pitchdamper">0.1</string> <string name="scaleVelocity">100</string> <string name="alt">0</string> <string name="upperLim">25</string> <string name="lowerLim">-25</string> <string name="k_limiter">0.25</string> <bool name="FlightGUIBool">0</bool> <int name="SpacePortID">1113</int> <string name="Name">Ferram Aerospace Research</string> <string name="displayForces">False</string> <string name="displayCoefficients">False</string> <string name="displayShielding">False</string> <string name="useSplinesForSupersonicMath">True</string> <string name="allowStructuralFailures">True</string> <string name="manualOverrideShielding">False</string> <int name="unitMode">0</int> <int name="velMode">0</int> </config> An older 'solution' showed the 'fix' being an antivirus thing. I'm just not sure about that. I tried removing and reinstalling FAR via CKAN. I tried the same with blizzy's. No go. Also, turned off anti virus and that didn't help either. OH, the center of lift bubble is ALWAYS in the floor. It starts in one place then drops to the floor and doesn't respond to any changes I make to the plane. Does this in VAB as well.
  5. I really like this mod when I realized what it was for. I felt like I was making little model rockets! I actually giggled as I built them and launched them. Thanks for the mod, it is quite fun. I am curious as to some of the possibilities of blending it with full scale things. Such as using Kerbal Inventory System and building a sounding rocket experiment on Duna or Mun. Mostly, it was the "they're so LITTLE!!!" and then giggling that made me love this mod.
  6. Looks like the person tried. There's a bracketed \spoiler and spoiler at the beginning and end of the log. To be fair. - - - Updated - - - Also how compatible is this currently with 1.0.2?
  7. I am also getting the icon duplication, so it isn't just Enceos. Great mod, (not so)Stupid Chris, this was a real cherry on the FAR whipped cream.
  8. I am having issues as well today.Yesterday everything was hunky dory. Today I can start my first stage to take off, but NOT any stage after that. Mod List KSP: 0.90 (Win32) - Unity: 4.5.5f1 - OS: Windows 8.1 (6.3.9600) 64bit B9 Aerospace Procedural Parts - 0.34 Chatterer - 0.8.1.86 CIT - CIT_Util - 1.2.1 CIT - ActiveStruts - 1.1.1 Community Resource Pack - 0.3.3 Contract Configurator - 0.7.15 Contract Pack: Anomaly Surveyor - 1.0.5 CC-CP-SCANSat - 0.5 Contract Pack: Kerbal Space Station - 1.2.1 Contract Pack: RemoteTech - 1.1.2 Contract Pack: Save the ROUND-8 - 1.3 Contract Pack: Unmanned Contracts - 0.3.7 Contracts Window Plus - 1.0.4 DMagic Orbital Science - 1.0.1 Ferram Aerospace Research - 0.14.7 RasterPropMonitor - 0.19 KSP-AVC Plugin - 1.1.5 MemoryUsage - 1.2 PlanetShine - 0.2.2.1 RCS Build Aid - 0.6.1 Regolith - 0.1.7 RemoteTech - 1.6.3 SCANsat - 1.1 Spacetux - 0.3.4 Kerbal Alarm Clock - 3.2.4 TweakScale - 1.53 Universal Storage - 1.0.90.2 Waypoint Manager - 2.2.1 Firespitter core - 7.0.5463.30802 Any ideas?
  9. This totally fixed the opengl slowing of FPS. brilliant!
  10. The mods are great. Okay, that makes sense. Glad it was something simple (like my inability to circularize right the first time... but I'm still getting used to FARAM Aerodynamics).
  11. I am trying to perform the POSA I experiment. I get it set up and start it running. I go back into my capsule and wait for the experiment to complete. I am in an 71 peri 150ap type orbit. At some point, not sure where I am, I get an failure message for the experiment saying that I have change location. Well of course I have I'm in an elliptical orbit travelling very fast. Naturally my location is changing. Should I be in a Keosynchronus Orbit? Or what? I love your science mods. They add a great deal of variety to the game.
  12. I tried this again with external versions of the instruments. Still no green of the experiment performed. Maybe I'm performing these wrong. Will look into that.
  13. Dmagic, you said I could run the Mag and RPWS in high then low orbits (as the mission states) and they should turn green. I ran the magnetometer at 700K above the Mun and it did not complete the mission parameter. Was I too high (pot joke here)? Or what?
  14. Do you have to complete the time requirement for magnetometer scans before you can complete the data gathering parts? I.e. will I need to wait, say 90 days, after getting into the correct orbit profile before running the eperiments?
  15. Does the irradiance scanner in the 'pie wedge' container the same as the D7 experiment? D7 was described as using an irradiance scanner. If it is NOT the same then never mind. If it IS the same using the 'pie wedge' stored irradiance scanner does not update the contract when used. I think it may be a misunderstanding on my part.
  16. I've found using a long distance plane works if you're good at landing. Use external fuel pods and if your plane has two fuselages, you'll have 400 fuel total. Problem is when the landing destination is, get this, in the goddamn ocean. I have tried to make a seaplane, but it won't work with current build. You could also stay low and separate your cockpit and float to the location. You'd have to be deadly accurate, however. Landing and taxiing is a better option, but put on some podcasts. I may have to cancel some of my Kerbin missions sadly.
  17. Sadly when I tried to run .24 it crashed. So I set about starting over. I went to a new install. I then went and installed each of the Renaissance dependencies one by one, and used their .24 versions if they were out yet. Once I had those installed I ran the game and it ran. Then I installed the Renaissance mod and the game crashes. Hard. I cannot see this as a coincidence. It is possible that it is conflicting with some of the new mods. I absolutely ADORE this mod. It made it a NEW GAME for me. I hope that a .24 version is in the works, but until then I will have to content myself with the less beautiful look. Sadly I can't attach my crash report, but I will save it. If you want it.
  18. What I would LOVE to see is a papercraft model of a kerbal. You have a 'flat' one in the small capsule, but a larger sized one (not to scale of the ship) for putting on my desk would be great. Maybe one of Jeb, Bob, and Bill... Or just Jeb, but everyone has a favorite. Amazing work on the rocket parts and such a fun idea! Bringing 'to life' something you created in-game is such a fun project. Still, I think we all would LOVE to be able to have a paper Kerbal watching over us. Maybe one of each 'kind': engineers, etc. *edit: new info* I did see the 'magnificent paper kerbal', but it seems a bit much work compared to the rocket parts. I may check out that project, though, in lieu of there not being a 'simpler' paper kerbal project.
  19. I am having the same issues. I opened the mixer, set up a basic joystick: x and y axis, z rotation (the twist of the stick), and button for each button. No hat since I can't figure out what that'd be.... but I left it out out of simplicity. I saved the .ini as ppjoyff2.ini so I could relaod it anytime and loaded up KSP. I went into settings and tried to map the axes out in "Staging". Instead of saying "Sidewinder FF 2" on the button, it had a kind of garbage. So I figured it was reading from PPJoy now. I loaded up a simple plane to test the joystick with and none of the axes worked properly. They behaved as if nothing had changed. Am I missing something? EDIT: If the driver signing is disabled, what is the best way to tell? If I did the joy.cpl and ran the test and configuring of the PPJoy1 virtual device using my Sidewinder... is that a good indication that the driver signing is disabled? If so, then I am still having issues. Not sure what to do at this point, either. However, if driver signing might still be enabled I will go that route... but I think it's off.
  20. It's not just about geography. The word "Science" is in the title of the organization so that tells me, at least, that any 'scientific' endeavor is welcome. While geography is a big part of the organizations activities it is by no means the only part. It is too bad I discovered this now that it is no longer being maintained. It's a good idea, and sounds like fun. Maybe we can resurrect it? So, we could begin with a member list, those interested in continuing the 'work' as it were. Then we'll know who is interested in being active and can go from there with suggestions for ideas for new activities. One possibility is an atmospheric pressure map of Kerbin (or any other planet with atmosphere). Even a gravioli map! Wherever there is data to be found. Wherever there is an instrument to measure it. Without a plugin to map this data, the initial maps will be low resolution. A division of labor could be discussed for individuals to map out areas with a resolution of one data point per 1km^2, or whatever. Then a csv could be compiled from that and rendered using the ISA map gen. Or however someone with a better idea would prefer it to be done. Anyway, if the founder of the KGSS is reading this, let's get some stuff going again.
  21. Good point. If it's one thing I can abide it's pedantry.
  22. I have had this issue with the Proton K simulation in the ISS Tutorial on the wiki. There is always one point on the ship that if there is too much shaking will collapse the whole structure in a very spectacular manner! Even without autopilot. I'm unsure if the design of this ship is a good idea to push the Zarya simulation. I've managed it using no autopilot or SAS, though. I think the Proton was good on paper, but the designer had to notice the problem, especially when using MechJeb for ascent. That was instant doom. It is hard to get that 51.6 degree inclination to recreate the ISS without a good autopilot. At least, get that inclination with the amount of fuel you have. But yes, I agree, wider rockets are more stable. Tall and thin will snap. I might try struts between the failure points to shore it up... or give up and have a nice equatorial ISS... Will also attempt putting the SAS closer to the CoM.
  23. Hey, just enjoying one of the greatest games and game ideas ever. I am really enjoying the mods for the game. What are five you could not live without? My own: 1. MechJeb (even if the autopilot tends to break tall ships...) 2. Firespitter plane parts 3. HOME base parts 4. ISA Map Sat (gives me a mission to map every planet!) 5. Kerbal GPS May all your ascents be stable, and all your reentries be glorious.
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