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Everything posted by Starwaster
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It looks to me like the FLAT is missing its transforms. It's been awhile since I used that part but it used to work fine. (other than not having a set of transforms when it was first introduced) My guess is Porkjet accidentally reverted to an earlier version that did not have transforms. Tried to put a couple of them in orbit just now but KSP crashed during launch so that didn't happen. But my log has a bunch of docking transform errors: [Docking Node Module]: WARNING - No control transform found with name Dock01 (Filename: /Applications/buildAgent/work/d3d49558e4d408f4/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) [Docking Node Module]: WARNING - No control transform found with name Dock02 (Filename: /Applications/buildAgent/work/d3d49558e4d408f4/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) [Docking Node Module]: WARNING - No control transform found with name Dock03 Error - Docking port hatch can not find its ModuleDockingNode docNodeTransformName: docNodeAttachmentNodeName (Filename: /Applications/buildAgent/work/d3d49558e4d408f4/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ([I]ad infinitum ad nauseum[/I])
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Try putting this in a *.cfg file. If you have a dedicated folder for cfg tweaks then put it there. Otherwise put it anywhere in your GameData folder This fixes several things. Fixes weird drag values that can unbalance a craft and cause it to flip when shield inflates Changes base default shield reflective value to 0.02 (uninflated) Changes max temp value to something more sane (2600.... still too high? I think it's ok) I forget what else it might or might not do. On retrospect I'm not satisfied with the drag fix. I should have set all drag values to normal stock values and increased drag coefficient when inflating... I think. This should work as is for you now. @PART[6.25_Heatshield]:NEEDS[DeadlyReentry]:FINAL { @maximum_drag = 0.2 @minimum_drag = 0.2 @angularDrag = 2.0 @maxTemp = 2600 @MODULE[ModuleAnimation2Value],0 { @valueCurve { @key,0 = 0 0.2 @key,1 = 0.8 0.5 @key,2 = 1.0 1.0 } } @MODULE[ModuleAnimation2Value],1 { @valueCurve { @key,0 = 0 0.2 @key,1 = 0.8 0.5 @key,2 = 1.0 1.0 } } @MODULE[ModuleHeatShield] { @reflective = 0.02 // Make sure initial value matches uninflated value used by ModuleAnimation2Value } MODULE { name = ModuleAnimation2Value animationName = heatshield valueName = angularDrag valueCurve { key = 0 2 key = 1 5 } } }
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[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
You forgot Module Manager. What version are you using? If it's not 2.1.5 download that version. Then try again. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Just thought of something. Latest Module Manager can not only fix save files when modules change. (module order or module properties) It also fixes craft files as well. It does this when the game first starts up before it gets to the main menu. Goes through all save files and craft files. Have you checked this already against MM 2.1.5? -
[0.90] Kerbin Shuttle Orbiter System v4.13
Starwaster replied to helldiver's topic in KSP1 Mod Releases
have you tried an abort to island runway? those are fun -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Starwaster replied to Porkjet's topic in KSP1 Mod Development
Just make the inside of the doors look like solar panels, stick a transform in there pointing outwards (for the solar panel module) and use the solar panel module itself to handle the animationn(instead of the animation module) it wont have the right name on the GUI butnwhen you deploy, the cargomdoors will open and if they are facingmthe sun they will make power. -
Ok, why does your Kerbol have rays coming off of it and mine does not???
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And I'm pointing out to you that other people are not having that problem and are able to go on to produce clever and imaginative designs, and fortunately for you, I don't have to be the author to do that! A smart person (which I hope you are) would go look at the links I helpfully provided.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Starwaster replied to Nereid's topic in KSP1 Mod Releases
I saw those too, and they all happen while the game is loading up. I took a brief look at the code and the plugin is starting up in KSPAddon.Startup.EveryScene, which includes the loading screen. I didn't trace it all the way, but somehow it's making its way to code that looks for the active vessel, and of course, there is no vessel to be found seeing as how you haven't even got to a main menu to load a game up. Edit: Personally, I think it's safe to ignore until Nereid is able to fix it. It shouldn't ​be able to affect anything else. That I can see. -
Whatever you do, please PLEASE don't go looking for the cat by yourself.
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Oh yes, definitely something wrong with this part's config as evidenced from the torrential cries for updated configs by the many unhappy players. Have you looked through this thread at other people's creations? This person has managed to get his space plane off the runway and those look to all be SP+ wings. Landing gear is B9. You will note it's mounted on engine pods so it can be lower than if it were mounted on the wing bottom. Here is RoboRay's creation. (one of them) Using stock gear and.... SP+ wings. Struts seem to be artfully hidden, so they're clearly not an asthetic showstopper. Here is SharpSpoonful's spaceplane. It launched vertically but landed just fine without coming apart or dragging its a$$ to death. Do you get it? The fault lies not in your parts but.... ok ok fine I'll stop preaching now.....
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Starwaster replied to ferram4's topic in KSP1 Mod Releases
And if you overshoot, there's always the Island Runway. Maybe.- 14,073 replies
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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
http://pcgamingwiki.com/wiki/Glossary:Borderless_fullscreen_windowed#Unity Google is your friend. -
TT NeverUnload - Vessel Unloading Preventer
Starwaster replied to TouhouTorpedo's topic in KSP1 Mod Releases
It's in General Addon Affairs -
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
This is the one I use. (EC resource is probably more than is needed for a launch but I also want to be able to go back later and de-orbit that stage) @PART[KzResizableFairingBaseRing]:AFTER[ProceduralFairings]:NEEDS[ProceduralFairings] { MODULE { name = ModuleDecouple ejectionForce = 0 explosiveNodeID = top } MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.05 } } RESOURCE { name = ElectricCharge amount = 200 maxAmount = 200 } } @PART[KzResizableFairingBase]:AFTER[ProceduralFairings]:NEEDS[ProceduralFairings] { MODULE { name = ModuleDecouple ejectionForce = 0 explosiveNodeID = top } MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.05 } } RESOURCE { name = ElectricCharge amount = 200 maxAmount = 200 } } @PART[KzInterstageAdapter2]:AFTER[ProceduralFairings]:NEEDS[ProceduralFairings] { MODULE { name = ModuleDecouple ejectionForce = 0 explosiveNodeID = top } MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.05 } } RESOURCE { name = ElectricCharge amount = 200 maxAmount = 200 } } -
sorry but your theory is just wrong. if MJ turns too sharp then increase your turn shape percentage. it is also time to re-evaluate your rocket design techniques. control surfaces? Hah, what are those? the last heavy lifter I launched in an RSS+FAR environment had no fins. no rudders or elevons. just gimballed rocket motors. with the center one locked. edit: Re B9. there are patches for B9 that fix its problems. updated plugins, etc. config patches for landing gear and control surfaces.
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OMG is marce on stock Kerbin???? For some reason I thought it was RSS Kerbin they were having trouble with hence why I gave them a profile that assumed such a high orbital altitude...
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how is it not working? not attracting? Not attaching?
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Looks ok except that your indentation makes that difficult to proofread.
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Looking at the part config, deleting this bit should do it MODEL { model = FusTek/Station Parts/Parts/modelKarmonyEndRing position = 0.0, 1.09375, 0.0 scale = 1.0, 1.0, 1.0 } Then, in the VAB slap on your docking port. Edit: Instead of editing the original part, you should use a module manager config... @PART[FusTekResupplyModule] { !MODEL,1{} }
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Porkjet, I notice that the bicoupler has two bottom01 nodes. They should have unique names for when code needs to isolate a specific identified node.
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Launch isnt that hard once you know how. Start your turn when your velocity is about 100m/s. I cant remember what the launch curve needs to be but I set the curve end at 120km and an elevation of 5 degrees. The curve percent should be whatever gives you a gradual gentle curve. If you turn too sharply you'll lose control. The atmosphere ends at 180km so you still have quite a ways to go when you reach 120. You may need to throttle down at times. For MJ set your accelleration between 26-32 (26 may be a bit low for RSS but it's usually workable). At 120km you can think about jettisoning your payload fairing. Atmosphere is thin enough to get Away with it both in terms of fairing safety and drag. That launch profile is based on literature I've read on Orion and SLS and works for similarly designed rockets.
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It's no different than adding heat shielding to any other part, however DREC's code has a hard time telling if fairings protect the things inside them. (it fails at certain angles; I suspect a problem with the PF colliders) If you have FAR installed that will help because DREC will detect that and ask FAR if an item is protected by a fairing.
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