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Everything posted by nukeboyt
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[0.90] Kerbin Shuttle Orbiter System v4.13
nukeboyt replied to helldiver's topic in KSP1 Mod Releases
Thank you both. I misunderstood the purpose/application of the file Kerbin_Shuttle_Orbiter_System_No_Plugins-4.2.zip. For some reason I thought that it was to be overlay-ed on top of 4.13 -
[0.90] Kerbin Shuttle Orbiter System v4.13
nukeboyt replied to helldiver's topic in KSP1 Mod Releases
I am having one heck of a time re-learning how to fly this shuttle. If I take off at 100% the Block 5 turns over so fast, it hits the VAB every time. The Block 10 is not so bad. It goes a few hundred meters beyond the VAB. So I try to balance the thrust of the shuttle engines to get it to go straight up. Am I doing something wrong? Or perhaps I am missing some configs? I installed KSOS_v413_All.zip in a fresh installation of the game, then I replaced the KSO directory with the one from Kerbin_Shuttle_Orbiter_System_No_Plugins-4.2.zip​. I must be doing something wrong. -
Given what he wrote here, I would be surprised if Alexustas does not include some of these GREAT NEW FEATURES in his ALCOR props. Perhaps some will make their way into std RPM MFD's. Your work is showing a LOT OF PROMISE TOO. Keep it up! Your contributions are greatly appreciated.
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[0.90] Kerbin Shuttle Orbiter System v4.13
nukeboyt replied to helldiver's topic in KSP1 Mod Releases
So, how would one install this in a new INSTANCE of the game? Are you saying that it can only be installed by CKAN? -
[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
nukeboyt replied to alexustas's topic in KSP1 Mod Development
The solution to the wheel problem has been right in front of us! (Thanks Alex). The wheels must be installed with the RED ARROW pointing up (towards the top of the vehicle) This wheel is CORRECTLY INSTALLED This wheel is NOT CORRECTLY INSTALLED This is the RESULT of the installation -
The opening page is pretty good regarding installation. Particularly the picture which shows how the folder tree must look. The legs are not available at this time, because Alexustas has not yet released the mod which they will be a part of. It's called KONQUEST. If you want to get a better look at KONQUEST development, watch some of Alexustas' videos on his YouTube channel.
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[0.90] Kerbin Shuttle Orbiter System v4.13
nukeboyt replied to helldiver's topic in KSP1 Mod Releases
Since an update is in the works, would it be possible that a DPAI (Docking Port Alignment Indicator) screen could be added? MoarDv included it in the std RPM screens, so the base code is there. Either way, thanks for keeping this mod going! -
[0.90] Kerbin Shuttle Orbiter System v4.13
nukeboyt replied to helldiver's topic in KSP1 Mod Releases
I don't want you to DO anything but consider options, so chill. Just because you don't want to consider it, doesn't make it unproductive. With all of the new players nowadays, some, who had not thought about dual booting, and who aren't intimidated by the thought of using a different OS will find my suggestion VERY PRODUCTIVE. -
[0.90] Kerbin Shuttle Orbiter System v4.13
nukeboyt replied to helldiver's topic in KSP1 Mod Releases
I never have a problem with this mod's size and I run without ATM. How you ask? I created a dual boot system and run Linux-64 bit when I want to play KSP IT'S NOT THAT HARD (AND IT'S NOT ROCKET SCIENCE!) - Pun intended. Consider it... -
[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
nukeboyt replied to alexustas's topic in KSP1 Mod Development
I have seen the pop upwards. To me it seems as if they are running over an invisible object on the ground. I can duplicate the "pop up" next to the exhaust ducts below the launch pad. If I drive back and forth (East - West) right next to the exhaust ducts, the wheels pop in swquence as I drive over the "invisible object" So somehow this behavior is related to a physical location. Very odd. -
[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
nukeboyt replied to alexustas's topic in KSP1 Mod Development
I think that the problem is that the wheel shown in the 2nd to last picture is BEHIND the attachment point (toward the back of the ERS). Try this: Remove the wheel. Right click and toggle suspension. Then re-attach to the same node as before. This is what works for me This is how it is when you disconnect it. This is how it should be. I had to rotate it D-D, E-E to get it lined up after toggling the suspension Now for a question to you. Could you please explain how to get the imgur albums into the posts. I am having a heck of a time posting anything other than in-line pictures (see above). Thanks EDIT: I was wrong. You may be doing it just fine, but, I've discovered something weird. Building similar vehicles in the SPH and the wheels fall through the ground. Build it in the VAB and they do not. If you LOAD a vehicle built in the SPH while in the VAB, they DO fall through the ground. Would someone confirm this? If I build this SAME vehicle in the SPH, the wheels fall through the ground, regardless of where it is launched from. -
That's how the game works. Try it in a stock game and you'll see that you can never target the parent when orbiting a satellite body. That's why the Eject Angle information is so useful. Select a target orbiting Kerbin and burn as Eject Angle approaches zero. (May only be in ALCOR, not sure
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If you have both RPM and ALCOR, you should have some external camera parts in Utilities which you can apply to any pod (or any part). There is a button for external cameras on the screens. Won't that accomplish what you want?
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[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
nukeboyt replied to alexustas's topic in KSP1 Mod Development
Since it works for me, the only suggestion I have would be to double-check that you are turning on the appropriate nodes. Right-clicking on the different parts allows you to see many different options for where to have nodes exist. Also, when you right click on a wheel (before attachment!) you can toggle the suspension. These are the only things I can think of, assuming that you have the appropriate JSIPartUtilities. If none of this helps, could you perhaps post a picture illustrating the problem? -
I am attempting to land a test object on Mun (anywhere). First I put it into a 100k orbit and then choose "Set to current", and then "Land Here". The orbital velocity stops, but the altitude does not jump to 20, but rather stays at 100,000 and starts slowly lowering. (Note time, 30 seconds later and I've dropped 52m). I'm using Linux, and have duplicated this behavior with Hyperedit being the only mod installed. Wondering if anyone else is seeing this behavior?
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[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
nukeboyt replied to alexustas's topic in KSP1 Mod Development
Yes. That's where I put it. Where do you have the firespitter.dll? It goes in GameData/Firespitter/Plugins - - - Updated - - - This fits so nicely inside a 5m volume. Hmmm, what could that possibly mean? -
[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
nukeboyt replied to alexustas's topic in KSP1 Mod Development
That fixed it. Thank you -
[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
nukeboyt replied to alexustas's topic in KSP1 Mod Development
When I right-click on the ERS Crew Module, I do not get any of the buttons shown at 0:48 in the video. All I see if Electric Charge. I've double-checked my installation and it seems OK. I must be doing something wrong. -
The Dev has several other mods, One of them is called KONQUEST. It's still unreleased. They look like they are from there. Check out Alexustas' YouTube page.
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Have you tried the light switches? These from the pilot's seat looking upper left-center And these from the Engineer's Console below the MFD
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I believe that this is correct, and it works that way, but someone who better knows the working of the Mod(s) RPM and ALCOR could probably give you a better answer.
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There is a "Phase Angle" indicator on one of the screens. That works for the journey out to Minimus or the Mun. Burn when Phase Angle approaches zero). For the return trip (from Minimus orbit) you select a target orbiting Kerbin, and then use the "Eject Angle" indicator. Again, as it approaches zero.
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