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Everything posted by Apollo13
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Why Do My Parts Appear Twice In Science Tab
Apollo13 replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
Oh jeez......I feel like an idiot. Thanks, raidernick. Forum rep point to you as well. I think I'll go hide in a hole for awhile... -
Appreciate the update, mate.
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EDIT: raidernick found my error. My really stupid error... For some reason (in KSP 0.25 and 0.90) two of my parts are appearing twice. As a test, I removed all other parts, including Squad's stock parts; the GameData directory has only these. Although the CFGs reference plugins/module, I've not loaded them as they are irrelevant to the issue. I've attached the two log files below. Thanks for your assistance.
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I just now tested MechJeb Rendezvous Planner, Rendezvous Auto-pilot, and Auto-Docking, using dev build #366. It was a thing of beauty. In an earlier post, I mentioned that the released version of MJ/Rendezvous_Auto-Pilot did not fire rockets when it was supposed to do so. This time, each firing was on-time and for the right duration. Auto-Docking was flawless. It not longer continuously spewed mono-prop and trying to adjust itself. It fired RCS three times: once to place itself in position for docking, once to go forward to dock, and once to cut closing speed when bumping the target. Perhaps I just happened to balance my vessel perfectly with RCS jets. I doubt it; I placed the RCS jets at CoM of a full tank. By the time I got to docking position, that tank was half empty. Regardless, MJ-AutoDock handled it. Total monoprop used: 20 I'm still using SMART A.S.S->TGT->-Par for docking, but I wanted to test MJ/Auto-Dock with KSP 0.90 and dev build #366. Awesome work, guys!!!
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In light of my earlier posting (#997), I've added a comment to the DevNotes thread that repeats that information and suggests that this Toolbar be made stock. http://forum.kerbalspaceprogram.com/threads/103436-Devnote-Tuesdays-The-Last-2014-Edition?p=1615265&viewfull=1#post1615265 I propose that if enough of us from this thread post our desire that it be stock, perhaps Squad might take notice and contact Blizzy (maybe, even throw a few dollars/pounds, etc. his way).
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You cannot control it with just MechJeb. There must be a command module or probe. Unless something has changed recently. So, this gives me an idea. I used to have MJ on the command module or probe. No more. I'll just leave some fuel and no parachutes on the stage and put MJ on the stage I'm dropping. I'll get the funds. Unless somebody *cough*magico13*cough* closes that loophole. LOL...
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Your suggestion that MJ may have probe functionality may be on target. with stock only (no mods installed, except MJ and SR), I launched the vehicle twice (with MJ both times) and dropped the stage: 1) with fuel remaining: 2) without fuel remaining: I also launched and dropped without MJ. Vehicle destroyed with no value recovered. It may be something you wish to investigate. Or not... thanks, again, for this excellent mod.
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I wish there was a way for the community to vote for mods that we would like to see as stock. Yeah, we can create posts here saying this mod should be stock. We can PM some Squad members. But those don't have the weight of, for instance, a poll with a thousand votes. Permit me to be judgmental here. Blizzy's Toolbar is a superior solution to Squad's icons in the upper-right corner. I can configure it: 1) include the buttons I want; 2) exclude buttons I don't need. MJ has a billion buttons, I have three MJ's in my Toolbar: SMART A.S.S., Maneuver Node editor, Rendezvous Planner. 3) I can rearrange buttons to my liking 4) it's movable 5) it can be sized 6) it's been readily adopted by the modder community, not forced upon them. None of the above can be said about the Squad solution. If you have many mods that add to the Squad-bar, they'll extend across the entire screen.
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Just a Thank You and Forum Rep point for this mod. See..not all posts are about bugs and requests...LOL.
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It is a matter of courtesy and decorum. Authorship of the mod does not grant license to rudeness. the same as Kowgan (post #976) and MartGonzo(post#974). Nobody is suggesting that the warning be eliminated (what re you reading into my post?); rather, eliminating an annoyance caused by a few extra characters in a text line.Regardless, I appreciate your toolbar. I do wish Squad had incorporated it as stock into 0.90. I prefer your solution to their buttons in the upper right corner.
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Using regular MS Notepad, my version.txt file looks like this: 0.24.0,0.24.1,0.24.2,0.25.0,0.90.0 When I copied and pasted it to my preferred editor, gVIM, it appears on two lines: 0.24.0,0.24.1,0.24.2,0.25.0 ,0.90.0 No wonder there was a problem. Ugh!!!!! So, I corrected it (in gVIM) and it's golden). Your hostile attitude is completely uncalled for. If there's a problem (or, in this case, a simple annoyance), and it can be fixed, as Kowgan showed us, then we're going to help each other. If you cannot contribute to the solution, then say nothing.
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WTH? Using regular MS Notepad, my version.txt file looks like this: 0.24.0,0.24.1,0.24.2,0.25.0,0.90.0 When I copied and pasted it to my preferred editor, gVIM, it appears on two lines: 0.24.0,0.24.1,0.24.2,0.25.0 ,0.90.0 No wonder there was a problem. Ugh!!!!! So, I corrected it (in gVIM) and it's golden).
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This news made my day. I use three features extensively: 1) symmetry other than just 2-3-4-6-8; 2) horizontal angles other than just 15 degrees; 3) placing part on radially that normally cannot do so (yes, I could just edit the part.cfg file, but I'd have to do that for a lot of parts)
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[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
Apollo13 replied to sarbian's topic in KSP1 Mod Releases
I, too, am looking for the 0.90 update. I prefer this to Ship Manifest. And, it's more powerful than the stock crew transfer. Sidebar: I never use transfer in flight; I'm old school; gotta do the EVA thing. So, I use Crew Manifest at only the launchpad to change-out personnel, which stock does not provide. -
[1.2] [2016-10-28] Haystack Continued (v0.5.2.1)
Apollo13 replied to Qberticus's topic in KSP1 Mod Releases
Sorry for late reply. I don't understand the question. All the ships are named differently from the others. No. I hadn't renamed the ships. I'll check.Now that KSP 0.o90 is out, I'll determine if this is still an issue. -
I'll get that output_log.txt for you. I am not low...about 15km+. There are no probes on them. They are spent stages I'm dumping off the command module prior to opening chutes on command module. I'm getting the message that they were recovered, such as landed at 4 m/s where they must land at 12 m/s or less. There are no chutes on the stages I dump. What is odd, though, is that I'll get messages on other parts whereby they are reported as destroyed (as they should be).
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[1.3] Smartstage, intelligent VAB reset button 2.9.7
Apollo13 replied to xytovl's topic in KSP1 Mod Releases
that was quick. thanks -
Official Mod Compatibility Thread for .90
Apollo13 replied to NathanKell's topic in KSP1 Mods Discussions
No problem. Thanks for the info. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Apollo13 replied to Claw's topic in KSP1 Mod Releases
The AnchoredDecouplerFix.dll still works in 0.90. that was the critical one for me.