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Everything posted by Apollo13
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I've seen that as well.
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Apollo13 replied to Tiberion's topic in KSP1 Mod Releases
I've resorted to turning the vessel retrograde and ejecting the fairings. Then return vessel to pro-grade. I'm becoming more knowledgeable of the idiosyncrasies of KW fairings.Of course, another option is Procedural Fairings,l which I use when warranted as well. Although I prefer NP fairings, if I must jump through hoops by spinning the vessel or turning it so as to eject the fairings, I'll use one of the alternatives I've discussed. For the simplest (fairing plus nose cone or nosecone fairings), I'll use NP. Proper fairings are essential to my designs, because I use FAR. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Apollo13 replied to Tiberion's topic in KSP1 Mod Releases
I have consistently had a problem with the fairings. That is, when I stage to eject them, they don't explode away from the rocket. Rather, they simply collapse. Often, they knock off or damage parts of the rocket. Sometimes, the nosecone gets stuck on the front of the rocket. Is there a way to explode the pieces away from the rocket? the AIES parts pack has explosive bolts designed to perform that function. However, the fairings are a set size. KWRockets has fairings that can be sized to length. However, they are not intuitive to use, i.e., PITA. And, they are expensive (yes, I know, i can "cheat" and reduce the price in the CFG files) I prefer NovaPunch fairings. They're expandable; they're cheap; they do what I want them to do with muss and fuss. i see something called an NovaPunch PLF Explosive Bolt. How is that used? I read that it may be obsolete. -
@NoMrBond: thank you for the answer. I gave you a forum rep point as well. EDIT (five minutes later): Just tried your solution. PERFECT!!!!!
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I use a mod called Hex Truss. One of the parts is an End Plate, which is really just a short truss segment. All the other trusses in the mod pack have attach nodes at both ends. Unfortunately, the End Plate has a node on only one end. I need attach nodes at both ends. How should I change these two lines in the CFG) to permit that? node_stack_bottom = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, 2 node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0, 1 Here's the Hex Truss mod pack It's the eighth item in the image list. I asked in the Hex Truss thread. Unfortunately, the developer visits very seldom. I'm hoping you experienced modders can point me in the right direction.
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I just noticed the problem with the End Plate part. There is a connect node only one one side. Nodes need to be on both sides. How should I change these two lines (in HexTrussEndcap.cfg) to permit that? node_stack_bottom = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, 2 node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0, 1 EDIT: I asked this question in another sub-forum, and I received this response: The solution worked perfectly. So I now have two End Plate parts -- HexTrussEndCap (standard part, no node on end) -- HexTrussEndCapNode (part with the added node)
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Already done: [Plugin] Probe Science config files
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I second this. The best would be if you either leave this functionality to other mods, such as targetron (scope creep), or update the "KSP target" once switching ports in DPAI. The new and revised Haystack replaces Targetron. It has many more features as well, including, when you select a port on a target vessel, then MechJeb recognizes the selected port.
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I like the pipes in the trusses. Even though they're just a design/visual detail, they give the illusion that fuel can be transferred through the trusses.
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Apollo13 replied to Arsonide's topic in KSP1 Mod Releases
1. ALT-F12 shows the KSP debug screen. 2. Click Contracts tab. 3. Find the contract in the list 4. Click the "Com" button. 5. Profit -
I have a moral dilemma concerning TweakScale. I receive contracts from FinePrint, MCE, and KSP to launch and test various parts. For instance, I just had a contract for a 5-meter bulkhead. This is quite bulky and quite heavy. Now, I can either launch this piece at 100% size, or...use TweakScale to shrink it to 1.25 meter, which is much easier to handle. I would still receive full credit upon completing the contract. So, do I do the honest thing, and launch at 100% size and weight? Or, do I "cheat" and shrink it via TweakScale? Truly, the test of a man's character.
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[1.2] [2016-10-28] Haystack Continued (v0.5.2.1)
Apollo13 replied to Qberticus's topic in KSP1 Mod Releases
I just discovered that upon opening the Haystack window, I can position the window anywhere along the bottom. Nice. You may wish to mention that in OP as well. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Apollo13 replied to Arsonide's topic in KSP1 Mod Releases
Roger that! I'll read that hence forth. Excellent idea. Oh, and Congratulations on your Modding Mondays selection. Well-deserved. -
[1.2] [2016-10-28] Haystack Continued (v0.5.2.1)
Apollo13 replied to Qberticus's topic in KSP1 Mod Releases
I always have the NavBall open in the flight screen. However, yes, that tab is partially covered as well. All-in-all, it's no big deal. Just an idea. Regardless, I like Haystack. Targetron is no longer on my screen. Also, I don't use a borderless window. -
[1.2] [2016-10-28] Haystack Continued (v0.5.2.1)
Apollo13 replied to Qberticus's topic in KSP1 Mod Releases
@TinfoilChief: thank for that info. Just gave you a forum rep point as well. @Qberticus: please incorporate into blizzy's toolbar and create a free-floating window. Like many folks, I play KSP in a full-sized window. The MS Windows7 Toolbar covers your tab even when the Toolbar is auto-hidden. EDIT: Upon opening the tab/window, I discovered I could move the window anywhere along the bottom. That helps a bit. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Apollo13 replied to Arsonide's topic in KSP1 Mod Releases
Some missions are just nonsense: Description:Reach the designated equatorial orbit around Kerbin with a deviation of less than 3% Kinda missing some important info there, eh? Like Apoapsis. Periapsis. I looked in the Tracking Station, and it appears the orbit is highly elliptical (if I'm looking at the right one). However, if gives no info either. I guess I''m just supposed to launch a rocket and hope I have enough fuel to hit the orbit and adjust the orbit so the periapsis and apoapsis are right where they should be. I see the periapsis is outside the Mun's orbit and the apoapsis is inside of Minmus. And that's assuming it's the right orbit I'm looking at. -
[1.2] [2016-10-28] Haystack Continued (v0.5.2.1)
Apollo13 replied to Qberticus's topic in KSP1 Mod Releases
I wish I could use it. However, I have no idea how to activate it. There's no option to display it in blizzy's toolbar. There's no default UI. While in flight screen, and close to the target ship, there was no UI. I looked at the settings.cfg file to determine what key I need to press. Nothing. EDIT: TinfoilChief showed me the way. -
@r4mOn & sarbian: just a belated Thank You for fixing MechJeb. MJ's Docking Auto-pilot is essential to my enjoyment of the game. Otherwise, I use only the Maneuver Node Editor, Delta V, Rendezvous Planner, and Smart A.S.S. (to handle the details so I can concentrate on other tasks). I stopped playing KSP between August 2013 and May of this year. The main reason is the frustration I had with docking; I've had lots of practice, seen the videos, it still has not "clicked" with me. So, I depend on MJ's Docking Auto-Pilot for my enjoyment. As of Aug 2013, MJ's Docking was crap. For instance, I would be 50 meters from the target port, in a small vessel,, and I had 650 units of mono-prop. I turned on MJ's Docking. It blew through the entire 650 and never docked. Frustrating. So, it was with some trepidation in May that I engaged MJ's Docking. Wow!! Such an improvement. Just today, I docked from 50 meters and barely used 15 units of mono-prop. So, again, thank you for helping to make KSP fun again.:)
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[1.2] [2016-10-28] Haystack Continued (v0.5.2.1)
Apollo13 replied to Qberticus's topic in KSP1 Mod Releases
I'm looking forward to this update. Something else about Targetron. When the player selects a port from the target vessel list, MechJeb recognizes that the port has been selected. Mods, such as NavyFish's DPAI also allow you to select a port by name. However, MechJeb does NOT recognize that the target port was selected (in the Docking Autopilot). And, when you say "nearby ships" how near is that? DPAI sees docking ports of ships about 250 meters out. -
@ctram: it worked for me. I press the 1 key, and the antenna goes up. Press again, it goes down. I used the two same parts that you did: M-38 Unmanned Guidance System, Commutron 16 Antenna. Looks like you definitely have another mod interfering then. Yes, it is: NovaPunch M-38 Unmanned Guidance System
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It's great that I can cycle through the target vessel docking ports. (I've been using DPAI since vers 1.0) However, MechJeb doesn't recognize that I've selected a port. When I select a target vessel's port using the Targetron mod, MJ does recognize that I've selected the port. Is there a button I need to click in DPAI so that MJ "sees" the port I've selected? If this function is not there, NavyFish, you may wish to add it in the next version.
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May I suggest Surface-Mounted Lights. You can change color and intensity.