Jump to content

Fizwalker

Members
  • Posts

    390
  • Joined

  • Last visited

Everything posted by Fizwalker

  1. Quickshot, I had the same problem with Mechjeb. To fix it, I had to replace the toolbar mod. Try this: http://forum.kerbalspaceprogram.com/...uttons-toolbar
  2. Thanks for the help! In fact, I really appreciate the incredibly prompt reply! Do you troll this thread? If so, I am glad you do bud! You Sir, are awesome sauce! Thank you very much for the help!
  3. Are there any known conflicts with MechJeb since KSP 23.5 was released? Since then, mechjeb has not worked.... Either the side menu bar has appeared, but not populated with anything when viewed (although previously openned windows were present), or the parts are there... and none of the GUI elements are there. I've been using MechJeb Ver. 2.2.1 so far. (Note: I am about to try an older version of Mechjeb to see if that makes a difference.) Current Mod list is as follows: 000_toolbar Active Texture Management (aggressive) B9 Aerospace BahaConstellation Boulderco (Clouds etc) Deadly Reentry Kerbal Engineer Exsurgent Engineering FASA (Mercury/Gemini/Apollo craft at KSP scale) Ferram Aerospace Research Firespitter FusTek Hubs (for reflections) Kerbal Attachment System KAX (Turbo props) KinetechAnimation KSPX KW Rocketry Infernal Robotics (Seems to work fine for what I use it for....) MechJeb NASA Mission NavyFish's docking alignment indicator Interstellar Scan Sat Kerbal Alarm Clock VNG's parachutes Thank you for the help!
  4. Hmm.... I've read many of the earlier posts... (Sorry, too lazy to read the later ones!) and I think my limitations are that as long as it's not a tank within a tank or engine within an engine, clipping is fine. Granted, this is single player, so the standard is up to the player as to what they will allow. I'm a big person on looks, and I can see half burying an RCS tank in the flank of a ship, because the part of the tank that cannot be seen, can be spread around in empty spaces.... I cannot suspend my belief when two same sized tanks occupy the same space. I don't clip engines at all, because it requires a suspension of belief (ruining immersion for me) to do. This is my stance on the subject; I won't enforce it on anyone else, or say they are wrong to do it... (If this were multiplayer, I might feel differently....I'll cross that bridge when it happens!) I suppose my rules are as follows: 1. Clipping cannot be used to have 2 of the same objects occupy the same space-- there has to be some logical idea behind where the missing space goes even if the objects are different. 2. The base of engines can overlap, but the "bells" cannot occupy the same space or overlap. Rockets work on certain principles, breach them and it becomes unclear on how the game handles it and how it would in reality. Honestly, this is an immersion factor for me. 3. Clipping cannot be done through a debug menu. I don't know what to say to elaborate on this. These are the rules I follow in regards to clipping. Otherwise I do it for how my ship looks.
  5. For awhile I was running KSP on a laptop with an A6 chip and 4 Gb of ram.... And nowhere near smoothly. I got by with it. I currently have an AMD FX 9590 with an ATI HD 7800 graphics card. I have 16 Gb of RAM to go with that.... But KSP is only a 32 bit program, so it maxes out at 4 Gb of RAM. I just discovered this :http://forum.kerbalspaceprogram.com/threads/59005-0-23-5-Release-3-1-Active-Texture-Management-Save-RAM-without-reduction-packs%21/page140 and it runs even better (I have a lot of mods!) It seems to hang at the beginning, but it works very well. (I am a true believer after seeing what it did with my problems! Don't take my word for it, try it for yourself! =P)
  6. Definitely a noob here... Fortunately, FASA has escape towers so I can rescue my poor, poor Kerbals from certain death at my hands!
  7. So... I started a new career game with the FASA mod, and after killing Bill and Jeb through horrible accidents in re-entry... (Horrible because I gained no science from them... =P) I finally came up with a design that works... Mostly. I sent Bill up, (after many tests with the various modes of the escape towers installed....) to collect science from orbit. Launch wasn't quite what I planned... But a westerly heading ended up getting me above the atmosphere. With deadly re-entry installed, I came in a little hot... But not hot enough to burn up. So... Coming down and the re-entry effects are done... That's when I see that I am at a mere 4k meters..... I punch the protective cover off my 'shute and release it. I recall some people trying to find the High Gee Death machines somewhere else on the forums..... If they're reading this thread.. I want to let you know I've found one. That's right, Bill's guts are splattered around his ship... But the science survived!! Rest in Peace Bill, but know that your death wasn't in vain!
  8. Just found your pack, and it works great! I had removed KW Rocketry/ B9 Aerospace and even started turning down the graphics to try to improve frame rates (A problem due to mods post 23.5 as that's when the issues started...) and as I was looking over Manley's Interstellar mod list.... Saw yours and I tried it out. Frame rates are back to being smooth as polished glass! Going to be reinstalling both those mods now! Thanks for the work and effort put into this! One small artifact I found (an "Oh *****" moment I must confess at first).... Prior to installing the mod, I had a ship on the pad. I loaded up the game after installation, went to launch said ship.... And the camera, instead of following the ship, lagged somewhere between Kerbin, and the ship. It was a pretty cool effect in a sort of cinematic way, and it only happened for that single launch. (FASA mod, Explorer booster and probe)
  9. I'm going to guess that this only applies to the game after the update to the ARM... Um... Add-on?
  10. This might be a silly question.. But, do you need a docking port on your target, and the craft you want to dock for it to work? (I've been assuming you have to, but I know I can use only one port in the form of a decoupler....) Thank you for your time in advance!
  11. Complete noob question... How do I place the undockable connector? I've gone over the instructions on the first page, and that has not been working for me.. No placement pip appears... Clicking where I want to attach it doesn't do anything either... What am I doing wrong?
  12. Thank you all for your replies! What I have gotten from this is that the dV is constant and that to get to Minmus or the Mun I have to have a ship capable of developing that constant. Mass is irrelevant to that constant, in that it determines thrust and fuel needed to get there. Capi, I think I am following you but I would like to confirm some variable definitions... (I'm an ex-soldier so bare with me....) M= "Wet" Mass, i.e. the mass of the ship with fuel and consumables with the mass of the structure = Initial Mass Md= Dry Mass. i.e. the mass of the structure with empty tanks. = Final Mass The appropriate equation is dV= Effective Exhaust Velocity*ln(Initial Mass/Final Mass) and Effective Exhaust Velocity can be written as Isp*Standard gravity, where Isp is the specific impulse expressed over a time period. Did I get the variables correct?
  13. I like that one Nutt, you might like this too..... http://youtu.be/izQsgE0L450 Adagio for Strings by Samuel Barber
  14. Aleis, I was listening to your link... alt-tabbed out and suddenly I heard explosions.... Which was odd considering I hadn't launched the thing... So... Yeah, it just blew up on the pad... >.<
  15. Noobie here.... I gots a question! =P I've been looking over the KSP Wiki and I noticed the section on Delta V requirements for various near Kerbin bodies (Mun and Minimus) from various altitudes of Kerbin orbits. Do these numbers reflect a certain mass of vessel or does the amount of Delta V needed remain the same for all vessels? Thank you in advance!
  16. Lego, on a side note, have you seen "The Gods Must Be Crazy" or "It's a Mad Mad Mad World"?
  17. Moon Goddess, that's a good one! If only I didn't blow up my Kerbals more often than not....
  18. The Jedi Master that song reminds me of the first Kerballed rocket I got out of Kerbin's atmosphere..... Stranded all three of them in a solar orbit, with no fuel to go anywhere... I've thought about sending a rescue mission out from time to time...
  19. I'm currently working on a lifter that will put approximately 250* tons to 100km Kerban orbit. Not sure how to post a screen shot yet, but Mk I will be lifting shortly.... Hopefully.... Edit: Mk I destroyed all the de-couplers on the launchpad.... Working on Mk II.... Further Edit: Got up to the Mk XXI (Which did work... Barely) before noticing a flaw--Read: One of the engines was blowing up.....>.> -- that was causing the Mk XVIII to fail at the separation of the first 2 stages... But had been my most promising design. So, fixed my Mk XVIII and successfully got 250 tons into LKO for my refueling depot. ...And have an additional 4 Jumbo 64 tanks and their orbiter, (though the fuel in the orbiter is almost spent, but that is fine because I'm going to use that as the base for a station I will park in orbit around the Mun.... Or maybe Minmus. I'll post a pic once I remember how to take a screenie. The asterisk is actually closer to the station module and orbiter's overall mass.
  20. I'm a noob, but I had a thought. Depending on the amount of fuel you are hauling out on your grand tour of the outer planets, if you bring out 3 of those Rockomax Jumbo 64 tanks in a rough equilateral triangle, with a truss running along a side with the appropriate number of docking ports for your probes. If it's built right, you ought to be able to place the truss close to being inline the center of thrust, so that even if you launch a probe, the center of thrust/mass won't become unbalanced. Of course, these tanks might be far enough apart, you could put the probes so that they could launch from between the tanks from each side... (I originally thought you could mount them on one side and just drop them out from there...) Depending on the spacing you have. However, it might be easier to do what Temstar suggests.
  21. Wish I'd known that this evening while I completed my first *almost* completely manual docking... Mind you... My problem for the most of the 2 hours I spent lightly bumping my docking target was that I had forgotten I had the Jr docking port instead of the regular sized one.... >.< Much easier when I switched to the port of the right size! lol
×
×
  • Create New...