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Cleric2145

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Everything posted by Cleric2145

  1. I'd really like to see some KOS-like features added to the flight computer. KOS is a bit too advanced for what I want to use it for. I have two frequently encountered examples (at least for me) where the Flight Computer could potentially get some love: 1. Landing a probe that will lose contact before splashdown. Currently we have to guesstimate the number of seconds in delay before staging the chutes or DRE will burn them off/the probe will get pulled to pieces opening the chute too late. Solution: Add "Wait until" option with "Speed m/s" "Alt m ASL/AGL" and potentially other parameters. Perhaps limit these to the presence and function of a secondary instrument, e.g. requiring a powered tachometer/barometer. 2. Adding multiple stages to ditched equipment. For instance, ditching boosters with chutes on them requires all of the chutes to be grouped with the seperatrons/decouplers, potentially causing collisions when the separation motors interact with the chutes. Solution: Duplicate and maintain flight computer queue for all ditched objects with powered SPU on-board. E.g., Setting a "Stage, Stage after 5s, Stage at 500m ASL" queue for boosters to decouple and fire motors immediately, then wait to deploy drogue and main chutes correspondingly. Naturally this feature would be optional and limited to vessels in load range. Thanks for reading!
  2. I really liked how solid everything was in 1.0, but with 1.4.1, everything felt significantly less sturdy than I liked, especially docking ports. They wobble and slide about, making it very tricky to dock if you're not perfectly aligned and slide straight into the port. I'm just now installing 1.4.2 so maybe this will improve my situations a bit. A changelog in the first post would be fantastic, since it's a trick to find your latest post to judge if I want to update or not. (E.g. if you remove something that I liked, or change some things that I want to look for to see the difference.) I know there's a changelog in the readme, but a simply copy/paste to the first post would be greatly appreciated. Thanks for all your work!
  3. It's because the Energia boosters have too much oxidizer. The ratio of oxidizer to fuel is off and that means mech jeb wants to spend the extra bit of oxidizer before jettisoning it.
  4. PROCEDURAL WELDING! Once PWings, PFairings, PTanks, PColors and PWelding get polished, we may as well just abandon everything else.
  5. What a strange coincidence, I was just trying to build a replica of the SMS with PFairings and NW this last week! I couldn't get the boost covering to work quite right (Pfairings didn't like making something like that), so this will be fun to play with.
  6. I love the Soyuz in this pack, but could you make bigger to 2.5m? Right now it is 2m and doesn't allow for mixing other parts in because they're either too big at 2.5m or too small at 1.25m. Also, the Soyuz craft looks very small next to my other craft when they all dock together on my space station. áÿðÑÂøñþ!
  7. Good catch! I didn't even see this. My questions would now be: why didn't this also break the fuel tanks (which worked fine), and why isn't this tripping up more people than just myself? I don't recall having changed the directory structure...
  8. The Boeing CST-10 Apollo-Capsule-On-Steroids Lookalike seats 7. Not at all unreasonable.
  9. When I updated to 2.5, everything worked fine (given the High RAM usage and lag), then once updating to 2.5.2, I suddenly no longer have the engines. I deleted my 2.5 install and installed 2.5.2 cleanly. I've tried reinstalling KW from both the Spaceport and MEGA lnks, any idea what's going on? EDIT: In all my installations, I've left the auto-shroud config folder next to the parts folder, and the config folder has the engines inside of the file structure as well, could this cause some weird conflicts? Testing it now. EDIT2: Actually, I've found a more likely culprit than the alternative part.cfgs, I still have the Sonambulic Aerospace pack from a few KW versions ago. I forgot to remove it from my main KSP installation (I have KSP on two different drives and only removed the SA pack from one.) Still no dice. the log shows all the KW models and textures are loading in, but when it tries to compile several of the parts, it gives me this: [LOG 11:02:11.522] PartLoader: Compiling Part 'KW Rocketry/Parts/Engines/1mWildcat5/part/KW1mengineWildCatV' [ERR 11:02:11.523] PartCompiler: Cannot clone model 'KWRocketry/Parts/Engines/1mWildcat5/KW_1mEngine_Wildcat5_M' as model does not exist [ERR 11:02:11.525] PartCompiler: Cannot clone model 'KWRocketry/Parts/Structural/KWDecouplerShroud/KW_Auto_1mWildcatShroud' as model does not exist [ERR 11:02:11.526] PartCompiler: Model was not compiled correctly [ERR 11:02:11.526] PartCompiler: Cannot compile model [ERR 11:02:11.527] PartCompiler: Cannot compile part Full KW part compile log sequence here
  10. Could somebody potentially add in some kind of adapter/decoupler set? It's pretty tricky to put a 2.5m sphere inside of a 2.5m rocket and keep it stable. I'm thinking some kind of metal girder type structure with a flat base and a rounded 'cradle' for the bottom of the sphere to sit into.
  11. Do you think you could add in 25s booster segments? Perhaps just for the A boosters, since 25s of B booster is less useful. The reason I'd like such short booster times is to create a first stage for an anti-satellite/debris missile, along the lines of the Sprint missile, which accelerated at 100gs to Mach 10 in under 5 seconds using a first stage that lasted 1.2 seconds. Asking for such a ridiculously high-powered and short-lived booster would be a little bit silly, considering the lack of usefulness for anything headed for orbit instead of destruction, so something shorter than 50s of boost would be greatly appreciated!
  12. I'm also having problems attaching the detachable radial ports. I took a resupply craft up to my Munar comm station relay to exchange personnel and retrofit the station with ports, but no matter what I tried, I couldn't get the port to attach. I didn't even get any ghost image at all, not red, yellow nor green. I tried all different distances and relative velocities, but no matter what, pressing H with a port on a Kerbals back would display the "Rotate with b/n" message with no ghost. No matter how much I clicked it wouldn't attach. I tried this with different ports, different Kerbals, and after dropping and picking up the ports.
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