0bj4ct7
Members-
Posts
38 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by 0bj4ct7
-
After looking around for a bit I could find nothing like the Inaccessible planet but still have a dream of a levitating KAS base. As far as I've gathered the Sentar's expansion doesn't work (well?) anymore, is there really nothing like it that's compatible?
-
KSP Interstellar Extended Continued Development Thread
0bj4ct7 replied to FreeThinker's topic in KSP1 Mod Development
Hi, Could anyone who is more knowledgeable here tell me what all I should remove to only keep the impact detector and sun heating feature and radiator parts? I'm not really sure what other folders like CommunityResourceTree the thing can work without and how many things are added by the .dlls which I can't really mess with. Is it possible to have the radiators in the electric parts somewhere in career without the custom tree? It's a small thing but I really enjoy improved seismometers and heat radiation, thank you in advance. -
Now-defunct-thread-that-should-not-appear-in-google-search.
0bj4ct7 replied to Cilph's topic in KSP1 Mod Releases
Sigh, I just figured it out and have removed the post, since it became redundant. One time was apparently not enough to learn, i am looking forward to whatever alternative to this system is presented in next versions. -
Now-defunct-thread-that-should-not-appear-in-google-search.
0bj4ct7 replied to Cilph's topic in KSP1 Mod Releases
Thanks to you both, but why doesn't sun probe get a connection when crius is pointing at an active vessel and has connection? EDIT, FIGURED IT OUT WHILE TYPING: Because Crius get's connection from a probe called Chronos - Kerbal 1, which is an arbitrarily chosen equatorial probe, part of my Kerbal communications clusterf*ck! It has it's dish set to active vessel, which means that when anyhing else is played, it's of course in the dark. The funny thing is that I was just reading a guide on reddit and have seen this mentioned and chuckled, like "pff, what simpleton would do such things". I guess I have to watch out in the future. Great mod, love everything about it (even the delay, god it took me by suprise that first time on minmus) and thanks again for swift replies! -
Now-defunct-thread-that-should-not-appear-in-google-search.
0bj4ct7 replied to Cilph's topic in KSP1 Mod Releases
Hi guys, I'm enjoying this mod so far in career but i've encountered a problem. http://imgur.com/a/WiQUk <-- commented imgur album, describing it in detail. In short (from my observation), a probe that gets connection from another with a dish can't be connected to with a dish in order to get connection. A probe that gets connection from a dish directly from the center can be connected to with a dish for connection. Also (not really an issue) it seems to me that you can never do "routing" with a dish the way it's done with omni-antennas, as in, aim a dish at kerbin/center and let the mod figure out the path if it is possible (maybe with an angle offset or somethng). What does aiming at a planet/moon even do actually, it never seemed to work for me? I am fairly new to this so it's possible that i'm just being a noob, any help would be appreciated P.S.: I do realise that my Kerbin setup may not be the most optimal -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
0bj4ct7 replied to ferram4's topic in KSP1 Mod Releases
I'm sorry if this has been explained a lot (i couldn't seem to find it), but is there any fix for 0.22 SAS roll-spazzing the plane, or do we have to fly without it? I've tried a lot of designs, stock, ferram and mine and all seemed to show some level of twitchy behaviour, while flying well (by my standards) without SAS. EDIT: something like but on a plane, which you can imagine is much more obnoxious.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
As it was said a page ago, this is being tested and will probably be implemented soon.
-
Would it be possible to manually remove the safety bubble if you really wanted to, I'd love to see that feature! (unless there's a technical limitation) I'm using MP with 1 of my friends, max 2 at a time, and it would be nice if we could fool around close to KSC and schedule launches between us so the launch crashes wouldn't happen.
-
Not an expert but since stuff is missing, did you copy over the libraries as readme.txt says?
-
Try changing http port to 8080, worked for me.
-
Apparently changing the HTTP port to 8080 solved it, it now works pretty much flawlessly (for an alpha mod).
-
Tried to run the server on my 64 bit Windows 8 machine. Got this when trying to start hosting: [13:36:34] Listening for clients... [13:36:34] Error starting http server: System.Net.HttpListenerException: The pro cess cannot access the file because it is being used by another process at System.Net.HttpListener.AddAll() at System.Net.HttpListener.Start() at KMPServer.Server.hostingLoop() [13:36:34] Please try running the server as an administrato I have tried running it as admin. I also tried changing the port to 2077. I ran netstat after that, here's the part with the relevant ports, if anyone get's any info from that. They seem? to be listening regardless? but i have no knowledge in network stuff. Proto Local Address Foreign Address State TCP 0.0.0.0:80 N75SF:0 LISTENING TCP 0.0.0.0:135 N75SF:0 LISTENING TCP 0.0.0.0:443 N75SF:0 LISTENING TCP 0.0.0.0:445 N75SF:0 LISTENING TCP 0.0.0.0:1025 N75SF:0 LISTENING TCP 0.0.0.0:1026 N75SF:0 LISTENING TCP 0.0.0.0:1027 N75SF:0 LISTENING TCP 0.0.0.0:1028 N75SF:0 LISTENING TCP 0.0.0.0:1076 N75SF:0 LISTENING TCP 0.0.0.0:2077 N75SF:0 LISTENING TCP 0.0.0.0:2869 N75SF:0 LISTENING TCP 0.0.0.0:5357 N75SF:0 LISTENING TCP 0.0.0.0:47985 N75SF:0 LISTENING TCP 0.0.0.0:56878 N75SF:0 LISTENING TCP 127.0.0.1:2559 N75SF:0 LISTENING All help appreciated, I'd really like to try this out. UPDATE: i had my friend try it as well, got the same error on a totally different setup.
-
I am speaking of the old modular parts. I like them a lot and have made them work, I just want to know how to make the thing sturdier. The bendiness seems to happen in Rotacts and such moving parts, but I can't seem to find an appropriate setting in .cfg file.
-
Hi, I just want to know, is there a way to make the parts sturdier in config files, so they don't bend under pressure as much? Thanks
-
Yeah noticed it a bit too late, but it's fine since i also increased speed a bit (i have to rotate it quite a lot and it was painful to watch). Please notify me when you make the closed hinge THIS was the result of my attempt at it :| It looked much better when i opened/edited it with Visual Studio, but I do have ZERO experience with modeling
-
I thought reversing rotatekey and revRotateKey would work, it does not (weird)(at least not in groups). Do i have to change something else? Set speed to negative, perhaps? I would try it all out but it takes ages to load with all the mods so bugging you is faster edit: trying negative speed edit 2: Works!
-
Thanks, one more question, is there any way to invert controls of Rotohubs and Rotacts (at least in config?)? I made THIS and controls for mirrored parts are of course reversed, inverting controls of one of them would solve the issue. If it's not possible though, i guess i can make them separate groups and control them that way, but it would be far more fiddly.
-
Hi, can anyone tell me how to fold the hinge in VAB? Clicking the rotate key just makes it, well, rotate.
-
Commented gallery (story) Here. I've completed the mission to test my creation on the moon. There were some interesting complications, so i made a story out of it, tell me what you think! (i might do more, it was quite fun) If you're wondering [AFTER YOU WENT TROUGH], I have actually failed with Bob and there wasn't enough RCS left to make it to the edge anymore. I was mocking around with K.A.S. docking and stuff and somehow managed to gltich him out - he wasn't clickable, selectable, nothing. The actual rescue mission hasn't take place yet, but I will definitely do it. P.S.: Failed at making it imbedded in the post :|
-
I present to you, a vessel, with the most unimaginable, nondescriptive name known to man, the one and only: Kerbal Transport Vehicle (KTV for short) You can clearly see that Jeb is enjoying his ride a lot. I've turned on the camera and vaguely locked it at VAB (failed) to make it at least look useful. This 3 ton contraption, made redundant by pressing R on EVA, is able to transport a member of your crew a medium distance across the planet/space, but only in a low gravity environment (tested with gravity hack on Kerbin and on Minmus, not sure about the Mun (might test later (it will probably be added to most future missions, due to it's usefulness))). This is how I start my flight for now, the pod provides a kerbal, and the storage parts provide a chance of refueling (made possible by K.A.S.). Here you can see it flying along, it slowly reaches quite impressive speeds and takes just as much time to decelerate, making it a perfect alternative to faster, more maneuverable and longer-lasting rovers. You can easily refuel monopropellant refill the battery using KAS. I could of course setup a better looking image with an actual mission and all that but i'm lazy. Might come later. So yeah, that's it, my first craft showcase. Mission images are coming SoonTM. If you for some reason (?!) want the .craft file let me know, I'll throw out the useless mods to make it more available (camera, mechjeb...). It does kind of need the DR cubes (for the looks) but could i guess be rebuilt (worsely) in a modless game. I'm a newcomer to the forums, so if there's already tons of identical crafts around, sue me! (don't) All credit goes to authors of mods who made this thing possible, or at least better looking. I'm open to suggestions on how to improve it, though it is and always will be, an badass looking anchor for your landers. P.S.: Is it possible to just add a saved craft to another one? For example adding this to a lander? P.S.2: As this is my first showcase i'm also open to suggestions on presentation improvement.
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
0bj4ct7 replied to ferram4's topic in KSP1 Mod Releases
Hi, when i build larger rockets with Ferram installed, they often start to wobble to the point of breaking. I always make sure they're aerodynamic, wobbling may appear if even if they're perfectly symmetrical. Wobbling is often strongest with the first stage (often worst with boosters) when rocket reaches ~ 150+ m/s. MechJeb of course just makes it worse but problem also exists with standard .21.1 SAS. Aforementioned rockets fly normally without this mod. I've tried adding TONS of control surfaces and winglets, didn't really help. Am i building wrong or are there specific thing yo need to avoid/do in ferram?- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
I've had an "Access denied http reader something something" issue a while back, changing HTTP port to pretty much anything else solved the problem (for some reason) (guy on some c++ forumsaid 8732, i have it on 8008 now, as alternative http, i don't even know...). You might want to add this to readme/first page if anyone else experiences this. I could also use an explanation of why doesn't it work on default setting (for me). EDIT: Scratch that, it still doesn't work, this time clients give a timeout error. It works if i connect to my local ip and me my friend were able to make it work trough tunngle, but that's hardly as practical. and yes, i have port forwarded it. EDIT2: It actually doesn't work, we can't communicate in any way, though server does say there's one more guy on the server.