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Everything posted by Starwaster
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Match velocity is usually pretty good about firing in advance to prevent that sort of thing happening. If you're using Rendezvous autopilot, increase the closest distance. Maybe do 500-1000m Once you have that established, then try to narrow the distance. Something else you can do: When the AP starts to decrease the distance, cancel it mid-way and shut the AP off until you're about halfway there. The goal is to keep relative velocity low enough that your ship can handle it.
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[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
Edit: Ok, actually don't use the one I posted a page back with FASA because I'm getting a lot of null ref errors. Not sure why because I tested that version with other reflective parts..... ???? -
Ok now you're just inventing excuses. I'm using the same config files now as I was a year and a half ago. The only way they would become 'invalid' as you say is if the syntax were willfully changed. Module Manager config files are akin to an interpreted language or a script. There is nothing at all that could change in KSP that would require the syntax of a config file to change. You do not know what you are talking about if you think otherwise. Use Module Manager, don't use Module Manager. Noodles, don't noodles. But don't spread disinformation.
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Ok, that TANK_DEFINITION is messed up. If you're using @ in front then you're modifying an existing TANK_DEFINITION and you wouldn't have a 'name =' inside. For instance, let's say you have (or want) a TANK_DEFINITION named Default It's either TANK_DEFINITION { name = Default basemass = 0.000011 * volume } or @TANK_DEFINITION[Default] { @basemass = 0.000011 * volume } Same goes for any TANK nodes inside TANK_DEFINITION And of course, when modifying an existing part as you were doing before, if you put basemass = -1 in the ModuleFuelTank then it doesnt do it ignores basemass entirely and uses the part's original mass instead. (I forget if that only applies to TANK_DEFINITION basemass or TANK mass as well....)
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[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
FYI, I did see this but haven't had a chance to look at it yet. (I didn't actually have anything installed that reflects) I'll be taking a look at it later today once I have FASA installed. Edit: Not sure what's happening in your pictures and I'm not seeing that happening here. In your top picture I see that there's a lot of objects there so maybe I need to set up more reflecting things than I'm testing with.. The second picture with the FASA parts it looks like it's just rendering the sky but it should be showing the same thing as the Atlas part that you have attached to it radially... and you say it doesnt always look like that, just when the sun is rising/setting? Which plugin are you using? The one that came with FASA or the one that I posted a page (or two) back? (not that it should really make a difference... but maybe you might want to give that one a try and see if the results are same or different.) -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
It would really help to know what you updated recently. You've got a bunch of errors in there besides just RealChute. Like something went wrong early when the game was starting Try removing TweakScale and see if the problem persists. Edit: If removing TweakScale fixes it, was that one of the mods you updated recently? If not, update it. If it was one of the ones you updated then try reverting to the earlier version. -
I don't think there was an option to stop it spinning without my patch. Or rather there was but it only reversed direction. I don't really see anything wrong with those patches you posted aside from a lack of indentation, which is an evil of Cthulu-ian proportions, but I don't see anything there that would reduce mass. The centrifuge has a mass of 3 (mt). What are you seeing in the game? (you could try adding basemass = -1 to each of those ModuleFuelTanks nodes but I don't really think that's the problem...)
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either you're in career mode or the mod isn't installed right. The folder structure should be like this GameData/SpacePlanePlus/Parts/* If it looks like this: GameData/GameData/SpacePlanePlus/Parts/* Then you will be missing things. Earth is from Real Solar System mod by NathanKell
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[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
Starwaster replied to ferram4's topic in KSP1 Mod Releases
Such technology does exist IRL. You can use weights that could be shifted. Or there's the Curiosity method: Just before reentry they jettisoned via mortar a series of weights from one side. That caused it to come in angled the way Apollo did. (also steering automatically via RCS but that's not important right now). Then before the chutes deployed, another series of weights were ejected from the opposite side as the first set thus restoring center of mass back to its original position. And I'm sure that's not even exhausting all possibilities. -
Well, MOSTLY real rocket physics. Drag is a little draggier than it should be and rocket fuel consumption scales with Isp instead of rocket thrust scaling with Isp. But still fairly realistic. If you find any area of reality lacking.... there's a mod for that. (usually)
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
I think the best, least invasive way of doing it is to leave the stock SDHI files alone and add some Module Manager files that only kick in (:NEEDS) if NodeResizer is installed. That way if someone doesn't install Node Resizer then they don't get a weak connection that makes their capsule flop around? I moved NodeResizer to my Github respositories and I'll send you the link once I have the configs set up. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Starwaster replied to TriggerAu's topic in KSP1 Mod Releases
Works just fine on mine. -
It's easy-peasy. I can help you part of the way but you're going to have to do some of the work yourself because I don't know all the part names of all the parts you want to change. You're going to have to start opening up the config files for them and get the value for the part name. (name = ...) Below is the bit of code you need for each part. Substitute PART-NAME-HERE with the actual part name which you have to research for yourself. @ means it's modifying an existing item % means it's modifying it if it exists. If it doesn't exist then it adds it. @PART[PART-NAME-HERE] { @MODULE[ModuleDecouple] { %staged = false } }
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This is still KSP. You always need an ungodly sized rocket even when you don't need an ungodly sized rocket.
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nope. Doesn't depend on mm for debug menu. Doesn't need toolbar either. Make sure it's simultaneously. Try other alt.
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
thats why I suggested my node resizer to sumghai awhile back. In the VAB it would have itty bitty nodes that are easier to snap accurately. Then in the world the node resizes so the joint is sturdier. -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
Logs please. Play, put something up with that part, try decoupling then quit immediately. Then get log and upload to Dropbox or some other hosting service then link here. Output_log.txt or player.log if you're on mac or Linux. -
Atmosphereic drag issues
Starwaster replied to raidernick's topic in KSP1 Modelling and Texturing Discussion
That's probably the case, yeah :/ -
It's B9 that's off. It doesn't even line up with the stock parts that it's supposed to connect with.
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Atmosphereic drag issues
Starwaster replied to raidernick's topic in KSP1 Modelling and Texturing Discussion
If it's just the pod, with NO other parts attached to it to affect drag, then the only thing that will affect orientation is center of mass. The part's center of mass is (by default) the mesh's origin point. If you want that to change then you can either edit the mesh and re-export it or you can define CoMOffset in your part configuration file (offset is in meters, adjust as desired in the direction you want the part to orient) Edit: Also. Important: Delete any line that says PhysicsSignificance = 1 Edit 2: Try CoMOffset = 0, -0.5, 0 to start with and adjust as needed. -
ok try that mm config patch.
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
It does not stage. You must assign it to an action group or right click and use its context menu. -
Yeah, it's missing actionGUIName. I'm surprised you didn't say anything about the rotation animation getting messed up when the ring deploys.... did that get fixed in 0.24? I wonder if Porkjet put in my little hack? Re: habitation. The inflatables aren't supposed to be habitable when deflated and then become habitable when inflated. Supposedly Squad changed something in 0.24.? that broke Sirkut's plugin and nobody's found a way around it..... Edit: If you ARE having a problem with the rotation stopping... paste this into a cfg file in GameData (or one of its subfolders) @PART[centrifuge1] { !MODULE[ModuleAnimateGeneric]{} !MODULE[ModuleAnimateGeneric]{} MODULE { name = ModuleAnimateGeneric animationName = deploy startEventGUIName = Deploy endEventGUIName = Retract actionGUIName = Toggle Deployment } MODULE { name = FSanimateGeneric animationName = rotation startEventGUIName = Spin endEventGUIName = Reverse toggleActionName = Toggle Rotation } }
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
You know what? You're right. You know what else? It doesn't matter. Because how many messages have you posted here and still no logs from you? I give up. I tried to help but I guess I just can't help you. I hope you get it working. If I were there in person I'd have it fixed in 5 minutes and most of that would be the amount of time it takes for the game to launch.