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sojourner

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Everything posted by sojourner

  1. Following NASA's current art style, are the tanks going to be orange?
  2. They do have fairings. Not sure why you're not seeing them?
  3. At some point mechjeb cannot read the mind of the designer and know what you intend with your rocket. The staging code is the way it is because the change you want would break many more rockets than it would fix. You just have to take responsibility for your rocket and do a little (very very little) work to get the exact results you want in this situation.
  4. I don't believe there are "a lot". Seems to be just you. Use the "stop at stage" function in the ascent pilot and try testing this rocket again.
  5. Yeah, I've noticed that SMART ASS doesn't get disabled when other mechjeb functions are used, instead the other modules sit there fighting it for control of the craft.
  6. ^Thats nice and everything, but from what I understand this issue is hell on people trying to do land docking. It may not be a "bug", but it also is not very easy to work with.
  7. Finally, an addon that will make me fully invest in ksp .22. and abandon my .21 save. I have a lot of designs to rebuild with reduced part counts. Woot!
  8. No, I had no interest in loading up the mods required. Did you hit F3 at the time of the problem to see what sequence of events took place?Your rockets are breaking in half. MOAR STRUTS. As for your landers. I am not sure landing autopilot stages in Mechjeb. I don't build multistage landers.
  9. In all the time I've used mechjeb I have never had it reassign engines to different stages. Are you positive the rocket isn't breaking in some way? what does it say when you hit F3 at the point where it fires up those engines and goes out of control? It sounds suspiciously like the rocket is breaking somewhere below your upper stage, which would have 2 results. 1. The lower stage will keep firing and still show in the stage list. 2. Mechjeb will fire the upper stage engines and try to continue to orbit.
  10. In ksp, contrary to real life, the staging numbers are reversed. Stage 0 is the last to go while stage 4 is the first to get used.
  11. Go to the linked thread in post 7 above.
  12. That looks great. Is it inflatable? If so it seems a little odd to have legs coming out of it.
  13. You can just edit the .cfg file to add it to the tech tree.
  14. Incorrect. Mods do work in career mod. Is the part showing up? have you edited the part.cfg file to have the ar202 available at a tech level you prefer?
  15. Craft in this game use electricity for some functions, if you run out you lose control of the craft.
  16. That's actually how I envisioned the pod, the middle seat would be oriented to look to the side/down out of the raised cockpit for landings while the two outer seats face "up" for launches.
  17. Looks pretty cool, but I'd still include the raised cockpit bit. Maybe opposite the airlock?
  18. Please reread my previous post. Yeah, that's part of the issue. People come into the thread and if they grab the linked version in the OP they end up with a 4 month old version that has problems.
  19. So, r4m0n seems to be continuing to create new builds, but not updating this thread. Any reason? The link in the OP still leads to the july build. You have to go to the dev builds link to find the latest and greatest.
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