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KSP2 Release Notes
Everything posted by Kurld
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Are there any known issues where these parts stop working? I've had several occasions today testing a launch vehicle where the "remaining fuel" trigger does not ever fire at all. Other times it does work. I'm having similar issues with mech Jeb ascent autopilot. Is there any known incompatibility between these two mods? I scoured the log and didn't see anything remarkable. Lots of noise and some errors and exceptions from Scatterer and Eve, but nothing that happened in between launch and failure.
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[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
Kurld replied to R-T-B's topic in KSP1 Mod Releases
Does Kittopia still work, and if so, how do I start it from within the game? Thanks! -
Is the KSC supposed to look like 1970s Los Angeles levels of green smog? All the colors look really desaturated and gross compared to just running Eve and Scatterer. I can't tell if this is stylistic choice or if something is wrong. I did swap Scatterer to v7 already.
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I'm pretty much in awe of anybody who can model complex surfaces at all. I made some Saturn V parts and anything beyond the basic cylinder of the tanks and thrust structure gave me fits. I feel like I spent about a year modeling the Rocketdyne F-1. About that time BDB showed up and so I threw up my hands in celebration that I could finally stop what I was doing I think it was unique to STS-98. The HabTech parts look amazing and playing with them was the reason I pulled the trigger to start this project to assemble the Kerbin Space Station. Only about 35 missions to go now, lol. So far nobody has died returning to Kerbin, but the landing after this mission was over was not pretty. Here is another gratuitous screenshot of some SSRMS action. I forgot to put a kerbal on EVA on the Z1 to serve as a "moan backer." OK, one more:
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That's a new one on me but I've been away from the game for a long time. Could it have something to do with inventory items the crew are carrying? I'd assume that stuff would just stay with the individual kerbal but maybe not?
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As I drifted off to sleep last night I was thinking about how I could do just that. I wound up assuming maybe this would require reworking the transforms that are set up in Unity and not just something you can do in the part module configs. I guess while we are talking docking... is there some real-world document somewhere that describes a particular way that the APAS ports should be installed? I'm imagining something that says "all the ports on the station that face nadir should be rotated this way" or "all the ports on the station that face prograde should be rotated that way." I've made up some rules for myself that seem to work, because I had an issue come up when I was docking Node 1 to the FGB where I didn't have them lined up properly and of course the relative angles matter for the APAS. But is it proscribed anywhere? To confuse me even further, the CBM rings have little tabs that stick out, but these don't seem to interfere with anything.
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Next kinda dumb question: Is there some way to use this with the Docking Port Alignment Indicator mod? I set up the RCS as instructed in the manual. This works great when "control from here" is the cockpit. But as the manual points out, trying to control the craft during docking from the actual docking port is an exercise in futility. The only translation that seems to happen is port/starboard. Is there some way in the game to set up an alternative RCS scheme without having to go to each port manually and swap them around every time?
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I've been having one heck of a time trying to get this working with the SOCK mod shuttle. The RCS geometry on the shuttle is fairly asymmetric and to get it balanced properly for control from the cockpit prograde you have to disable/enable certain axes on the various RCS ports. When I switch control to the docking port (zenith facing) the DPAI presents the correct alignment cues as far as getting oriented with the target docking port, but the only RCS translation that seems to have any effect is the one that controls port/starboard. Advice?
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Kurld replied to Theysen's topic in KSP1 Mod Releases
Thanks for taking the time to explain all that, @Arrowmaster I'm looking forward to making another run at it over this weekend.- 2,215 replies
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I'll check them again when I fly later this evening. I set up the wheels as per the totally awesome manual. I wish more mods did stuff like that! One thing I'm wondering is if adding the rudder air-braking somehow is blocking any other parts from getting a brake command. I added the wheels to the BRAKE action and will test that too. Not sure what might be in conflict, but that's totally possible as my install is rather bloated and I just keep making it worse. I noticed during my last session that the base rotator servo on the Kerboarm had stopped responding in the VAB, either in response to the KAL-1000 instructions or to manual manipulation. All the other robot bits are working just fine. I took that part off and put a new one back on and it still didn't work. I mean, even the other axial servos are working. Just not THAT one. I didn't have time to try and get it on the launchpad to see what was up there. THIS GAME sometimes... update: OK, so having the wheel parts in the brakes action seemed to make them work. Weird. One strange thing is that when the vehicle quit rolling, it started rotating around slowly on the runway in a counter-clockwise direction. Restarting the game also made the robot part come back to life. Then later I was "in the simulator" (i.e. take the craft to extremely high orbit of the sun with cheats and try to run down all the mission steps, make sure action groups are set properly, etc.) and deploying the Destiny Module to the front of Node-1 mockup when whole damn arm died right after putting Destiny in place. This is the first time I've ever used the BG parts and.. it sure is a mess. As much as I like to try and stick to how they did stuff in the real missions.. I might go back to deploying everything with mini tugs in order to save my sanity.
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I was watching some footage of shuttle landings and realized/remembered that there is supposed to be a parachute on these things somewhere. What do folks use for this? I don't see any part included nor any attach points to place one. Also, Jeb probably ought to get his brakes checked. These don't seem to work very well. Maybe not at all?
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Kurld replied to Theysen's topic in KSP1 Mod Releases
I loaded this up via the "Express Install" in CKAN. I have zero interest in playing a career game, but when I select sandbox I still have a bunch of stuff that seems extraneous to my sole desire to build and fly rockets. Decades to build stuff? How long before folks retire. Etc. Which brings up my second point, that "express" means different things to different people. Do I really need 87 mods to have a baseline realistic flight experience with reasonable approximations of real-world rockets? Which ones of these can I remove and not break things? My third point is that I thought I'd start by loading a Mercury Redstone and just let her rip to see what all the fuss is about. The included craft file reports missing many parts. Do I need to go download something more? I tried building one from scratch in the VAB. All of the capsule seems to be there, but the decoupler is lacking any kind of shroud/fairing when I attach it. The tank and thrust structure and fins are AWOL. The Redstone engine is present.- 2,215 replies
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See below. Let me know if I can provide any other information. When I launch this I stage #4 with spacebar, let it settle down and then engage the ascent autopilot, which immediately stages #3. With the "drop early" option selected, the decoupler in stage 2 activates approx. 1 second after engaging the autopilot. The solid rockets in stage 2 are separator motors for the SRBs in stage 3. Thanks!
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I'll get back with that later today or tomorrow, I'm in a "test flight" at the moment, trying to get smart on the landing assistance part of MJ2. I staged manually with a second or so left on the SRB burn and everything looked so pretty. So if I can figure out what I'm doing wrong, that would be cake.
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How is "drop solids early" supposed to work? I have a shuttle where I start the main engines (stage 4) wait a few moments for things to stabilize and then start the ascent autopilot, which auto-stages to stage 3 which ignites the solids and releases the launch clamps. If I have "drop solids early" enabled, no matter what value I indicate for lead time, about 1 second later the solids are decoupled and go flying away. (I thought I'd try dropping them early to see if it would help them separate a little more cleanly.)
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I'd assume if you want to leave that mod installed you'd need to remove that patch, as you describe. The BG controller has been pretty much the only way (for me, anyway) to get anything done without going completely insane. Even so, figuring out what angles to use and setting it up to control the animations is really slow and tedious. I saw where somebody was working a while ago on an inverse kinematics plugin for the IR mod. If any such thing existed for Breaking Ground it might make life a lot easier.
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Also, I seem to be challenged when it comes to attaching the SRBs from Photon Corp. edit: I eventually figured out how to put the SRB onto the decoupler, but then I can't see how to attach the nose-cone. Should I just use one of the stock radial decouplers? Sorry if I'm being obtuse. I'm kind of in mod-overload at the moment. edit (again) I found the hidden node inside the SRB, finally.