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Scorptrio

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Everything posted by Scorptrio

  1. Combining locking the hinge, rigid attachment, setting a horizontal deploy limit, full dampening, and grandparent autostruts for all parts involved, seems to do the trick, and the blades no longer flop around. Thanks. (Maybe some of the settings can be changed and it will still work, but it didn't work without the Grandparent Autostruts, so leave them on for sure.)
  2. I also turned Dampening up all the way, which helped a lot, but didn't solve the problem. I'll report on triple grandparent part autostruts shortly. (Blade, Hinge, Rotor all set to Grandparent.)
  3. I have tried many things, including locking them and setting upper or lower limits (which makes it better, but only in one direction: lift or anti-lift.) I will try both locking and grandparent autostrut together, as you suggest. I am eager to try foldable, stowable rotor blades on the other planets. Thanks!
  4. If this has already been addressed on another thread, please direct me over there. Thanks. I have built several working helicopter and helicopter-like craft in KSP since getting the Breaking Ground expansion. After building a rotor propelled, tall design for a craft that works well on Kerbin, I wanted to take it to other planets with atmospheres, like Duna, Laythe, and Eve, to see how it would work in those environments. I added hinges to the rotor blades, so they could be folded down against the vertical body of the craft, so the whole could easily be stowed in a cargo bay or rocket faring. After setting the rotor blade hinges in operational position, and bringing the motors to full RPM, and increasing the angle of the blades to generate lift, the forces bend the hinges upward and the craft becomes unstable, does not fly, and tears itself apart. I have tried various combinations of autostruts, rigid attachment, locking the hinges, disabling the hinge motors, and other things, but I can't seem to make the hinges truly lock in the zero degree position, so that the rotor blades remain perpendicular to the motor at full RPM and reasonable AOA. It would seem that the stock hinges are useless for folding rotor blades down for transport and then deploying them when the craft is operated. Is there a way to make the hinges truly locked and rigid, even under aerodynamic force? Questions? Comments? Observations? Criticisms? Solutions? Thanks!
  5. I'm waiting patiently to play 1.6, especially to get some perfectly placed rover wheels on the new pod, but for that, EER is required. I hope that this mod is in the process of being updated, and wonder if there is any help that can be offered. Do you have a Patreon? KSP without EER is just so limited, without the methods to make amazing designs with perfectly placed parts. Thanks for keeping the mod up to date for previous versions of KSP, and I hope that it gets at least one more update, as 1.6 fixes the horrible part attachment lag that made 1.5 so frustrating. The devs of this mod are greatly appreciated, and I probably would have stopped playing KSP if this mod hadn't been updated all along, and the day I quit KSP will probably be the day I hear this mod won't support the latest version of the game.
  6. I do not own the new DLC. I missed the deadline by a few weeks to get it free, and will probably pick it up in the near future, especially if there is a patch for it. I'm not much of an early adopter, as the latest versions tend to break my favorite mods until the mods are updated. I was previously unaware of the 1.4.2 patch and was using the latest I had, which is 1.4.1. I am downloading the latest version now and will report my results. Maybe I should be more of an early adopter when it comes to watching for minor updates! (patches) I love this mod and have devoted entire sandbox games to planting a flag at every new base and setting up a relay station at every dish I find (without using any default ground stations and using strict communication settings, so I have to set up my own ground network.) I also use the Scan Sat mod, to map Kerbin and locate the anomalies and plant flags at all of those, too, and I do not visit any base that I haven't already scanned from orbit, as if they have to be discovered before they can be visited. I also have a strict RTB (Return to Base) policy, and do not allow any craft or Kerbal to be recovered unless it is very close to a base, at which point, Kerbals will have to depart from that same base to get anywhere else. I've had to build amphibious recovery craft to tow other craft back to base for recovery, and that's added a whole new dimension to the game that wouldn't be possible without all the new bases and having to open them for them to be used. Thanks for all the hard work and artistry, and I'm really looking forward to the updated version with new models. More coastal ports with water launching for boats and sea-planes, please and thank you!
  7. I have been testing the latest (beta) release for KSP 1.4.1. It seems to be working well except for one thing. When launching from the SPH, no matter what launch site I choose, the second launch from that site will always be from the KSC Runway. I've tried everything I can think of in the Kerbal Konstructs menu to try to get my second launch to be from the latest runway. I can launch from a new runway, but when I try to launch from the one I already launched from, it launches from the KSC every time. Restarting the game lets me get a launch from the base I want, then launch a craft from the destination site (I'm hopping site-to-site, deploying communication relays,) but the next plane I try to launch from that same site, to fly on to the next base, it always ends up on the KSC runway. Could this have something to do with the new official support for multiple launch sites? Thank you for a great mod, and I'm looking forward to the new version with updated bases and compatibility with 1.4.1. P.S. I'm not sure if this will happen from the VAB, too. I'll do some tests on that later. I've been flying exclusively from Runways and the KSC launch pad in this Sandbox so far.
  8. Well, it took me six hours, but I built a flying snow plow truck, and shoveled/shoved the part up the Mk. 3 Cargo Ramp. The Rovemax Model XL3 clips through the middle, horribly, making it hard to get into the bay, which it barely fits in. I called the recovery ship "the whale" because it would open its maw and chomp down on the rover wheel. I could not use any time warping except physics warping up to 4X, or the part would slide through the bay. It would have taken almost 3 days of real time to get it back from Minumus at that rate, so several times I went back to the Tracking Station and used Time Warp there, until I saw the icons for the part and the ship drift apart, then I would have to go back to The Whale and swallow the part again. After 6 hours building, flying, and returning the craft, the mission was complete. You didn't think I'd abandon a mission just because it's impossible due to a bug, did you? Here are some screen shots of The Whale and the flying snow plow truck in its bay. I took an Engineer along in case the wheels broke. The Whale The rover wheel clips through the center, making it very hard to get in the bay. At least it stays put when it's chomped down on.
  9. Just for clarification, I'm using an unmodded 64 bit KSP 1.2.1 running on Windows 7 professional 64 bit OS with 16 GB of memory. On an unrelated topic, one that deserves its own thread or a comment on an existing thread, I have been able to almost completely eliminate the garbage heap collection (Unity memory housekeeping) stutter on my system, though I still have to restart the game if I've been playing it for several hours straight and the stutter/jitter comes back. First of all, I don't have any non-hardware related services or startup items enabled on Windows, at all, and have disabled all non-Microsoft scheduled tasks and anything else that could be using memory for no reason. Then, I use two free utilities to free up even more memory by stopping services that aren't needed for gaming. Third, and most important, run KSP in a frameless window (fake full screen) instead of full screen. Not only does this greatly improve the lag time from Unity's garbage collection, it completely solves the GPU overheat problem when KSP is running in the background. I'm even able to stream Netflix in HD and have browsers with several tabs open and be playing KSP with almost no jitter from Unity's garbage collection. I hope this helps someone and I'll look for a more appropriate thread to post it on.
  10. Thank you, good Sir. I have tried multiple experiments with these two parts and after hundreds of tries with several different test rigs and crafts, I have been unable to grab the big RoveMax wheel at all.
  11. KSP 1.2 gave me a campaign contract to recover a part from the surface of Minmus. I lowered the orbit of my survey scanner probe until I could get a visual on the part, and discovered that it is a RoveMax Model XL3 large rover wheel. My retrieval spacecraft reached the site, and is more than adequate to the task, but hours of trying to grab the object resulted in no joy. I built a test-rig on Kerbin, which dropped RoveMax XL3 large rover wheels onto a platform of dozens of advanced grabbing units, and they always come to rest on top of multiple AGUs, sometimes even bouncing around on top of the AGU's, but none have ever been grabbed, not once. The experiments lead me to believe that this part can not be grabbed by an AGU. I searched around the forums and web, but didn't find any information on this topic. If the part in question can't be grabbed and it's supposed to be that way, then the game shouldn't offer contracts for that specific part to be retrieved. I suppose it's possible to make a "scoop and hook" craft to take the wheel up to orbit, but I wouldn't be able to use any time compression for the whole mission back to Kerbin's surface. Has anyone else encountered this? Is it possible to grab the rover wheel with an AGU? Any suggestions or solutions are appreciated. Thanks.
  12. I've downloaded the Kerbal Cities Pack from kerbalstuff.com There don't seem to be any installation or configuration instructions anywhere for this mod. I tried the standard method of installation (copying the hogrun folder into the Gamedata folder) and the game parses the files as it loads, but no cities appear in the game. I've seen videos of Scott Manley and other players using this mod, so it must work at some point. I've tried putting the hogrun folder in other locations, where it usually parses the files on load, but again, no cities appear in the game. I tried CKAN and the mod doesn't appear in the list, and I've been unable to find the netkan.exe utility to build a custom metadata file for CKAN to use this mod. If anyone has had experience troubleshooting this mod and can offer help, it's very much appreciated. I've never had problems installing and using any other mod, ever, so if I'm doing something wrong it's not immediately apparent. Thanks.
  13. Thanks guys, and well done. I've finally been able to see how someone planted a flag on Eve and came back, without using cheating mods. I really like your vehicle configurations, Kuzzter, they look slick.
  14. Velocity and Jouni, thank you very much, those are some great posts with a lot of good information and examples. It's much appreciated.
  15. I've examined most of the videos and screenshots from those who have completed the "Eve Rocks Challenge" and none that I have seen meet the criteria of my original scenario. To wit: "I haven't been able to find any videos of anyone who has landed on the surface of Eve, planted a flag, and returned the crew to Eve orbit in the *stock* game. I've seen people use mods that make it easier, outright cheat, or use over powered sci-fi type parts, but never in the *stock* game. ‣ A video of someone in a recent version of KSP, using stock parts and *no flight consequential mods,* showing a mission that plants a flag on Eve or Tylo, and returns to orbit." All the Eve Rocks Challenge finishers that I've examined, rely heavily on flight consequential mods to essentially fly the craft (play the game) for them. If there are examples of an Eve surface (plant flag) return with no trainer mods and no aim-bot mods, I've still yet to see it, despite use of my favorite search engine. Thanks for all the advice on Tylo, I'm still working with a fully stock game to complete this for both destinations, but I've learned a lot from the postings on this thread, especially that smaller can be a lot better than bigger. Thanks again.
  16. Thank you; this is the kind of response I'd hoped for. It looks like I'm going to have to go bigger and more stages, to get back home from those desolate places. Some of those craft that did the mission are very impressive.
  17. Hello Kerbal universe. I have been playing KSP since it came out on Steam and I've been having a lot of fun over the many months, setting new challenges for myself and developing the craft to succeed at them. In both the campaign and sandbox, I've landed crew on the surfaces of all the planets (that have a surface) and all the moons, both in the stock game and with selected mods. I'm very confident in my ability to put any size and type payload in orbit around, or on the surface of, any object in the Kerbol system. With the exception of two places, I'm also confident that I can return the crew back home after their long journey! I've not been able to return from the surface of Eve or Tylo. I'm working with the Stock game for now, as I'd like to be able to accomplish this without any mods that make it easier, and obviously favorite mods like Ferram Aerospace Research and Deadly Reentry make it more difficult for Eve, when used together. I can get a large, fully fueled craft to the surface of Eve, but it doesn't have enough power to return to orbit. If I give it more fuel, it makes it too tall and it tips over when it lands, or too fat, which increases the drag on the return flight. To make things even more frustrating, I haven't been able to find any videos of anyone who has landed on the surface of Eve, planted a flag, and returned the crew to Eve orbit in the stock game. I've seen people use mods that make it easier, outright cheat, or use over powered sci-fi type parts, but never in the stock game. There is a single video from Scott Manley, in an early version of KSP, where he lands on and returns to orbit from the surface of Eve (probably in a stock game, as he doesn't mention any mods) but he never plants a flag there! It's interesting that Eve and Tylo are so opposite: you can use parachutes to get a fully fueled craft to the surface of Eve, but can't use parachutes at all on Tylo. On Tylo, there's no atmosphere in your way to get back to orbit, but on Eve there's so much of it, most of the fuel you need is just to get out of the thickest part. The Tylo lander I built gets there just fine, but is almost out of fuel when it does land, with not enough to beat Tylo's gravity on the return. Can anyone please point me to any of the following? ‣ A video of someone in a recent version of KSP, using stock parts and no flight consequential mods, showing a mission that plants a flag on Eve or Tylo, and returns to orbit. ‣ A craft, using only stock parts, designed to land and return to orbit from the surface of Eve or Tylo. ‣ Advice on how to design and/or fly craft to accomplish the mission of returning from the surface of Eve or Tylo. Maybe what I'm looking for is already out there, and I just haven't been able to find it, so links are helpful. Thank you very much, to anyone who can help. I'm looking forward to leaping these last two monumental hurdles in KSP before the big 1.0 release.
  18. I really appreciate all the work you are putting into keeping this mod current. Back in the early versions of KSP, before there was Editor Extensions, or at least before I knew about it, I would actually save my design, exit out of the game, toggle vertical snap in the cfg file and get back into the game to continue working, then repeat the process. Vertical snap is the most valuable "gizmo" they could have, as it is perfect for so many things like lining up radial decouplers and boosters, centering parts on structural elements, getting the launch clamps into the perfect places all the way around, placing stage separator motors so that they are balanced, placing RCS on symmetrical probes or just needing to keep the center of mass on a sub-assembly near the center etc. and if you want perfectly placed multi-symmetrical onion or asparagus staging, it's a must. All my rockets fly true when they are based on vertical snaps, and I wouldn't want to build ships without them. Keep up the great work, it is really anticipated and appreciated!
  19. I have the latest version from Curse, and I even tried running KSP from the C: drive, in its "native folder," hoping that maybe having it on the D: drive, was the cause of the problem. I still get no indication at all that the plug-in is installed at all (it is, and correctly.) If anyone has any other ideas, I'm all ears. Thank you.
  20. Hello, and thank you for writing this mod. It's great when a game can use the LCD screen on the G19 keyboard. However, I haven't been able to get it to work, after carefully following the directions and even trying it on a clean install of .24. I am using Windows 7 Professional 64 bit OS, but running the 32 bit version of KSP. I do not see the "Initializing" message on the LCD, and the GHud program doesn't appear in the LCD's "Switch to Program" menu. However, it does appear in the Programs list in the Logitec LCD Manager program, where it is check-marked to be Enabled. I even tried disabling all the other programs using the LCD, to avoid conflicts. I've tried everything I can think of, and I'm sure the files are in the right locations. I tried it on .23.0, but got the same results. I'm very stumped, as all the other KSP mods and LCD display programs are working. Thank you for any help anyone can give, to get this mod working for me.
  21. After seeing a video, showing a small aircraft carrier in Kerbin's ocean, I went looking for other water craft on the Spaceport. I found an excellent stock craft called The Unsinkable III by Razgriz86er. It's here: http://kerbalspaceprogram.com/unsinkable-iii/ I was at the point in my campaign where I was sending probes to Laythe's surface, and wondered what it would take to get a boat safely to Laythe's ocean. I added an escape system, some more struts, and parachutes to the Unsinkable, and built a mounting beam to attach the boat to my interplanetary launch and transit vehicle, and got the ship to Laythe's orbit on the first try. (This was done with all stock parts, no plug-ins, no ad-ons, no mods, no cheats, no file edits, no debug menu, etc.) After a few attempts at de-orbit and splashdown, she was safely cruising the oceans of Laythe at 312 MPH (140 mps.) Here are some screen shots. I'd like to see other people's solutions to taking a water craft to Laythe's oceans. Many thanks to Razgriz86er for his stock jet powered ocean liner!
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