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Jananton

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Everything posted by Jananton

  1. Hmm, that's a different one then the booster I just tested. After a few aborted attempts the penny dropped the check marks showing up green indicate that the conditions are met to _start_ the actual test. LOL Greets, Jan
  2. The vanishing of the ground is a bug that happens sometimes on Kerbin too. You could try a quicksave just before you start the final landing procedure, then if the ground vanishes again press F9 to restore the quicksave and go land again. This seems to help most of the time on Kerbin, so maybe it works on Laythe as well. Greets, Jan
  3. Just a little follow up. Fraps set up, headset ready - hmm my own voice with delay, how the heck do I remedy that<g>- , dropped in the enhanced navball again and... no problems at all. I did remember the first time I installed it I had a look at the repositioning and sizing at the launchpad and then reset it all before take off, so I did that too this time and I half and half expected that this resetting would somehow reset something in FAR as well to trigger the behavior I saw before, but nothing, absolutely nothing. Everything behaved very well. In my defense I can only say it really did happen. Maybe it was a corrupt download or something, although that would be a first too. Oh well, let's hope that after this post it doesn't roar it's ugly head again, if so then it's definite, it must be Murphy at the helm. ;-) Greets, Jan
  4. Well, I've had a look, and that definitely is not how it behaved over here. ;-) Maybe it was a fluke, I'll drop the mod in again tomorrow - oh dear, actually later today <g>- and if it happens again I try to do some recording with Fraps if that'll work. Greets, Jan
  5. Of course, no problem, a zip with the two ships in question you can find here. Let me know when you have them so I can remove the link / file again. Looking at the list of mods I gave I did forget B9_Aerospace, but no parts were used in the ships mentioned, so I presume that's not relevant. It's speculation of course, but could it be somehow FAR is inadvertently linked in while out of the atmosphere were it shouldn't have influence. The sudden speed up -flipping of the craft- when coming further away from the prograde marker for instance would be the behavior when in atmospheric flight. Oh well, just a thought. ;-) Greets, Jan
  6. I had already deleted the enhanced navball folder from the GameData folder of my modded install and some rolls to target with one of the same ships used seem to indicate all is 'normal' again using the build in ball. I will do some more testing tomorrow and if I see any peculiarities with the default one too now, if so I'll let you know. As said before I very much like the concept of the enhanced version and the added in-game scaling I think is extremely useful. Although by far I haven't seen all episodes of Scott's Interstellar quest, I can't believe he wouldn't have mentioned something about this, so I would look long and hard to that added scaling and sliding options, as that's the last change made in the code I presume. Greets, Jan
  7. Let's see, mods installed: FAR v.0_13.3; DeadlyReentry v.4.7; EngineerRedux v.6.2.4; InfernalRobotics v.0.15d; KAS v.0.4.7; KerbalAlarmClock v.2.7.4.0; Kethane v.0.8.6; KSPInterstellar v.0.11; KW Rocketry v.2.5.68; ProcFairings v.3.05; RemoteTech v.1.4.0; TacLifesupport v.0.8.0.4; Toolbar v.1.7.2; ActiveTextureManagement v.3.1; ModuleManager v.2.1.5; EditorExtensions v.1.1 As for the experience of this behavior, that was with two different ship designs, both used before with no problem at all. One in orbit around Kerbin and one orbiting Mun. In other words the sudden speeding up of a rotation, or a sudden devation of a linear path roll happened on both ships without warning seemingly at random. Letting go of the F key while SAS is activated (T key toggle) does stop the non intended movement. When I leave SAS activated and navigate to a marker these random deviations or speed ups don't seem to happen, at least I didn't notice them. However I much rather use the F key to disable SAS temperately when navigating to a marker. ;-) Hope you can do something with this, let me know if you want more info. Greets, Jan
  8. Well, none of the ship designs did show this behavior before with the build in navball, so I don't really expect it's coming from something else to be honest. I do use some other mods though, mainly the ones Scott Manley describes in his Interstellar quest series minus the eye candy ones, but as said, not seen these effects before installing the enhanced navball today. Greets, Jan
  9. Well, having heard about this enhancement in several locations I thought I give it a try. Let me say at first I like the concept and the added scaling and positioning possibilities, but I found some strange erratic behavior when I use the WASD keys with the F key pressed to temporary disable the SAS with this enhancement. As an example, when I tap the W key once to go to a required marker, that should be a linear constant movement, but from time to time suddenly an additional vector is introduced rolling the ball in an added other random direction. Also I noticed sudden speed ups in the roll of the ball while no additional key input is given by me. This misbehavior seems more likely to happen when so called shadow markers are visible, but it does happen too in simple one way movements. Anyone else have seen this behavior or an idea why this happens? Greets, Jan
  10. Okay, at the chance of sounding old fashioned, cool! Greets, Jan
  11. Hmm, one little question, when opening 'Live Streams > streaming calendar' are the times visible in the week overview adjusted to the profile of the user opening this page or are they all in a certain time zone that isn't mentioned anywhere? Greets, Jan
  12. Hmm, just did a little test, but KAS works fine. However, you shouldn't attach the nozzle used for linking to the convertor, but to the tank(s). Here's an image of my prototype Kethane Harvester on Mun waiting for the daylight cycle to start. ;-) Note the KAS nozzle in the center of the image attached to the Kethane tank on top of the converter. Also note that after you've connected the nozzles by a Kerbonaut you have to focus on the craft to be able to right click on the tank(s) for transferring products. Greets, Jan
  13. So a dot is just a flag for scanned or not scanned areas, that's good to know. For knowing the relation to a 'seed' you'll probably have to dive in the source code to find out how, if that's publicly available of course. ;-) Greets, Jan
  14. Interesting find, but wouldn't this mean kethane deposits are everywhere all over the planet, or doesn't a dot represent kethane? I'm still puzzled about why all those random characters are there in a working scanned tag entry that does show some deposits in the game and are in the original persistent.sfs to be honest. ;-) Greets, Jan
  15. Since I finally decided to experience some mods and amongst others installed FAR I found that using something, that I believe could be considered as approaching a 'gravity turn', is the most secure way to get up, up and away. In a way it's much like T.C. described above. After launch and reaching 75 m/s switch off SAS and give a small nudge in the direction you want to proceed. In the mean time depending on the TWR throttle back so your speed just increases slightly from 145 m/s at approx 3000m. Now use the throttle to control the speed at which the rocket tips over, lower- if it doesn't drop enough, more throttle if the tipping over goes too fast. I still haven't managed it to perfection, but it works much better for sure then doing it the 'old' way before I had FAR installed. With FAR the 'old' way, starting the turn at 7000 to 10000m to 45 degrees, most of the time results in tipping the rocket over uncontrollably and ending the whole opration in tears. ;-) Greets, Jan
  16. Hmm, I said I presume, I haven't tried it myself yet. My next try would be to copy and include the section GeneratorData as well because that could be the key to the characters used in the scanned section. If that doesn't help either I would start looking for a flag set somewhere that indicates scanning of a certain planet has started. Greets, Jan
  17. The scan data are preserved in the persistent.sfs file in your Saves/<name of current started game> folder. I presume you can copy that part for safe keeping for future use. ;-) Greets Jan
  18. This has probably been asked before, but searching didn't really provide a satisfying answer. ;-) When scanning the planet surface for kethane deposits am I right to presume this only works when the scanning device is on the active vehicle / vessel? In other words, although switched on no scan is performed when another craft is the active one. @Michael: This won't help you now, but I've no problems with the kethane scanner in the VAB, the small one that is, I haven't unlocked the bigger one yet. Check the version of KSP you're using (should be 0.23.5 for the version down loadable via this thread) and that you installed all from the zip archive in the right place. Greets, Jan
  19. Small question. Is the dll in the plugins folder named MMI_Kethane.dll in the 0.8.5 pack supposed to be 0 bytes? From the log file I can see KSP doesn't really like that. ;-) Greets, Jan
  20. Well, I did an attempt with something that resembled spoilers, but I presume they were too small then. ;-) As said I'm not really a plane builder, so back to the drawing board first when planes are concerned and you're right continuation of this should go to the FAR thread in future. Greets, Jan
  21. As for the pink squares, I had that too at first, you need to install the version 1.3.3 from the new repository first and then overwrite the dll with the one from the download here. If you only install that last update you only get the dll and the resulting pink squares... ;-) Greets, Jan
  22. Oh well, maybe I got carried away in the realms of what's possible and what's not. ;-) Overall I think FAR is very nice in the department of punishing for G-overloads and other stress factors, however I have the feeling that the drag in the atmosphere is on the low side. I'm not really a plane builder, but since I've got it installed slowing down for landing the most simple designs is harder then putting a Piper down in real life, it just won't bleed speed and drop it seems. And no, I'm no real pilot, but 15 or more years of FS should count for something too in that respect. lol Greets, Jan
  23. Ah right, I was wondering because one can use the extra NoAutoShroud for the engines part.cfg's in the KR Rocketry install and I wondered if I should do that or not. I'll probably not do that now I know what it implies, don't want FAR to create strange turbulences with 'open' engines in stages. ;-) Thanks for the info. Greets, Jan
  24. Right, there those buttons are for, that's good to know, thanks. Greets, Jan
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