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Krahazik

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Posts posted by Krahazik

  1. wiki.mechjeb.com drastically outdated and missing information.

    Using MechJeb 2 version 2.7.0.0
    KSP version 1.3.1.1891
    Windows 64it

    As a result of a lack of information I have no idea if some of the issues I am having are a result of a mod bug, or incorect settings for the craft im flying. There are whole sections missing completely (Aircraft Autopilot window for example) and some sections are incomplete with settings missing. This leads to lots of questions and not sure where to post questions.

    In Aircraft Autopilot under PID, what are those settings? What is "Kp", what is "i" and "d". How does the "VertSpeed" fields under PID effect "Vertical Speed Hold" if it effects that at all.
    I have one aircraft where vertical speed hold fails completely and results in dratic and fata pitching ocillation. No idea why?

    There are settings on the Assent Guidence window that have no informations. What is "Q"?
    What are the force roll settings for?

    With an aircraft, I had Autoland completely fail to make touchdown. Was doing good untill the point where it should have moved the craft to make contact with the runway but instead just hovered there untill the plane lift stalled and crashed.

  2. Tried installing this manually and via CKAN and in both cases there are no parts all any more, nothing? Nothing in game, and so I tried checking the pack and the Parts directory was completely empty. Checked the Git repository and same thing, the part sdirectory is missing entierly. I used to love this mod, but without any usable parts anymore, its kind of pointless?

  3. I am getting a 404 not found error when I attempt to acquire the PartTools via the provided link!

    On 1/8/2014 at 2:30 PM, Mu. said:

    Good day to you all,

    Here is the link for the 0.23 PartTools package.

    Not much else has changed really but will now let you export .mu files with KSPParticleEmitters for use in your mods.

    KSPParticleEmitter was built because Unity particle emitters are notoriously hard to script and serialize. It was impossible to save/load them from files without a wrapper of some kind. Sadly it does lead to some limitations in the space orientation and spawning of the particles. However for simple thrust and rcs jets it should be fine. If Unity ever open the particle emitters up to be able to script for them properly then we will update KSPParticleEmitter to match.

    If you require more extreme particle emitters then you will need UnityPro and AssetBundles to export them, alternatively you can spawn our inbuilt ones via code.

     

  4. One thought I had was to try and make us of the Kerbal Attachment System cables. Get the station launched into geosynchronous orbit, then lower the ground base down to the surface. Then see about anchoring it to the ground. Might need to build a custom winch with enough cable length for that.

  5. In addition to KAS, FAR and RPM I'd like to add my votes for:

    > Magic Smoke Industries Infernal Robotics - Adds a lot fo moving parts which can expand eva and general vessel activities.

    > Procedural Fairings - Will become a necessity with FAR for larger payloads.

    > Ship Manifest - Makes managing crew and resources on multi-part ships a bit easier.

    > Vessel Viewer - Integrates nicely with RPM to provide additional information about your ship status while IVA.

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