-
Posts
9,282 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Starwaster
-
Interplanetary transfer helper miod?
Starwaster replied to Pawelk198604's topic in KSP1 Mods Discussions
second this. if you install only a single plugin make it Alarm Clock. right now I have 3 different missions in flight all of them with pre-programmed maneuvers coming up with 3-5 more in the planning stages. Kerbal Alarm Clock alerts me when it's time with a default lead time of 1 minute and the option of transferring to that craft and restoring the maneuver node. If you so choose (I did) it can search for particular events and automagically add them. like SOI changes -
MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
Ok, Siri informs me that 41,000 yen converts to about 417 US dollars.... that thing better go to SPACE! -
Try exiting to spaceport and back I had a similar problem where I was trying to do the same thing. Exiting / re-entering the scene helped and I was able to get my nuclear probe fueled up for its upcoming Joolian mission. Too bad I couldn't figure out how to disconnect the ships and then started panicking and ended up smashing two of the solar panels off....
-
MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
Just to throw my 2 cents into the pot, MechJeb has no flaws that have been sufficient to stop me from: Sending an unmanned probe to Minmus to scan for kethane repeatedly adjusting its orbit to a 75 degree orbit Sending a depot station to Minmus Sending and docking habitat and greenhouse modules to Minmus Station Sending and docking additional kethane tanks to Minmus Station Sending mining ships to Minmus Landing the mining ships, lifting off, rendezvousing with Minmus Station and docking Repeat the last one 8 times I relied on MechJeb to do most of the above. I think MechJeb can get you to the Mun. -
The orientation of the part you are controlling the craft from determines which way MJ2 thinks is up. If MJ2 is trying to fly horizontally then that means the controlling part is currently oriented horizontally. If you didn't manually try to select a part to control from then it's the root part, the first one you placed.
-
MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
You can target the KSC (in the auto-landing window thing) and land at target. Granted 'land at target' isn't always reliable but you can easily work around that when you are on final approach (say a kilometer up or so or whenever the predicted landing deviation is within acceptable limits to you) At that point, hit the abort landing button then immediately click 'land anywhere' -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Starwaster replied to yongedevil's topic in KSP1 Mod Releases
I've never seen those vents reported as being open even once. -
Superglued landing gear
Starwaster replied to AWellTrainedFerret's topic in KSP1 Gameplay Questions and Tutorials
It's those girders that you have the mounted on. There's something about them and how they are handled by the physics engine because of a property on them set in their parts file. -
MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
Do we definitely know that his batteries still have charge? If so I missed that part, sorry. -
some mods will break. some won't if a mod is parts only with no plugin then assume thai it works unless there's a major format change
-
MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
Ok, assuming this isn't a formatting error when you pasted it in, this section here is broken: // --- general parameters --- name = mumech_MJ2_AR202 V1 _1 module = Part author = r4m0n/The_Duck (code) || keptin (part) should be // --- general parameters --- name = mumech_MJ2_AR202_V1_1 module = Part author = r4m0n/The_Duck (code) || keptin (part) btw, don't use spaces for config node names. Use _ or periods. (actually I think underscores actually get converted to periods internally) technically spaces do work in as much as the part being loaded during KSP startup but they're not legal characters for URI names and can break things later on. (it makes it impossible for that part to be located by ModuleManager ) Also, Re: Space_Coyote's problems, that's less of an MJ2 bug and more like standard behavior from KSP. Any command module (manned or remote) drains electricity. MJ2 module drains electricity regardless of whether it's on the AR202 or on a battery. i.e. that AR202 can be drained just like it IS a battery by any other part needing power. Coyote you either need more electrical solutions or you need to conduct operations in the daylit side only. Also, Fuel Balancer wont interfere with ElectricCharge resource. It won't do anything to it that you don't tell it to. In fact it doesn't automatically balance anything. You have to tell it when you want it to do anything. -
my last day of high school, our library got the most rudimentiriest of internet access. I ordered a free shirt. I no longer even remember of who or why, but there wasn't even a world wide web yet except maybe as a gleam in someone's eye. but I did receive my shirt...
-
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Starwaster replied to yongedevil's topic in KSP1 Mod Releases
you can do that with a text editor -
MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
can we see a part file for the second? and does the config live in its own folder? -
suggestion though: where possible, stick to config files only (aka part files, etc) dont copy the whole part folder because that leads to unnecessary duplicate model loading you can even have part files living in separate folders if you access the model URI properly of course if it's a custom model then none of that applies so disregard.
-
Rendevous with a booster stage left in orbit?
Starwaster replied to tfabris's topic in KSP1 Gameplay Questions and Tutorials
QFT. I flew just such a mission once. However my game was lagging a bit and I thought to go to settings and lower the maximum amount of debris. when the time came to return home I started searching the skies for the Duna 1 service module. It was nowhere to be found. KSC had to fly a replacement out at great expense. Errr actually that didn't really happen to me cause that would be dumb. It happened to a friend. uhm actually it wasnt even my friend... errr it was uh a friend of a friend.... -
Kerbals going insane.
Starwaster replied to MrKicker's topic in KSP1 Suggestions & Development Discussion
lol really? what was the first? wait was it the where the lone kerbal flies to Dres and the ship got glitched so the player pitches it as a haunted planet? (name escapes me but it was funny and creepy at the same time) -
is it so far fetched that Jeb has a pair of binoculars in the cockpit? case solved. gimme my damned brownie point. no wait keep the brownie point just give me my brownie. no wait keep the brownie, you know what I really want? some blood orange sorbet made by Ciao Bella. Or Talenti in a pinch. MmmmmmMMMMMMmmmmmmm. You should try it some time.
-
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
Would it be possible for someone to do via the config files by editing the shape parameters and adding the appropriate modules in the config file? -
MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
Also note that there's a dropbox link on the OP for the plugin itself. Download that (the dll) and copy that over the mechjeb2.dll file from the first download. (because the one in the zip file has a severe bug) There's also config files around (sorry not going to go hunt for them right now, in a big hurry) that will equip stock command/remote modules with MechJeb2 control and render the AR202 module unnecessary. (as in you wouldn't have to actually attach it to anything) -
Yeah but he'd specifically said his heat shield was pointed retro But anyway, if his actual problem is he's colliding with what he's ejecting (nosecone) then either he needs the ejected part to be facing retro or it WILL collide with him. Alternatively, eject it before re-entry. in which case it's best to be pointed +/- normal. The nose cone will drift far enough away so as not to be an issue at any point that you're in atmo.