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Everything posted by Kaa253
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Thanks to all for your interest and replies to my post. I have re-examined my observations and I now have to disagree with some of what I said yesterday. I now believe that the AR202 is indeed only different in that it has code to animate the red/green lights. Adding MJ functionality to the pod part.cfg no longer appears to be responsible for unfocussed ships having or not having MJ control. I have kind of given up trying. Sometimes I get MJ control on the unfocussed ship and sometimes I don't get it. I failed to plan my tests in a way that would produce reproducable and unambiguous results; I got too tired probably. I am currently suspicious about another mod interacting with it but I don't have enough information at this time to be sure. I tried Conti's branch for a while and I may have seen working unfocussed MJ docking control during the time I had that version installed. I may well get inspired and give Conti's branch another shot with a new improved round of tests soon.
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I added the MechJebCore module statement to the part.cfg of all my pods. I now find that this seems to cause all control to be lost the instant that ship loses the focus. For example if there are 2 craft 50 meters apart (well within the physics unload distance) and I switch between ships the ship that lost focus loses direction, thrust and nearly any other type of control. By this I mean all vanilla KSP control (except SAS hold it seems), not just MechJeb control. I am still investigating but it looks like I am going back to using the AR202 part because of this. If I remove the MechJebCore statement and use the AR202 then I can do things like, for example, instruct both ships to SmartASS orient towards each other as target while I observe at a distance on EVA or have the ship without the focus to move in and dock to the ship with the focus. I can only report this bug, I have no clue as to why adding MechJeb to the part.cfg should be behaving differently to slapping an AR202 part on the outside of the command pod. I have tried different dev versions and forks of MechJeb2 and they all behave exactly the same way. Linux 64 bit but I don't think that makes any difference.
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I asked a similar question yesterday as I was having trouble doing this. After much testing for possible problems with other mods, it seems my problem happens because I added the MechJebCore module statement to the part.cfg of all my pods. This seems to cause all control to be lost the instant the ship loses the focus. By this I mean all vanilla KSP control (except SAS it seems), not just MechJeb control. I am still investigating but it looks like I am going back to using the AR202 part because of this. Obviously this is not being caused by kOS but it is causing unexpected behaviour when using kOS. I can only report this effect, I have no clue as to why adding MechJeb to the part.cfg should be behaving differently to slapping an AR202 part on the outside of the command pod. Nope: Ignore all the above. No idea.
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I am sorry if this has been asked before but after reading about 50 pages of this post and searching inside it cannot find an answer. I have just started trying this out and it is very cool however... I thought it let you keep a ship under control as long as you stayed focussed on something within the unloading range (default ~2.2 kms). The first video shows two ships flying together. I find that as soon as I switch to another ship the first one just goes engine cutoff. I am testing with a very simple script basically the same as the launch script in the video. Did the ability to control one ship while focussed on another break with a version update of kOS or KSP?
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
Kaa253 replied to JDP's topic in KSP1 Mod Releases
And I would love this too. I would like it to have the functionality that mechjeb doesn't work and chatterer stops if your craft becomes disconnected. As a Mechjeb user/fan I never really had much interest in the flight computer. -
Is there any new progress on this mod? I have had to stop using it because it has been such a memory hog (yes, I run the batch script clean-up regularly). I cannot find http://forum.kerbalspaceprogram.com/...nd-blog-update where the xR41 version resides since the forum restart. It's a truly great mod, I would love to see it sorted.
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[1.0.X - Experimental] [On Hold] FusTek Station Parts (WIPs on GitHub)
Kaa253 replied to sumghai's topic in KSP1 Mod Releases
@Starwaster & lipatden: Correct. When the part has more than one hatch, which one is the EVA hatch? I do know now, which one is which on all the parts, from doing experiments on the pad. -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Kaa253 replied to AncientGammoner's topic in KSP1 Mod Releases
OK FPSlacker. Interesting information, I am indeed using the 64 bit Linux build. -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Kaa253 replied to AncientGammoner's topic in KSP1 Mod Releases
I am having exactly the same problem as wybe21. Yes, I am using Linux. It looks like a good mod but unfortunately this bug prevents me from trying it out. -
[1.0.X - Experimental] [On Hold] FusTek Station Parts (WIPs on GitHub)
Kaa253 replied to sumghai's topic in KSP1 Mod Releases
Hi, Great Mod! I don't know if this has been said somewhere else already as this is a long thread (as is the case for all the great mods), but it took me a while to work out that each part is limited to just one EVA hatch. In the next update would it be possible to paint the trim on the EVA capable hatch in red rather than yellow, as it is on the Kuest airlocks? That way in the VAB it will be easy to determine which hatch can work correctly with the brilliant IACBMs. Or alternatively, a message such as the words "Berthing End" as appear on the docking module. Keep up the fantastic work. -
[0.22] Extraplanetary Launchpads Legacy Thread
Kaa253 replied to skykooler's topic in KSP1 Mod Releases
I have had some trouble with spawned ships exploding lately. I found that one of the TT18-A Launch Stability Enhancers was spawning in a position clipping the launchpad. In the VAB I rotated the entire ship by 20 degrees or so to get clearance, saved the craft, and then I had no more problems. -
[0.22] Extraplanetary Launchpads Legacy Thread
Kaa253 replied to skykooler's topic in KSP1 Mod Releases
I haven't visited this thread for a while. I have been busy playing KSP. I see some nice new screen shots of the mod in action. I thought I might try my first post of an image to the forum. Here goes... Figure 1. An Extraplanetary Launchpads base established on Gilly with a second launchpad spawning probe taking off to land beside a kerbal stranded on Eve. Rescue successful! (with the aid of the HL Airships mod). -
I love all these ideas! No. 1. A ringed gas giant. No. 2. Comets and asteroids. And No. 3. Whackjob, the Rendevous with Rama idea is insane and awesome (http://en.wikipedia.org/wiki/Rendezvous_with_Rama).
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I installed the KSP demo on my PC and my first launch put a stayputnik into orbit successfully. My second launch had a crew of one kerbal and was over-engineered as it later transcribed. Upon reaching LKO I realised I had enough fuel to attempt a free return around the Mun. When I arrived there I decided to enter Munar orbit. Still there was fuel so the only thing for it was to attempt a landing. I crash landed (I had not equipped the rocket with landing legs) but the kerbal walked away. He became unresponsive after an accident on the surface involving the rocket debris and I thought he was dead. So I uninstalled the demo, purchased and downloaded the full version (0.19). I will never know for certain, what was his name and was he dead or just temporarily unconscious? But I sure had a lot of fun.
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[0.22] Extraplanetary Launchpads Legacy Thread
Kaa253 replied to skykooler's topic in KSP1 Mod Releases
mimblgrimpf and anyone else who is still having explosions and/or built ships appearing at strange places and angles: After I got all the latest versions of this mod installed I still had some problems with any craft that contained a smelter. After many many tests I found that the problem only occured when I built the craft starting with the smelter as the first piece. You must use a regular command pod as the first piece of the craft. The smelter can only be added to your partly built craft by one of its three nodes. After that you can build a smelter craft at the landed launch pad with no problems. -
[0.22] Extraplanetary Launchpads Legacy Thread
Kaa253 replied to skykooler's topic in KSP1 Mod Releases
Skykooler!!! The mod now ROCKS! Version 3 is so much better. No more explosions... YES. The "fluffy" rocket parts are perfect, I love them. Do NOT listen to people who want to change them back. Maybe OK if they want to use debug = true but then how is it different from hyperedit (or whatever its called). No more building giant rockets from a few tiny magic pellets in 10 minutes, this is much closer to believable. Thank you, thank you. Taniwha: Thanks for fixing the spherical tanks resizing problem, awesome. Those tanks are really cool and the large size is perfect for rocket parts. I will next be trying to send a small size tank full of Minmus mined metal to Duna with the aim of bootstrapping an EL base there. Well done Skykooler and everyone who has been coding and playtesting this mod. ps. The out of control Launch Pad 2 someone reported... I got that a couple of times too. Then I realized it is the new 0.21.1 reaction wheels system doesn't allow you to control spacecraft orientation when you let the electric charge drain to zero (duh). -
[0.22] Extraplanetary Launchpads Legacy Thread
Kaa253 replied to skykooler's topic in KSP1 Mod Releases
taniwha: All your small and medium spherical tanks foe EL transform into the large sizes when I go to launch. I think it is not just me? The hemispherical versions are fine. -
[0.22] Extraplanetary Launchpads Legacy Thread
Kaa253 replied to skykooler's topic in KSP1 Mod Releases
taniwha: I am using Orbital Construction while I wait for the explosions fix. I also very much prefer EL's concepts. In fact I am using the ore->metal->rocket parts system from EL and then just using Orbital Construction to float "constructed" ships down onto an HL launch pad. So for now I am simulating EL behaviour just to avoid the big bang. The side effect is I am constructing unwanted fully fueled and sometimes (when I forget to unload the kerbals) fully crewed ships. -
The Linux compatibility thread!
Kaa253 replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
BigFatStupidHead: I consider that fix mandatory, not just "relevant". I can run a clean install vanilla KSP without the fix but that is about all. To use any mods I need the fix. Kubuntu 12.04 64bit. -
[0.22] Extraplanetary Launchpads Legacy Thread
Kaa253 replied to skykooler's topic in KSP1 Mod Releases
I also felt the need for densities that just felt more sane. I rescaled all the hexcans up by a factor of 8 but they still hold the same masses. Now I find in practice that I am using the smallest sizes the most. So taniwha's suggestion that it is best to decrease the amount each container can hold is probably more sensible. One large container with 212.5 tonnes of rocket parts builds a Jool V class heavy lifter, which is total overkill (my launchpad is on Minmus for now). I haven't measured it very carefully but it seems that the workshop, smelter and auger (the auger is the limiting part) combination can produce enough rocket parts to build a Jool V heavy lifter in about 3 hours. Seems a bit unrealistic, and the game does have the ability to accelerate time. These times are very short, I am not in some kind of debug=true mode am I? -
[0.22] Extraplanetary Launchpads Legacy Thread
Kaa253 replied to skykooler's topic in KSP1 Mod Releases
Yes please, make the explosions a priority! I really appreciate your work on this. At the moment it is almost possible to launch a kerbal sitting in a command chair directly into Minmus orbit by ship-spawning-partly-inside-the-launchpad generated explosion alone. -
[0.22] Extraplanetary Launchpads Legacy Thread
Kaa253 replied to skykooler's topic in KSP1 Mod Releases
Very promising mod, thank you skykooler, keep up the great work! I have been wishing for something just like this. I look forwards to the explosions being fixed and I am also getting all my new ships fully fueled up. I would like to see some power (electrical?) and time costs for recycling and it would be appropriate to have to wait for some assembly time at the pad as well. I think the idea of having some parts more like the size of silos is also warranted. 200 tonnes of rocket parts in one little package is too easy. -
If you use the kethane mod to source fuel off-world and have ships coming and going into the Kerbin system from interplanetary space (sometimes returning with full tanks) then it makes sense to have a fuel dump station in a high orbit well outside Kerbin's deep gravity well. I have a refueling station high above Minmus' kethane mining fields. From there it requires little delta-v to break free into a Kerbol (solar) orbit. I use the high Isp LV-N atomic motor and ion drives a lot. I have been running pseudo "Buzz Aldrin" cycler trips between Kerbin and Duna. Sure, there are roleplay reasons for all of this, as currently fuel is still "free" at KSP launch centre. I like the idea of a kerbosync orbit station very much but I have always had problems with drift. Thanks for the tips SkyRender. I will try it again.
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I have had the same issues with mechjeb since upgrading to 0.21 and I am not using FAR. I believe it is caused by mechjeb not being well tuned for the new attitude control system. I notice it particularly when the balance of my craft shifts as 2nd stage tanks are getting below half full. Typically I am around half way through my gravity turns at this point. As others have noted before me, limiting acceleration, adding more reaction wheels and keeping the nose in very close to the prograde marker (I use bursts of RCS for this) will all help to solve this problem for you. I kind of like the change as Hovis puts it the "Massive Power Blitz" style is not as successful as before which I think adds realism. I have never tried Ferram Aerospace, meybe I should...
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The Linux compatibility thread!
Kaa253 replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
It seems that I should now post my latest information on getting KSP to startup here as some threads in support have been archived. Yes, I am using Kubuntu 12.04 which is not completely vanilla Ubuntu and yes, this problem applies only when more than 2 or 3 mods are installed so it is not an issue for the unmodded game. However I want to report that, the fix described in the thread http://forum.kerbalspaceprogram.com/showthread.php/33232-Linux-version-does-not-start-unless-some-files-are-removed still works for me with the same positive effects now I have upgraded the game to version 0.21.1