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Sirrobert

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Posts posted by Sirrobert

  1. Absolutely no surprise there. Ven rebuilt a lot of those parts completely from scratch and they're not necessarily compatible with their stock counterparts. Many are not, either going so far as to be geometrically mismatched with other parts that would have matched up with the original stock version, or being outright incompatible with mods that are otherwise compatible with the original stock version.

    Welp, I learned something. I did notice they looked so much different, that's why I got the hunch.

    At first I just asumed it was a retexture

  2. EDIT: after a hunch, it turned out that Ven's Stock Part Revamp was the cause. So turning this into a PSA: these 2 seem incompatible

    I'm just starting the game again, installed the mod, and having some significant problems.

    Basicly, with RealChute installed, the regular chute doesn't work (without, it works like normal)

    More indepth: The game detects the chute as regular, but it doesn't show up in the staging list (and thus can't be used regularly).

    It is still possible to right click on the regular Parachute and click deploy, but nothing comes out (and the craft does not slow down at all).

    I asume the problem is caused by some conflict, but can't for the life of me figure out what it could be (and I'm not really in the mood to restart the game 40 times trying to find out). If anyone has any idea what the problem could be, it'd be amazing.

    Screenshots: http://oi62.tinypic.com/ao0zkh.jpg (note the chute ontop, but not in the staging bar)

    http://oi59.tinypic.com/dwdyma.jpg (right click menu shows I clicked on Deply Chute, but no chute came out. Screenshot taken after the rocket had already bounced on the engine, but before that there was no chute either (crash at 50m/s or so))

  3. You have to remember that 50m/s is 180 KM per hour. That's REALLY fast for a rover

    You are aware that's what pretty much every real-world car capable of going 200 m/s looks like, right?

    That said, somebody got a lawn mower to go 50 m/s, so your rover really ought to perform better at that speed.

    Someone's confusing m/s with Km/h

  4. So we did some math and determined that if all of our downloads had been through Curse we could have gotten $100. It's not a ton of money but it is a bit more than seven cases of Full Sail Session Black (my favorite beer). It's not that we don't love all of you, but beer fuels mod development. So by buying beer with mod proceeds we further the cause of BoxSat development and enjoy tasty beer.

    Sooo. Would it help if I go download Boxsat 50 times from Curse now?

    I'll also be drinking a beer on you tonight. It wouldn't help you get beer, but I'll be drinking beer. So in the end, everyone is happy.

    On that note, I didn't even know that mod authors get paid for downloads through Curse. That's awesome. Go Curse

    And finally a question: CKAN has boxsat prototype parts. The OP doesn't say anything about that, what is it? Or am I blind again?

    But some of us dislike using curse for many personal reasons and would have no access to your fantastic mod without a mirror it would also be helpful as a backup for you

    Do you really hate Curse more than you love some mods?

  5. Sounds like you are only getting science from 'recover vessel' part.

    There are dedicated science instruments (in the science tab in the VAB), and you can do a crew report in crew capsules, which yield science. Right click your crew capsule in flight.

    In case you get lost, always remember that you can right click parts to activate/control them

  6. Thanks for all the tips. I somehow managed to actually seperate, land, do science and aaaallllmooooost return to the second stage before I ran out of monopropellant for RCS... Then I ran out of MP for the second stage... So thankfully due to some wasteful design I had both the lander and the second stage return home seperatly where they both survived reentry. I got enough science off that one mission to get all of tier 4 and some of tier 5 :)

    I thought I would need a lot more dv to get home.... but I did it with remarkably little...

    Yes, it's very cheap to return.

    Essentially, all you have to do to return is cancel out your orbital velocity relative to Kerbin, and you do that by escaping Mun SOI in the right direction.

    Offcourse it's a little more tricky now that we have rentry heat, but that's what shields are for.

    Congratulations on a succesfull mission

  7. While it may be possible to design a rocket that can leave Eve for Gilly, will you make enough money from the contract to cover the cost of that mission and make any kind of a profit?

    For contracts like this, it's not about the money anymore. It's about the challange. It's about proving the computer that you are better than it, that impossible contracts don't scare you

  8. Are you by any chance running the latest CKAN-nightly build? What are the MainWindowPos values in the <KSP root directory>/CKAN/GUIConfig.xml file?

    No, I was running the latest release version.

    I had a few other problems with the instalation though, so I have since nuked the entire KSP folder and freshly downloaded everything, and it works again.

    Maybe a little impatient but problem solved I guess

  9. First of all, thx for making that mod! Great addition to the game.

    I ran into some problems that were not stated yet.

    -when I reject a mission and leave the mission control building, it comes up with suggestions to filter by. That would be great, but there are always seven identical windows showing up. Also I get suggestions for filtering missions that I already filter! Sometimes filtered missions appear nontheless and I reject them. The mod should detect that I already filter them and not suggest (again seven times) to filter them.

    But besides that it´s working great on 1.0.2

    Keep up that good work, the idea is great!

    Adding to this: Sometimes the plugin spawns seemingly endles suggestion windows. Which is interesting at times. http://tinyurl.com/oxk38tq

  10. That's a fair point. However, you could also use realism to argue the opposite point. If two different countries on opposite sides of the Earth want to launch a satellite into geosynchronous orbit above their country, you can't really do that with one satellite at all.

    Do you keep all satalites launched for a contract in your flight list? Cause I delete them. Deactivate by classing as debris, or just crash into whatever it's orbiting

  11. That's very good to know. There are many bits on the internet about added more air intakes. I wish I had known before taking the contract however. :)

    - - - Updated - - -

    I have one more related question. Another issue I have with the radial rocket is the center of thrust will be a bit high, I suppose I need to angle it a bit so that it points away from my CoM? Can I do that in the hangar? Putting a symmetrical pair of rockets on there will certainly burn up my fuel a lot faster. Also, how do I change the prefix of this post to [Answered]?

    2 rockets will burn your fuel twice as fast, but since you have twice as much thrust, you can run at only 50% throttle (in effect a single rocket)

  12. It *might* be an error... Maybe the mechjeb is not properly attached in the service module or something. I will try to stick it on the outside of the lander to make 100% sure it is attached.

    One other thing, If I put a scientist in the lander will I be able to control the lander at all? Or do I need a pilot? I would like to send a scientist to do the ground survey and reset some experiments

    All kerbals can steer, but you need a Pilot to be able to use SAS

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