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LawnDartLeo

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Everything posted by LawnDartLeo

  1. Greetings, I have all the necessary dependencies installed (001_ToolbarControl is in game data) yet I do not see any way to control the mod from within the simulation view. It is selected to be in both tool bars within the tool bar config). What did I do wrong?
  2. Is there any particular mod that keeps orbiting bodies as they are intended? I have put the ISS into an attitude that I believe is correct and by the time I am anywhere near it, its completely jiggy.
  3. @DJ Reonic, I am trying to dock, not recover.... ... and I don't particularly care that I am illegally parked.
  4. I'm still flipping out. I'll have to work on it more, later. Soda cans with a nice symmetrical COG are a piece of cake. The shuttle is a bear.
  5. Self serving feature request. Shuttles are infamous for having issues related to MechJeb pilotage, especially when chasing nodes down near the end of a burn. Allow manual throttle control even during an automated burn so that we can tame the beast before an overshoot. ... or maybe its there and I just dont know how to use it (aside from manually doing all the node work).
  6. Hi, Reeeeeeeeely struggling to make an orbital rendezvous. Yes, control point is set to forward (I read the manual). OMS burns progressively run away on the ball with the blue indicator climbing away very rapidly as I near the end of a burn to an orbit during Hohmann transfer. My ISS anxiously awaits a shuttle crew. The Russians are making a mess of the place because that's the only thing I have been able to dock with so far. Guidance appreciated.
  7. Greetings, I believe that these discrepancies are related to your mod and some missing mods but I am not sure which I should be getting (Google is not cooperating). Can you please point me in the right direction to the proper mods? ... missing part module TrajectoriesVesselSettings ... missing part module KSPTextureSwitch The missing mods dont seem to cause any issue other than the popup warning.
  8. Anyone ever make a kOS script for launching SOCK? And, um, what kind of sorcery is this? I made note of an "ascent ap" in action groups and it works quite nicely. Does it automatically run a MechJeb routine for Premier Vector Guidance or is it a scripted cheat? It hit the numbers perfectly.
  9. Hi @CobaltWolf Yes, it is me. It has been a while. A friend started playing and that drew me back in. Not sure if I am going to take another shot at modelling or not, I got pretty frustrated last time. When you dont know the work flow it just isn't fun. Maybe you should do a Masterclass and teach us all. I swear a well made video that explains it all in great detail would be the best thing since KSP 0.90. Anyhow, my go to mod has always been your stuff because it is both plausible and enjoyable. I added MLP and noticed that some of the pre-mades have this little bug. It is resolvable by simply pulling a fresh part out of inventory and replacing it in the stack. You can see the undesired splits in the first two images and an example of the node behavior in the 3rd image. It is above the mounting surface thus resulting in the split. Easy to resolve for a user. I don't think a fix is necessary but maybe knowing about it it will help clean up some things in the future.
  10. @biohazard15, I struck my previous post and noted it was related to preconfigured MLP craft. I can build the same craft just fine. It’s not BDB related, at least not directly.
  11. Is this the appropriate place to report node bugs? I have noted a few parts that "float" because the top node is a bit above the top surface of particular parts. Hummm... Never mind. It seems to have something to do with the preconfigured launch vehicles included with MLP. I just went through to take some screen shots, pulled the offending parts out of inventory and their nodes were OK. Replaced them in the VAB, part for part, and all is well.
  12. @sslaptnhablhat, no part was needed. It's a built in option. I am used to Nertea's stuff... like the end cap on the left side of this image. Habtech has no need of a separate part as it is rolled in as an optional appearance.
  13. @sslaptnhablhat, In the VAB you can select appearance as either bulkhead or bare. In the old days, this would have been another piece to add. I was looking for the piece and there is none because it is applied at the part level as an optional appearance.
  14. The pretty end caps. It was simply a matter of make the selections in VAB to change the appearance of the bare ends.
  15. @sslaptnhablhat, the cosmetic was the issue. I was looking for a part, when I realized there was a subtype to select for end cap appearance.
  16. @alberro+... nope. Sub-types. Alternate appearances selectable on the object itself. I'm kind of rusty in KSP and since 1.3 there have been a lot QOL changes that reduce part counts and give additional appearances for the same part. Thanks for responding, though.
  17. Whos/which end pieces are used on things like Unity and such? I don't see one specific to Habtech 2. The one in the pictures matches the style well, none that I have in my library are really that well matched.
  18. Greetings, Are these parts not working nicely with 1.8.1? I am trying to make an arm but child parts are not rooting to parent parts properly. Actuating them causes some weird alignment braking gyrations in SPH.
  19. I find it ironic that as I type this I am sitting in a meeting discussing making real rocket parts.... Rocket nozzles. My KSP cycle is complete! Anyhow... Breaking Ground mini mods? Read up on this else where in the forum . I'll be trying that tonight.
  20. Yay! Beautiful shuttle that works very well. I am running JNSQ and Kopernicus as advised to get a scaled solar system to suit your mod. I used MechJeb PVG to get to the advised 300/100 orbit and hit it first time out of the gate on mains, no OMS burn. I burned out of LFO at exactly moment I hit designated orbit. Problem is that I now have this big orange tank with me. I never hit a flight phase where I could roll and discard the tank. Did I do it right or did I do it wrong? Unrelated but people using this mod might know... is there a unified interface (besides IR) for controlling the robotic arm? or, is it click on the individual joints as required?
  21. So, SRB separation isn't going as planned. They go ka-pow every time leaving me with a sub orbital shuttle and en external fuel tank bracket that has no useful dV. What am I screwing up. Using the saved craft files that were provided. The kerbal who buttoned together the pre made files didnt pay attention to orientation of SRB nose cone thrusters.
  22. Greetings, Maybe I just don't get how masters are arranged but I have always downloaded them from your github repo, regardless of mod and used the game data folders from them. This particular one does not have the necessary game files in the game data folder. That may be by design.. or it may be an omission. Never mind... I'll just stop doing this and go to the release pages
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