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Deathsoul097

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Everything posted by Deathsoul097

  1. Actually, at first, I was on a fully stock installation (Excluding DMP, of course.) and it was happening, so as far as I can tell it is a DMP/Stock problem. It may be exacerbated by some mods, but I only have VOID installed along with DMP, and I have noticed no difference in the frequency of things deciding they should have an instantaneous 200g deceleration.
  2. Actually, you can get to stuff that is hidden inside a craft. The camera can clip through parts. Personally I would rather a really short segment of a MK2 part for a drone core, it would reduce part count, and if you need a nosecone, just use one of the adaptors.
  3. So, are there still issues with moving KSC? And can you see the new location of KSC at the space centre menu? Or does that view default to normal. Because I have a few ideas of some neat locations to launch from if this works like I hope it does.
  4. Last I heard there was a floating Munolith a few kilometres up. Maybe that's what people are seeing? Distant Objects Enhancements would make it more visible too, so that may be one possible explanation.
  5. I voted for my original suggestion, the Surveyor core. I think that it would make for a good base for mid-tree probes, as there isn't really anything that fits this role. The M-1 would essentially be a scaled up, and slightly different F-1. I think that something that allows for a good aesthetic, as well as a good base for smaller science parts would be much more valuable to a player than another Mainsail.
  6. Am I the only one who noticed this is almost exactly the "Mars Direct" mission architecture that was produced a while back?
  7. Lol, that first pic: A random ISS appeared over Luna!
  8. No worries, I've since abandoned it anyway. No motivation to do something that has been done before, and better.
  9. Very nice, and good to see you getting back to this. It's really good.
  10. Funilly enough, you'll never guess one of the plans I have for part sets... Also, I posted pictures. Check earlier, in the same post as the logos.
  11. I think everyone is misunderstanding me. They look like they are 3.75m wide, not 5m wide. And yeah, if it is 5m wide, that's a bit large to me. Frankly, even the measurements of your heatshield in the preview video lists it as being 3.75m undeployed, and it looks to be equal in width to the module it is protecting at that point. I was simply confused, because everything I have seen made it appear to be 3.75m wide, but then that one section I quoted said 5m. Or am I just reading these replies wrong?
  12. Aaaaand it happened again. My 85 Tonne Orbital Refuelling station just fell out of orbit over the space centre, just as I was about to dock to it. This is beginning to seem like a really serious problem. This time it only lost it's surface velocity. It was still on a decent arc whilst dropping.
  13. Hmm. The Aussie sandbox server got cleaned out by someone, and now there is significantly less lag, in map view, and I haven't had anything drop from orbit yet. Just thought I'd let you know.
  14. Hmm. Do you think anything can be done about it? It seems to happen very often, at least to me. (Not trying to rush you. Genuine question, I'm interested to see how you will or try to solve it.) It will probably require more testing, but I have found that it usually happens at the same time or just after staging (That's how I lost the SecondStage of my second attempt at the Science Module) or switching vessels. (Which is how everything else got destroyed.) Also, JSYK, it also happened to the station multiple times on it's way down when I was trying to save it. It also only seems to occur when you switch away from something. It doesn't always happen immediately after switching though, and its sporadic. It doesn't always affect things, in this way or at all. As far as I can tell the losses of momentum are perfectly synchronized with the pause/reset thing you mentioned. Basically, what I think I'm observing is a total loss of orbital momentum on uncontrolled vessels within render/physics range (Only the things I was trying to work with and save were affected, which makes me believe this is only affecting things within render/phys range. Quite possibly because everything outside that range is already on rails.) at the time of Syncing the planet clock. I will have a look at getting on tomorrow to test some more, but for now, I need sleep.
  15. Well, Ive had a bit of trouble with my Kiangong station on your sandbox server. Namely, the science module, "Kiangong - 2" dropped from orbit (Literally, all orbital velocity lost) when I switched to the station to open a docking port. There is now a flag on the surface called "In Memory Of..." marking the exact location of the drop. This was induced by a switch using the [ and ] keys. Maybe a one off, but possibly something to look into. Also, can I install a mod like Void, one that is only a plugin and adds no parts, without repercussions? (Completely unrelated, asking because "Me wants DV readouts!") EDIT: Well then! The server really doesn't like my space station. First the science module drops out of orbit, then the upper stage taking the second one to orbit, then the station itself, including the MPCV (Which I saved, with about half of the stations crew) and SSTO I had docked to it. (Not so lucky. Deleted in atmo during my attempts to save the rest of the crew.) And every single time that happened there was a jump in the game, as if there was some kind of lag or syncing going on, and yet, I was the only person online.
  16. Hmm. This is pretty nice. Hope this doesn't mean ALCOR has been abandoned though. Just a quick question, do the service modules have built in engines for landing? Or nodes to place them? If not, that might be something to consider as part of the service module, or possibly a separate part, as I can only believe that landing these will be a huge pain in the *** without dedicated parts, or at least just really ugly and unrealistic. Umm, just saying, those look to be much closer to 3.75m, to me at least. Either that or you got some giant kerbals.
  17. Cool. So, just use Anmation Generic, not Landing Leg modules, and add it to AGs manually? Got it.
  18. The Servers are in the first post. You make your own list.
  19. Especially using that Wet Workshop aspect. Very efficient, and very handy.
  20. Hmm. Damn, I would love a Skylab Wet Workshop, but I think it would take too much in a single part to make. So, if that isn't possible, instead I would like a Surveyor based probe/lander, as a small, early tech lander core. As it would only be one part, the legs would be built in, along with possibly the tanks for fuel.
  21. Actually, it's the opposite. Mods used to go in there, and it only exists for backwards compatibility with the old mods. Also, is Drag and Drop into Gamedata really that hard? And mods that add multiple things into gamedata are usually adding stuff from other mods, like MM, or Toolbar, or Firespitter's Dll and pathway. (And trust me, having multiple of the same Dll in gamedata, especially when they are in different subfolders, makes things a huge, laggy,crashy pain in the ***.
  22. Ugh, I know right? Perhaps if Skylon succeeds we will have our launch capabilities again. I guess that would rely on the government backing REL and their projects though.
  23. Lol, thanks. I have the door to the hangar bay built, and the animation is currently being worked on for that. No screenshots yet though, as my school has Imgur blocked.
  24. Yeah, I know what you mean, like Macey Dean's series, that kind of thing. Military vessels and setups have always been an appealing aspect and possibility. That's why I'm making my mod. (Also, you have an epic avatar. Yuno is undoubtedly one of the best characters ever. Cant beat Petra though. XD)
  25. !!!Noob Question Alert!!! How does I use an IRC?
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