Benie
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Everything posted by Benie
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[0.20] ModuleManager 1.3 - for all your stock-modding needs
Benie replied to ialdabaoth's topic in KSP1 Mod Releases
Ok, cool. I will try this and see if it works. -
Oh neat. I can definitely see this being useful.
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[0.20] ModuleManager 1.3 - for all your stock-modding needs
Benie replied to ialdabaoth's topic in KSP1 Mod Releases
Ok. I read somewhere that someone managed to hack a Hooligan Labs Airship to go higher. I'm having trouble trying to do so with ModuleManager. Basically, I set the 'Una' Airship to have 50.2 volume, and only that. But when I do a test (Core + Una Airship), one thing is the GUI doesn't show up. The next, when the physics kick in, it goes skyward on its own. It literally launches by itself, like a rocket. It climbed to an altitude of 247km out of Kerbin, at a surface speed of over 1200m/s. Not sure if it's even caused by this thing, but.. this is what I currently have in my little "script"; @PART[HL_AirshipEnvelope_Una] { MODULE { name = HLEnvelopePartModule envelopeVolume = 50.2 } } Any help would be lovely. I'm using the 0.20 version of the Airship mod. I also have another question. When making these custom scripts, do they have to be in the same folder as what you're editing, or can I put it in /GameData/MMScripts/ and still have them load? -
The "You know you're playing a lot of KSP when..." thread
Benie replied to Phenom Anon X's topic in KSP1 Discussion
Walking: "Whew. I'm sweating a lot. I should take off my clothes. Might help my Delta-V". -
I don't get it. Are you "laid off" or have you just been taking a break? I was never on the forum/involved in the community during this. I'm the moderator of a Minecraft server; and well-respected too. But KSP got me bored with that game. So I've just been taking an extended break from that server. The reason I say that, I'm wondering if it's been similar to you; something else making you bored of coding and taking a break.
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I do admit, MechJeb doesn't see what is a "pinpoint landing". I did a "test" (well, trying an idea to use Hooligan Labs Landing Pads (the 8x8 ones) at scattered locations on Laythe). It always lands about 80-90m away from where I want it to. As for your problem, hate to say this, but it's saying your rocket design "isn't good enough". I've only had a few botched MechJeb landings, and that was either because it was trying to constantly set its angle of approach (while landing) and not doing the final approach burn to slow it down and coming in too fast, or it spinning end over end when it tries to set the angle of approach. Both had to do with the design of the rocket. And I am using Build #69.
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I'm actually not surprised to say the least. DayZ is a very popular mod. I've never played it because I'm not really into zombie survival games (except L4D, but.. ehh). Just heard of its popularity.
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*hugs 0.20* Seriously, though. I don't think this means MechJeb is useless. Hopefully the author will look into these issues when he has time, and release an update. MJ still has dev builds. Have you checked those?
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I had Jeb stuck in a rocket, of me failing to get to an orbit around Eve. Back then I knew nothing about the planet or how to do a capture burn. Brought him back to Kerbin, since he was costing KSC a lot of money.
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How do you locate the Easter Eggs now?
Benie replied to lammatt's topic in KSP1 Gameplay Questions and Tutorials
Wha..? This wasn't mentioned in the patch notes. -
I'd like to see more optimization (KSP taking advantage of what your computer has). And of course, for rovers to have a purpose instead of just transportation and hauling.
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Possible to get IVA of Hitchhiker Module to work in 0.20?
Benie replied to Benie's topic in KSP1 Mods Discussions
I just want to know if anyone has done it, and even if it's possible to do. EDIT: I guess not, as no one has replied. -
They work fine for me in 0.20, when I learned how to use them. The struts only show the blue line if they're attached to another part, be it KAS or a Docking Port.
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Hmm. I had thought of that. Thought of just starting with a docking port, and then attach. But since most connector nodes are Top and Bottom, I can't attach anything to the front of it, as there's no horizontal connector node. I'm basically talking this. A standard part has nodes like this: + (pretend this is a box, aka a part like an RCS Fuel Tank, or an ASAS Module) + I need them to be like this; + +(pretend this is a box, aka a part like an RCS Fuel Tank, or an ASAS Module)+ + Having connection nodes on the sides. Just one is all I need, then I can build the rocket and have the docking port as the root part. But I know nothing about how to use Unity, and I tried doing this with two truss pieces (by editing their .cfg files), only for them not to show. I made a thread about this in the How To section, but I haven't gotten the help I need.
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All I care is for rovers to have more of a purpose. Another feature I would love to see, and actually would be cool if it was a mod, the ability to turn off certain nameplates. An example is using MechJeb to land at my Duna Base. I'm scared I'm going to land ontop on one of my habitation modules. Thinking of using Hooligan Labs' landing pad. But I want it to be near to my base. By turning off all of the nametags except the landing pad, I'll be able to land perfectly.
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I'm surprised this hasn't turned into a flame war yet. But first, a story. I was all "I don't need MechJeb! I can fly this rocket perfectly without it!". But trying to rendezvous manually with my space station caused more rage than my body can handle. I managed to get somewhat close, but couldn't slow myself down fast enough to match the velocity of it. Then I got MechJeb. It's a godsend. It's saved me a lot of grief and rage. I'll never go back.
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Well, again I can't get just the Docking Port to be the 'main root'. I'm hoping the "select root part" feature gets added soon. All I can do is take the port off as the main root, but that serves no purpose, as I want the entire rocket to come with it, and snap like that. Let's say I'm trying to get something I made in the VAB, and placing it in the SPH and expecting it to connect with the other docking port. The fact hardly any stock parts have horizontal connector nodes, I.... hate this editor. Of the rocket in question, the docking port is facing 90*, as it's supposed to dock with a ship in orbit (by laying on its side). It's attached to the ASAS module, which is under the probe disk. I'm able to take everything under that disk, but the front of the ASAS module is now spotted as the main root instead of the docking port. I was hoping Subassembly Manager would come to my rescue. Unfortunately it didn't.
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Ok. I tried setting the decoupling force to high. Still not popping off. But my payload definitely isn't strutted down. I will try this. EDIT: It was the struts I had attached from the exterior of the fairings to the rocket. I removed them and tried it again, and the fairings popped off beautifully. Not to mention, strapping down my cargo actually helped stabilize the rocket in space. Time for more testing. Looking good so far.
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To change something that everyone's been used to for months, just because it's more realistic, feels wrong. We weren't even warned about the fine print behind the "cheat mode" ASAS. That's why everyone has been upset. Why couldn't they had made it an option for the future Career Mode, that you have to use this newer ASAS? That would make much more sense. Just my 2c.
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Wow. That's actually a very good idea. I can show off my first ever legit rocket, that got Jeb into Kerbin orbit for the first time in 0.20.
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I seriously need to try this update. I'm curious how rovers will behave with reaction wheels; like my Speed Rover. Also kind of scared to see the results as well. But in one way I'm glad I was wrong for once. Looks like not all developers are all "don't like it? Tough!". I'm glad SQUAD isn't one of those. I now have respect for them.
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Ah, neat. Thanks, dude. Hmm. I must being doing something wrong. The fairings aren't separating when staged. They stay glued together. Perhaps another picture would help: So as you see from my staging; Stage 5: "Get off Kerbin and get to the planet" stage. Stage 4: "Prep for landing approach" stage. Stage 3: "Separate rocket from airship" stage. This is used when I hit 100m/s after aerobraking. Stage 2: "Pop off fairings to reveal cargo" stage (not working) Stage 1: "Remove rocket/fairing support truss" stage. Stage 0: "Propeller on airship" stage. I had Stage 3 and 2 together, and the fairings sat on the top of my airship, not popping off. So I'm utterly confused.
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Ok. I'm trying out the fairings. Good news, they work in 0.20. Yay! Bad news, some parts stick out through the fairing (aka in the picture below, the bottom of the ladder, and the fins of the propeller: Here's it with the fairings on. I'm using the egg-shaped fairings: Will this do anything to my cargo/rocket?