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randyre

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Everything posted by randyre

  1. Even in Windows I get complaints from KSP about incorrect installed Mods, and its always a case sensitivity issue, so even though windows doesn't care, KSP does. an example would be autoasparagus vs AutoAsparagus and mechjeb vs MechJeb R-
  2. Please don't post stuff like this, it has no constructive value, just don't use the mod if you don't like it. END...
  3. No one has had this issue? I really would like to find the part.
  4. I can't find the part. It does not exist in control, and I can't find it in the tech tree. Also, module manager support would be great. just have it default to normal engine control.
  5. Still learning to use the Mod. Is there anyway to adjust docking ports on craft already launched. I only seem to see the tweaks while in VAB
  6. Any chance we can get the menus in maneuver planner back the way they were where we could scroll left and right. The pull down menu stinks (IMHO)
  7. That explains a lot too. I've built many rockets with decouplers and boosters and when I go to the Launchpad the top of the booster always falls away from the main tank. Been playing since 0.17 and thought it was me !!
  8. Your right, there were none, thats what I was trying to fix, and when I used the top down view it worked Yup, that explaines a lot. I think top down is the key. And Now that I know that and how your collision detection works I've had no issues. Great mod, and a huge timesaver. Makes building rockets so much more enjoyable. Thanks a bunch. Randy
  9. Interesting. Tried multiple times, removed fuel lines, nothing would make it asparagus properly. Moved the camera and looked at the rocket straight down from above and hit the button, and BAM!!! worked like a charm. Could it really be a camera issue?: That just seems weird. Anyhow, undid everything, and tried again, no-go, until I moved the camera to look straight down onto the rocket, and staged everything as it should and connected fuel lines properly, only thing it did wrong was put the engines in the last stage, but I can handle that. Anyone else have this happen? Randy
  10. Ok, still don't know what's wrong. This is as simple as it gets, Main Tank is root, one decoupler per tank and a chute on each tank, and none on the capsule. Don't see how it could get confused, but the stages make no sense. What Have I done wrong.? I know I could simply move the engines, but that defeats the purpose of the plug in. There should be two chutes and two decouplers in three stages, and all the engines should be on one stage at the beginning, correct?:
  11. YES I read it, but didn't think what I was doing was the same as he explained. I'll try it with just one decoupler and struts and see what happens. Thanks
  12. Hmmm. So I tried a simple rocket, six boosters and 3-4 decouplers per booster. And this is what I get. It stages the parachutes in stage3, and the main engine in the last stage. and puts one set of decouplers all by themselves. Is this the expected behavior or am I doing something outside of its limitations? I love the plugin, just still a little confused on its limitation.
  13. Could we also get some new buttons on the auto land window. Seems that the closer you land to the runway the more funds you recover, I would also like to have the option to land on the pads on top of the VAB not just the Launchpad
  14. I'm having issues when I build big asparagus staged rockets. The plugin works great with simple rockets but if I build a big rocket with large boosters and multiple (3 to5) decouplers per booster and multiple parachutes per booster the plugin makes a mess of the stages. The only thing it did was add the fuel hoses correctly and maybe one stage, the rest of it I needed to fix myself, its almost as tedious as just doing it from scratch. (almost) Any help would be appreciated Randy
  15. I was wondering if there was a way to make the docking autopilot a little more aggressive until closer to the target? Its burns up tons of RCS trying to get closer when using a little engine may actually make more sense, or turning 90deg, and using the engine when way off the centerline, then turn toward the docking port and use RCS, and maybe a little engine to get closer.
  16. How do you get Mechjeb to use RCS without leaving it on all the time? I've never seen it come on by itself, would like to see Mechjeb turn it on just before a maneuver to help get it into position, then turn it back off.
  17. Ok found out a little more about the issue. When there's not enough fuel to complete the required burn in the stage, it seems sometime Mechjeb just won't fire the motor, but if I manually drop the stage, the next stage comes to life and fires. so it seems that if there's not enough in the current stage (unless the motor is already firing, then it will drop the stage and continue) that Mechjeb considers it an empty stage. Anyone else see this issue?
  18. What I'd like to see is at least for identical parts that are attached to each other, make them automatically rigid as if one part, there should be no reason to "brace" identical parts.
  19. Had this problem with other versions as well, and can't figure out what's causing it. Mechjeb launches rocket just fine, Get to orbit at height I request, sets the node for circularizing the orbit, counts down, but never fires the engines, Use maneuver editor and create any number of maneuvers, and same issue, it won't throttle up or fire engines. Now the only thing I can see its happening on large complex rockets, if I build a simple rocket it works as it should. Any ideas? Once I thought I was running out of electrical power, but added a bunch of batteries and still did not fix it. Randy
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