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Everything posted by Starwaster
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Flying around on the Mun
Starwaster replied to ThirdHorseman's topic in KSP1 Gameplay Questions and Tutorials
Use the Translatron in MechJeb for easy hovering. Makes VTOL flight very easy once you get the hang of it. Took me awhile but I finally worked it out after accidentally landing a few kilometers too far from my Kerbal's basecamp on Duna. Was a difficult landing in an untested design and I needed to pick up 4 Kerbals for transport back to Kerbin. The choice of either walking/flying them one at a time or learning how to fly my tail lander 10 meters off the ground properly motivated me. So, what you do is use the Translatron to 'Hold Vertical' while selecting a vertical speed of 0. (after lifting off to the desired altitude) then just gently tilt in the direction you want to fly. Or if you don't want to use Mechjeb on philosophical grounds you can get the Avionics mod which also makes VTOL flight easy. Or use both together. -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Starwaster replied to AncientGammoner's topic in KSP1 Mod Releases
Do you also have the modular fuel tanks mod installed? The file just provides support for it. Then, in the VAB you have to actually configure the tank to be able to contain Kethane. (by clicking the action group tab) http://forum.kerbalspaceprogram.com/threads/31706-0-20-Modular-Fuel-System-1-3-realistic-fuels-reconfigurable-fuel-tanks-and-engines?highlight=modular+fuels -
MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
You might have to add it with the custom window editor in mechjeb -
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
it's in the cfg. last digit in the node declaration is size (node_stack_bottom x, x, x, x, x, x, <1-4>) totally going off memory, up half an hour with only half cup coffee in me so forgive if its inaccurate. what the heck are you doing anyway? looks like you're turning a KWR interstage imto a procedural base??? -
MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
sorry but it looks like you're going to have to dock manually then. -
But then I'm left with fuel pipes stuck to my pieces? See that's why I don't want to use docking ports, so I don't have extra PART{}'s stuck to my station. Though with the docking ports then there's all those modules too. Or is there some way I could remove the pipes afterwards that leaves my parts stuck together? How does it work exactly?
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Gravitation and effects from a distance
Starwaster replied to Rjhere's topic in Science & Spaceflight
His paper is incorrect. It works the other way around. Gravity is present and affecting the ship when it 'materializes' because it propagated there long before the ship appeared on the scene. Propagation becomes relevant for determining what happens when the movement of a source of gravity carries it into range of what it's going to affect. -
I found out I'm in trouble because I went and got an axe for the zombie apocalypse and practiced cutting some small branches and my hands were numb, itchy and achy after a few minutes of whacking at small branches
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I can't get an imgur album to load.
Starwaster replied to Gus's topic in KSP1 Gameplay Questions and Tutorials
Wow, and what mod is that in those picture's you're demonstrating with, Specialist290?? -
New Mun station wants to spin on its own?
Starwaster replied to FluffyBob's topic in KSP1 Gameplay Questions and Tutorials
Maybe you want to check this out... http://forum.kerbalspaceprogram.com/threads/51481-0-21-RotationFreeze -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Starwaster replied to yongedevil's topic in KSP1 Mod Releases
That's more of a problem for developers of other mods than for players who can do what they like to their installations. I claim fair use on this one. -
Ah so I should hold off on this upgrade until after those two universe destroying bugs are fixed? I like my universe, I kept it all the way from 0.17, I don't like it when it gets destroyed. Out of curiosity is there anything in this new version that would let me join two parts in space that otherwise would have to be joined in a VAB without using docking ports? (they're really big parts and not something that a Kerbal could realistically sling over his back in EVA...)
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Well I did build a station around Minmus using zzz's geodesic domes, greenhouse, FusTek modules and 14 large kethane tanks. A tug is semi-permanently docked to it. I did have a set of tanks explode when filled but at the time I blamed it on a kethane tank collision body issue. Since editing the tanks so that they're rotated 180 degrees when radially attached, I haven't had any problems with it so I'm not convinced it's the same thing. On the other hand I did have ship's nuclear drive spontaneously fall off shortly after leaving Kerbin orbit. Is THAT due to your phantom forces? Could be..... could also be linked to the disturbing revelation that a large chunk of stock parts have no breakingForce or breakingTorque assigned.... Anyway I think I'm going to go put something in orbit around the sun and leave it there for a few hours while I go do some chores. We'll see what transpires!
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well, if there's a need for this that other people feel then kudos I guess.... but am I REALLY the only one who has not experienced this problem rescuing a craft orbiting the sun? (just a little confused as to what this problem is that I'm supposed to be experiencing...)
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[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Starwaster replied to yongedevil's topic in KSP1 Mod Releases
Although support for planetary resources (ice) is place, there are no provisions for adding ice support to the kethane scanners. The following should do it ModuleManager_kethane.cfg @PART[kethane_highGain] { @MODULE[KethaneDetector] { Resource { Name = Ice } } } @PART[kethane_sensor_1m] { @MODULE[KethaneDetector] { Resource { Name = Ice } } } -
Definitely not the same. I just downloaded both packs. They don't look the same at all in the VAB and I even converted a few of the mbm textures from one to to compare to the other and they're just not even close, other than having been based off the same rocket. Someone owes someone else an apology.
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MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
It might be a good idea to wait until this branch is merged with the official branch and then submit it on the official github -
Really? I got it to work here too but then it stops working after awhile. Can't figure out why... Edit: Ok this is bizarre, it seems like there's a hard coded dependency on electricity here because it stops working for me if electricity runs out. Or it might be that it stops working when the attached command module runs out of power. In either case I lose the ability to access the GUI which would make sense but why would it also stop producing? Unless there's a bug at play because this particular installation that I'm working off of has been throwing exceptions like crazy Nah strike the first part. Must definitely have been the bugginess that I've been trying to track down in this install.
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Yes it is technically possible. It requires editing the source code to remove the offending code and then compiling it. The file that needs editing is MechJebModuleSmartASS.cs public override string getName() { return "Smart A.S.S."; } Change that to return something different (Attitude Control or whatever else you want) Are you capable of doing that or do you have anyone who can do that?
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MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
Did you turn off Conserve RCS Fuel? You have to do that each and every time you're going to use the docking autopilot. Maybe there's a version out there that eliminated that problem, I'm not sure. But when it says that it's moving forward at 0.0 m/s2 then you have to find the option that says Conserve RCS Fuel and disable it. It will re-enable every time you load that ship.