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KSP2 Release Notes
Everything posted by benjee10
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The KerboArm2 parts are for Canadarm2 (predictably enough!) but they aren't textured yet. I was using them to test out the new robotics initially. They should all be functional, so if you fancy testing them out (albeit untextured) you can un-comment the PART node in the configs (warranty void etc. etc.)
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1 has been asked a lot. Make sure all the robotic joints in the arm are locked at launch and set an autostrut on one of the arm parts (end effector works best), and/or turn on same vessel interaction. Can you elaborate on 2? Don’t think anyone else has reported this. The manual goes into some detail about reentry and landing but it varies depending on what scale you are playing at. Part of it will be trial and error. Atmospheric Autopilot makes the landing itself a lot smoother.
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51 years ago today, Kerbals walked on the Mun for the first time... OR DID THEY? Exclusive new evidence shows that the Mun landing was in fact filmed by Stanley Kerman on a sound stage.... on Dres! With Apollo Recreation Kit, you too can recreate the iconic Apollo missions the way they actually happened*. This mod adds a number of parts & props to build your own soundstage and fake the Moon landing on any planet you so choose: All parts feature Kerbal Inventory System integration, and the backdrops and stage blocks feature switchable textures. See the ReadMe for instructions on how to add your own backdrops. DEPENDENCIES Apollo Recreation Kit requires Kerbal Inventory System to function, which should be downloaded separately. B9PartSwitch, Module Manager and Community Category Kit are all bundled with the download & are distributed under their respective licenses. All rights reserved. DOWNLOAD SPACEDOCK *It's just a meme bro
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Hi there, the custom suits are a very cool feature and I'm enjoying playing around with them. Is there any chance we could get the option to have custom suits override the IVA suit (either as an in-game setting, or line in the config file e.g. overrideIVA = true)? There a couple of suits I'm working on that only make sense as IVA suits, and it'd be nice to be able to see them when not on EVA. Bonus points if we can get the option to disable neck rings in IVA to create a true shirt sleeves environment!
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Try doing a clean reinstall of the mod, it sounds like the texture files may not have been overwritten properly. To do this delete the Benjee10_shuttleOrbiter folder, redownload the mod and install it again. Hopefully this should fix the issue. Thanks for reminding me, I'll do that for next update. That means that the effector can only dock with the grapple fixture at 120° intervals on the roll axis - so it can be aligned at 0°, 120°, or 240° relative to the fixture. If you're talking about specifically getting the end effector to attach to the grapple fixture, the gold box on the effector needs to be lined up with the target marker on the grapple fixture in order to dock. Unfortunately KSP is a bit overzealous with the alignment which makes it very tricky to line up right. Reducing the magnet strength on the ports can help a lot & I'll be removing the angle limit in the next update. As some of you may have guessed, the addition of the crew tubes is to herald the arrival of Spacelab/Spacehab parts. Spacelab is currently in progress, with both a long and short module available. Those of you who are feeling adventurous can download a test build from the GitHub. There shouldn't be any major changes to these parts moving forward that would cause game-breaking issues, but be aware that the mass, crew capacity etc. may change in the future and currently there are no IVAs for these parts.
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Just use the lowest traverse speed you can and maximum dampening. Unfortunately beyond a certain point there’s not much you can do, the robotics will always have a degree of wobble in them. Just take it as slow as you can! Hold alt to disable radial attachment. The node is further down than you have it attached currently.
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Looks like I had accidentally disabled the colliders on that side while working on it. Hotfix now live! Are you using the stock SSMEs or the versions provided by reDIRECT? The stock engines run on liquid fuel while the reDIRECT ones run on liquid hydrogen. For the reDIRECT external tank setup you'll want to use the liquid hydrogen version since that's what the fuel tank contains.
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Well folks, somehow it has been a whole year since the release of this mod, and on the same day we've hit 11,000 downloads! To celebrate, here's a small update with some additional parts & fixes for 1.10.0. I've added a bunch of structural tubes sized to fit inside the payload bay, which should increase the flexibility of missions you can fly. I'll be adding to this in the near future, mainly focusing on more payload bay mounting options. SPACEDOCK Worth noting that reDIRECT is not yet updated nor have I tested a full stack in 1.10.0, however this update should be backwards compatible to 1.8+, so you can continue to fly there until other mods are updated. As always please let me know of any issues you find and I'll do my best to fix them. I'll be continuing to tweak the aero as time goes on so any feedback there is appreciated - I've improved it somewhat but it's still a little more squirrelly than it used to be! Enjoy.