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futrtrubl

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Everything posted by futrtrubl

  1. Not the full exception, the full log. That gives a lot more context for the problem, especially in KSP/unity where errors elsewhere can have odd effects in completely unrelated areas.
  2. For parts that have multiple symmetric bottom nodes fuel flow is one way. Try it with the stock 1-to-many adapters.
  3. Also make sure you are using an experiment that uses the KSC biomes.
  4. You can't change crew capacities, that will break the internals.
  5. No they didn't do exactly that, all they did, and all current resupply/crew transfer missions do, is launch into the plane and then use a few orbits to rendezvous like a normal rendezvous. They do not launch to rendezvous in an inclined plane. The fastest launch to rendezvous that I can find was Soyuz 34/TMA-08M taking 6 hours and 4 orbits.
  6. There's the problem, those aren't massive, especially compared to the pod, that is why your CoM is closer to the pod than the shield. IE mass is not at the bottom.
  7. 15 degrees is 15 degrees, doesn't matter what planet. Heavier planets will take you more dV to later match inclinations. Launch to rendezvous will put you in the same orbit just different inclination, so no matter the inclination you will need to match planes at the ascending/descending node, which is also the same thing as matching velocities at closest approach in this situation.
  8. Launching to rendezvous with an inclined target will almost never work, can almost never work. You have to launch at a certain time in order to match the plane, but you also have to launch at a certain time to get the right launch phase angle. These times will almost never coincide. Best option is to into plane of target at a significantly different altitude and then do "intercept with Hohmann transfer". Edit: If you want to train the launch to rendezvous for the phase angle while on a different body you will need to use the "mark" command at the start of the launch at the same time you launch. Mechjeb only writes the phase angles for the first launch of a ship, this is so that launches from other bodies or when your ship has changed (staging, fuel use, docking, etc) doesn't mess up your initial launches later with the same type of ship.
  9. Have you already made a normal ascent to the rendezvous altitude? I mean completely including circularization burn? If not then mechjeb has no way to know what phase angle it should launch at. - - - Updated - - - Have you upgraded your tracking center sufficiently? It can't give you the ascent guidance, or most things, if you can't make maneuver nodes etc.
  10. Realchutes can't help you with this. Any burning up would happen well before you could use chutes (because they would burn up).
  11. Is that a space before the FINAL? KSP really hates spaces where they shouldn't be.
  12. KIS tools are assigned to seats, not to Kerbals or to the part. However they won't show up unless there is a Kerbal in that seat. If you transfered the Kerbal back to his original seat you should still see the screwdriver there. I'm not sure how KIS handle stock internal transfers but I imagine they swap seat inventories too, if they do anything at all. Try it stock and see if you keep the screwdriver. Edit: Damn ninja! ;']
  13. Known issue, fixed in next version for all affected addons.
  14. Look in the CTT download, at it's only config. Look how it uses @TechTree and @RDNode.
  15. Known stock bug. Mods have tried to mitigate around it but.... Known issue with DR, I believe the latest dev tries to fix it. - - - Updated - - - Procedural Parts has proc heatshields. If you want heatshield shaped fairings you can do that with this mod. Otherwise I am not sure what you mean.
  16. Any chance of alternatively using MechJeb's estimate now that it uses KER code for that?
  17. I think you are thinking of MKS and EL not KAS.
  18. I've had that before with a corrupted settings file for an addon. You can either go through looking for settings files that are empty or filled with weird characters or just delete everything and reinstall addons.
  19. Ahhh, I thought you were seeing the 50% efficiency in game and thought you were looking at the module efficiency that depends on workspaces, kerbals etc.
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