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KerbMav

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Everything posted by KerbMav

  1. The flight computer probably just queues the commands and adds the signal delay as a minimum delay?
  2. And I am one happy little rabbit about not living in such times - although we have our own pile of pooh in front of us ... I will send them some homemade cookies to celebrate with. When did "But we landed on the moon!" turn anything for the better? The only thing I hope for, is that at some point humanity will overcome this petty bickering and throwing bombs (handcrafted, industrially produced or printed) all around the globe and act as one collective - be that here on earth or out there in space.
  3. Weather is a bitch - and living surrounded by hills in a river valley sucks - but I possibly wouldnt know where to look anyway, I only ever manage to identify the big wagon - which is called Big Dipper in English as I just learned/googled!
  4. As of now you are all talking about different situations with different assumptions. Funny to read though.
  5. Actually, I had the exact same thought lately.
  6. But it is all around the news!
  7. For me its simply pressing F3 to often ...
  8. Do the ports of the mod never work or is it just the one and only you have tried out yet? The undock bug roots in the game itself and can strike any time/under as of now not completely certain circumstances.
  9. You might want to run and hide after that statement of "wasting" 16MB of precious mod space! I think the draw time of the map is purely show and could be done faster. But as I understand it, the mod knows which part of the planet has been scanned and which information is available. Updating the map as you go would be more CPU demanding though. But a question of my own: How many active scanners are healthy to use? I activate the map tracker part of the MODULE on every probe/pod, so that everything keeps scanning at all times - can this kill anything?
  10. Hopefully the hybrid engines in .23 wont make it less of a challenge ... ?
  11. Edit the cfg file in the RT2 folder, set delay from TRUE to FALSE. Edit: Or True to False - mind the capitalization.
  12. @ECLSS: It is still in development really, performance issues are being worked out and it has not yet been balanced regarding supply quantities in tanks etc.
  13. Landing on anything without an atmosphere is a challenge. You could set up maneuver nodes, the last on right above the surface to go for a suicide burn just before touch down and then burn up at a throttle setting that might let your probe land slow enough to survive. To time all this right, to get the right throttle to cushion the landing and to null all horizontal movement ... yay. I think this will only really work after KOS integration, when you can define altitudes etc.
  14. Please take a look at the dishes stats. Keep in mind that Minmus orbits Kerbin at about 40 Mm (Mega-meters - 1,000,000 m) - to reach Duna you need quite some Gm (Giga-meters - 1,000,000,000 m). Rule of a thumb: The longer the range of a dish the narrower its cone - unlike the omnidirectional antennas the dishes can only connect to either a. one other vessel targeted directly or b. any vessel orbiting the targeted planet/moon and inside the cone. As the cone is really narrow on the long rang dishes, the satellites around Kerbin will most likely not be inside the cone most of the time, at least until you are further away.
  15. Noticed it wasnt and so did so and added KAS to the techtree. Launched a refueling ship to rescue my failed Minmus expedition - only to notice after I got it into orbit and was about to start rendezvous burns, that I could have just enabled fuel transfer for the fairing base between two tanks and start off right away ... Didnt go far, stumbled over a bug that crashes my game repeatedly ...
  16. Deleted every mod/dll/cfg - just kept the parts to be able to load my save. It is not instantly crashing, but F3 still does the job. https://www.dropbox.com/sh/aphyeayphuodg8m/wUnLVXydzZ Will try a clean download of KSP tomorrow, but calling it a night for now. Thanks for looking at it!
  17. If you are using parts from mods, they may not have been added to the RT2 family. Open the .cfg files in RT2 folder and copy a section for a pod, change the name in the copied section to the one you want to add.
  18. Nah, just the bare necessities! What I can tell you rightaway is, I just updated PreciseNode today. Copying game, removing RT2, be right back. Edit: https://www.dropbox.com/sh/vzw67gwr0wo5xhd/PxseRT-H-T It seems to happen almost instantly after pressing F3 F3 F3. Edit2: Reinstalled RT2, removed KAS (added parts only today to techtree, but vessel had no KAS parts even) - pressing F3 repeatedly crashes the game. Edit3: In a last attempt I reinstalled KAS and removed SCANsat - F3 crashes the game when pressed repeatedly. https://www.dropbox.com/sh/fksx2zyg3mtj4eh/D7-oGgGdlp
  19. Here are some error logs - the game crashes while setting up precise node - may be coincidence, but I have to start somewhere - I just cannot read logs. https://www.dropbox.com/sh/7le2atlmmic8xdd/h2GL9rmjqw https://www.dropbox.com/sh/cuvlm2ru87wkgih/RiiPD5C0DW
  20. I am not sure if the node button realigns after the first burn for the next node to automatically do the next burn. What it can do, is align to a heading (90,90,90) - can this heading be displayed in PreciseNode? But I think I will test the flight computer a bit more before I burden you with unnecessary work!
  21. Does this command work everywhere, no? The MODULE must be programmed to use it, yes? Damn? @PART[*]:HAS[@MODULE[ModuleCommand]] { //enables SCANsat MapTraq on all pods and probes// MODULE { name = SCANsat sensorType = 0 fov = 0 min_alt = 0 max_alt = 0 best_alt = 0 power = 0.05 } //and let it be active// @MODULE[SCANsat] { isAlwaysActive = true } }
  22. Almost forgot: At least one more category of ships for the map: satellites - to distinguish from actual probes.
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