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Everything posted by Starwaster
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[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
squad's files still follow legacy structure. MODEL nodes and the current system of resource URIs didnt exist prior to .20 a going forward it was recommended that the new system be used so expect more and more mods to use it. The only 'corner cases' are end users who tamper with file structures without regard to what they're doing. -
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
Agreed. Fooblack, you're free to do whatever you want on your own computer with the things you download, but when it doesn't work, make sure that you yourself aren't the cause before slinging blame. -
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
there is nothing wrong with the folder structure. it works for everyone else. maybe if you described what you did we can help you figure out what you're doing wrong. Edit. Extract the contents of the zip file to your KSP install directory. Ignore the Source file if you want. it's not required. -
I'm still using my old save files. some date back to .19 (or maybe .18, not sure when I started) definitely as old as 18.3 If you try to load old files, .21 will say that it is not compatible but does offer the option of conversion to the new format. conversion hasnt failed any of the times I tried it.
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MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
sorry to repeat myself but are you SURE you turned off 'Conserve RCS Fuel'? Because its not in any menu by default, you have to use 'Custom Window Editor' to add the option to conserve. Also it has to be disabled every time you try to dock. The symptoms of not disabling it are that it will say it is moving at 0.0 m/s in the Docking Autopilot -
Why didn't NASA replaced the SRB of challenger?
Starwaster replied to goldenpeach's topic in Science & Spaceflight
actually the o-ring that failed did fail at launch. the gap was plugged by the fuel itself until a minute into the launch when it burned away or was just dislodged. -
Ok Kyle, check this out: These changes to the config file for the quad RCS will preserve existing craft files and existing save files. VAB placement not MODEL { model = KWRocketry/Parts/RCS/KWrcsQuad/KW_RCS_1mBlock rotation = 0, 270, 0 } scale = 1.0 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 Model needs to be inside a MODEL node for rotation to work. Rotation by 270 means that not only existing craft files but ships in existing save files are not broken; their RCS pods will be correctly positioned. Specifying the X vector as up is necessary after rotation to guarantee correct placement in the editor. Haven't tried the other RCS pod yet but assuming if its model orientation changed identically then the above should work for it too. And the ullage motor? Edit: correction. the above does what I said, but craft / save files that anyone made post 2.5 get affected the way pre-2.5 are. still a net gain IMHO but it is my opinion.
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MJ is temperamental about these things to say the least. I've never seen it this bad except for non-stock decouplers.. (which gives it fits because it relies on identifying known modules by name) Not sure from these pictures why it's giving you so much trouble though. However, try taking it out onto the launch pad. Depending on the cause it can help. It might even help you when you exit the pad back to the VAB. Might.
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Why didn't NASA replaced the SRB of challenger?
Starwaster replied to goldenpeach's topic in Science & Spaceflight
Unfortunately NASA has a history of this sort of thing. Not only has it cost us unmanned probes but Challenger wasn't even the first avoidable loss of life. Apollo 1 for example was totally avoidable. Several people, most notably the three astronauts themselves, voiced concerns about numerous facets of the capsule design and that suits they wore, which had flammable components. Changes were promised but were never made. On the unmanned side, that probe that we lost due to the metric / imperial measurement debacle could have been saved even after the erroneous maneuver burn was made. Someone noticed that the craft was not on course and meetings were held and the cause was made known. A standard course correction (contingency plans made far in advance) was agreed upon.... and then it was never made. I don't mean to rip on our space program but some of the worst disasters we've had were all avoidable. It's not so much that risks were underestimated (that would be forgivable) so much as they were played down by those responsible for decision-making -
I think the correct solution is to not land on slopes that are steep enough for you to topple over or damage your landing legs. That's how it would be handled in real life.
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+1 THis space intentionally left blank.
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that's right. failure and pain don't exist to thwart us, but to force us to learn and adapt. otherwise we'd keep touching hot stoves until the charred remnants of our hands sloughed off and got eaten by the family dog. I remember the first day I played Freedom Force (superhero game) against live opponents and routinely got my ass handed to me over and over until it was numb and bleeding from the abuse. but I learned from each mistake and failure and went back to the character creator until I learned how to create a hero for every tier that was unbeatable and unbeaten (can't prove that last but it's true)
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that's not really what's happening. it only appears that way. it's just advancing to the next stage. KSP collapses the two stages together. Stock KSP does that anytime you advance to a stage that has engines from a stage that has engines. but MJ does not literally re-arrange your stages. It's just advancing to the next stage when you don't want it to.
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you will not have problems from MechJeb being updated. you will have problems if the part that you edited is updated and the part file is overwritten by the update and you would have to edit those files again. directly editing those files is not a good thing to do for that reason. the best thing to do is get ModuleManager if you don't already have it. (you might, especially if you already use mods that rely on module manager) what modulemanager does is apply changes to parts without actually altering the files those parts are loaded from. there are ModuleManager configuration files for most command module type parts that will add MechJeb to those parts. if you do it that way (install modulemanager then install the configuration files that add mechjeb) then you will always have it available no matter if mechjeb or any parts mods you have are updated.
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What do you mean by 'encounter' Do you mean the Rendezvous Autopilot? If so, the answer is "It depends." How maneuverable is the ship you're piloting? How big is the target vessel? If you've got something like a big tanker that is going to take longer to turn 180 deg on its final approach than it takes to actually get there and the other ship is something big like a space station then you'll slam into it if you set the final distance to something like 20. Leave it at default for cases like that. If they're both small agile ships then you probably won't have a problem. Edit: Answer to question #2. Get the latest build from Sarbian's thread. (sorry I have no time to search for it for you, so you'll have to do some work here). That version will pretty much respect the docking speed limit you set, unless you set it to 0 in which case it will try to finish the docking as fast as possible however it can. (I have had it guzzle down 600 units of monoprop and not finish so keep an eye on the situation. If it looks like it's having trouble then set limits for it. It's not perfect and can't always deal with unbalanced designs)
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Am I the only one who's creeped out by the Mun?
Starwaster replied to Odo's topic in KSP1 Discussion
no weirder than whoever discovered that the moon tastes of gunpowder... -
Am I the only one who's creeped out by the Mun?
Starwaster replied to Odo's topic in KSP1 Discussion
Yes but have you tried TASTING the broken safety glass to make sure it's not minty ice cream??? how do you know if you havent tried?