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Starwaster

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Everything posted by Starwaster

  1. *cough*guilty*cough* That sounds like an excellent idea. It's a small bit of extra math but it seems sound...
  2. Why bother with with that when MJ2 CAN handle port alignment? Excessive docking ports contribute to lag
  3. Not really; you've got two circles side by side already, the amount of extra glass would be just enough to fill in the gaps.... and I think you're playing a different game if you have micrometeorite damage to worry about!
  4. Do I have a problem with OCD if the first thing I do when downloading is to go into the cfg and fix the indentation?
  5. KSP breaking saves? I know that there is always that possibility with a version change but when is the last time that actually happened? You do know that your old saves will still load in .21 right? I'm using the one I started two saves back. Re: adding decouple functionality to bases. i've done this since PF came out with no problem whatsoever. If DV aclculations dont work for you make sure that crossfeed is enabled on bases where it needs to be.
  6. Why not just use Procedural Fairings then for your nosecones? Put a ring base down, then a cubic/octogonal strut in the center then attach fuselage siding on it. (fuselage because you probably don't want it decoupling)
  7. also, once the predicted landing and desired landing match up, try aborting and then click 'land anywhere' (not until after de orbit burns and high altitude course corrections)
  8. ok so, for the second time in a month I've spoken too quickly on a subject. there's definitely a launch issue with Mechjeb but maybe it just doesnt happen all the time. the rocket I posted a picture of, the same one I've had half a dozen successful launches of was just flown into the ground by MJ. I had reverted to launch because of a final stage mishap and now MJ has control inputs hard over for roll and yaw. there is no and hasnt been an MJ part on this ship, it's built into the RC-L01 module as its built into all my control modules. the ship is heavy but generally flies straight. The Navball is centered with sky showing. but The inputs just all get locked to extreme positions. here's the thing: if I press the appropriate keys then they 'unstick' and MJ tries to fly normally after that. Might be an issue with yaw, pitch and roll variables being initialized with bad values, or vectors not being properly normalized. FYI it behaved this way for TWO launches and on the third reversion stopped trying to fly the ship into the ground. No corrective action was attempted by myself, all I did was observe the problem, jiggle controls observe and then revert to launch. so it basically acted up for two flights and then go back to normal expected behavior.
  9. Small radial thrusters with just enough fuel to slow your descent just prior to CFD (chute full deployment)
  10. Mulching is a process of inbred fertilization which employs certain decomposed organic materials-- including, but not limited to animal sediment-- to blanket an area in which vegetation is desired. The procedure enriches the soil for stimulated plant development while, at the same time, preventing erosion and decreasing the evaporation of moisture from the ground.
  11. QFT. And I think that if I can launch this monstrosity with the latest MJ2 then yeah, it works. Four KW 3.75 meter tanks w/Griffon XX to give you an idea of scale. They are bolted directly onto a gigantic fairing that completely surrounds the spacecraft at the center. The fairing is made with Procedural Fairings with a fairing base at the top and at the bottom where the engines are. It actually flies decently but it is ponderous. If it's kept fairly straight with no sudden course corrections then it flies. And that's what MJ is doing here. Nice and straight with no sudden moves.
  12. kind of cool looking but the cockpit windows dont look right. also it would look nicer without those angular bits near the cockpit. just IMO
  13. Maybe with some proper UV mapping and texturing. Shaders don't work right at all if you don't have a UV map.
  14. Wow that does suck. And it explains the problem I'm having with some KWRocketry parts. I decided to make duplicate tanks with different fuels in them. I did this: MODEL { model = KWRocketry/Parts/Fuel/KW3mtankL1/model scale 1.0, 1.0, 1.0 } scale = 1.0 rescaleFactor = 1.0 And I'm getting a tank that is 25% larger than the original that it's based on. I did it this way because the config is in my personal tweaks folder and I'm not sure how else to do it from outside the original parts folder. What would I put in there to scale it to its original size?
  15. I don't think so. There are some tank issues that make other engines more attractive. I've posted some module manager code a few times over the past few pages that fixes that. And I've got some config enhancements that will make nuclear engines more attractive as well. ( various alternate fuels and a composite fiber lightweight tank type) ill post that soon when I'm happy with it so look for that if you're interested.
  16. I request that the tanks be constructed out of a slightly less stretchier material. I walked out of the office onto the Space Center grounds and discovered that a bored Jeb and Bill Kerman had toilet papered the entire VAB. Except that instead of paper they used the new Stretchy Tanks. (We didn't find Bob until after we'd unpeeled about 10 layers of Stretchy Tank....)
  17. There is no every MODEL. Each part only has one. That is supposed to go inside @PART { ... } Sorry I thought that was understood. If there were multiples though @MODEL,0 might work... that's how you handle extra keys. Edit: the plugin might be C# but this isn't. Think of this as an interpreted script.
  18. @MODULE[KethaneConverter] { @InputRates { @Ore = 2 } } I think that should do it. Also, for the first one, just do: @MODEL { @model = something }
  19. Did a test flight, only problem was that my craft became too top heavy in the upper atmosphere after my 100m x 1.25m bottom stage depleted.
  20. The download has two DLLs in it! One in a 'plugin' directory and the other in a 'plugins' directory. One is also dated today so I'm assuming that is the correct one and deleting the older one..
  21. FWIW, I have seen this myself once before. It was several weeks ago, so, in my case it was not linked to your mod. It was just after I'd installed Modular Fuel System w/Real Fuels option installed and several of my ships were rendered unusable when their fuels changed. Both ships were these horrid strut/girder monstrosities that I downloaded from Spaceport and when I deorbited one, the struts suddenly started stretching like taffy just like KhaosCorp's pictures. I've never seen it before and never seen it since. It was also just after the 0.21 update so it could be something that crept in just with this last update.
  22. It would definitely put a crimp in my play. Honestly, I can't think of a single aspect that I have NOT done manually (i.e. just stock tools) and MJ2 isn't so infallible that I don't have to take over from it periodically but if I had to do without it entirely then I'd start finding things pretty tedious after awhile.
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