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jtaylor996

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Everything posted by jtaylor996

  1. 1.0.4 is completely unplayable for me. The frame rate is just way too slow to be usable. I'm using all of the GL tricks, too
  2. Are there any features planned for dealing with asteroids? Here are some issues, either with the way MJ currently acts, or with things that could really use some MJ assists on: 1. You can "target center of mass" on the asteroid, but then MJ thinks no target is selected. This makes it super hard to align the thrust vector with the center of mass. A work around is that if you go to the ADV part of SmartASS, and then select target, forward, it seems to kinda maybe work, but I can't quite verify this. 2. Auto alignment of the locking arm to the center of mass would be super awesome. This would: a. free swivel the coupler b. align the CoT with the center of mass (to like .001 degree if possible) c. lock the coupler 3. Maybe use the thrust vector corrections along with the coupler to keep it centered around the center of mass during a burn. This would be like #2, but I think could use all of the same calculations that are used for ascent guidance. 4. RCS balancer doesn't seem to work well with asteroids. You would use the outboard ports for alignment CoT to CoM, then use the inboard ones (by the nose of the ship) to rotate the the asteroid/ship assembly. 5. Something like docking guidance would be cool for getting the coupler attached to the asteroid. In fact, using docking guidance for this might be possible, but since MJ doesn't recognize asteroid CoM as a target it won't run. Any other ideas? Are there currently any other tools out there that handle any of this? Edit: Just in case some of this was already done, I'm running dev build 455 right now.
  3. Anybody know where the configuration exists for the custom windows? I hate constantly having to redo my windows when I update KSP or mechjeb... I'd like to just copy a config file over.
  4. Yeah, I did that at one point. The rover has SAS, so I just put it in and rolled it on its side. It also has plenty of gas left in the descent engine so I just used it to get out of the water.
  5. I like this mod, but now I'm trying to leave Eve with Jeb hauling a ton of experiments, and it wants me to dump them all before he can board the seat
  6. When I go to board the command seat, it says that I have to dump the experiments. I'm using the TT command seat mod, however. Maybe it's the mod that's preventing me here?
  7. And you know what else sucks? The external command seat won't hold experiments...
  8. Daunting? Never heard of that... Wider view of my choice of landing spots:
  9. That worked. Now I just have a long drive ahead of me. I tiptoed up the mountain last time, but I noticed towards the end that I get much better traction on inclines above 18 degrees. I'm going straight up this guy time time around.
  10. I guess I'll just hack him in. I'd rather fix the craft in the file, but someone would have to explain the position and rotation values to me first.
  11. Ok, this seems to be a significant part of my problem then... I hate that texture now.
  12. He can't get back in the rover, since the telus mobility enhancer and pod ladder apparently don't line up. This is a return mission, with 90% of the work already done. 2 rovers, an ascent craft, an orbit manned craft to take him back... Found a spot (15,06,32 S; 31,25,50W) where you can land at sea level, get biome samples from ocean and surface, and then drive up to 6850m ASL for ascent. I already got the unmanned rover up there, and landed the ascent craft right next to it. I land the manned rover and get out... can't get back in. I can't just ride the ladder on the rover, he keeps falling off on the super flat surface by the ocean. No way I'm stopping ever other foot climbing up that mountain. ARRRGGHHHHHHHH!!!!!!! Anybody know a way out of this??
  13. I'm just trying out this mod. I've installed this and all of the required mods, and I'm just playing around in the sandbox for now. I've noticed some issues: 1. Are the delta V requirements accurate with something like this: http://clowder.net/hop/railroad/deltaveemap.html It seems I will need on the order of 20k delta vee for a lunar lander. 2. OMG, nothing fits. The heat shields don't fit, the engines don't fit, this is getting really annoying. Maybe I should be using the AIES thing? 3. SAS needs to be rescaled badly. 4. I'm strutting the crap out of my ~16k dV rocket, but it's still falling apart. I'm guessing strut strength needs to be rescaled here... I'm also using FAR. Does this play nice here, or should I remove it?
  14. I'm trying to use the conic stretchy, but can only change the width at one end... what is the key binding to adjust the other end (such a thing is not listed in the readme)? PLEASE ADD ALL KEYBINDINGS/USE INSTRUCTIONS TO THE FIRST POST OF THIS THREAD.
  15. Ugh. The spaceplane autopilot is pretty terrible. Anybody else find it completely useless to use to land on the island runway? When you land a plane, you control descent with the trhottle, and the speed with the pitch of the plane. Mechjeb appoarently doesn't know that is and is chasing the altitude with the pitch, and seem to use no control over the throttle at all. Also, it needs to be getting it's altitude from the mean aerodynamic chord of the wing (center of lift), not from where the pod is located. This is required to get the control inputs smoothed out (so it's not oscillating all over the place in pitch, or if corrected, in throttle to get the correct altitude). It would be useful if it could calculate an offset to the wheels as well (which depends on the angle of attack). This would prevent the problem of mechjeb crashing you in to the end of the runways. Who's on these fixes
  16. Absolutely not. I've got a serious horsepower linux 64 bit workstation, and KSP is barely playable. It's not native to linux, so you'll never see anything like what the hardware is capable of doing.
  17. Thanks, thisw is definitely the problem then. It has nothing to do about repeating things, as others are suggesting, as I've already mentioned that only one reading was repeated, with the expected loss in science points. The point is that the instrument says 180 points when reading, and 60 gets rewarded on recovery. So this is just a bug, then.
  18. I put together a tiny orbital mun probe w/ 16 grav sensors to get data from the mun sites (mostly "just above"), and return to kerbin. Each new reading yielded 180 sci at the moon. Rather than tx this back at 60%, I returned and recovered the probe. When it recovered, I only got 60 sci for each reading! I was expecting over 2800 sci, and got just shy of 1100. Heck, I should have gotten over 1700 for taxing the data. Did I read a number wrong somewhere, or does this sensor have a penalty to return it to kerbin? Note, I did accidentally duplicate one reading, and only got 20 for that one. But still, something is way off here...
  19. I've had the best luck by just using 3 hydraulic decouplers along the really big boosters (Thor). I think that part is technically only attached to one, but 450 decouple force for each of the extras had to go somewhere. This setup ejects the boosters plenty far from the main body that I've had zero failures since.
  20. Mine works as stock, but when putting in my addons, it seems to crash when it gets to about 1.3g RSS. Even does this during loading of the squad parts, so this seems to be memory related. I see no errors in the logs. Is there some memory limit or command line option to use with .22 ?
  21. I had the same problem. It seems that the zip file uses "Gamedata" not "GameData" for its extraction path. I guess this wasn't tested on an OS that has case sensitive paths. Moving the subfolders in Gamedata to GameData seems to make everything work for me.
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