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mr. engino

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Everything posted by mr. engino

  1. Follow up number 2, I asked on the KSP discord about how to improve part stability, someone said that increasing the attachment node size can reduce part wobble. So, by increasing the node sizes for the impulse engines, that should make them stiff; I'll experiment with the config files and see what happens, and reply with the results. For sanity's sake I am NOT touching the config files again.
  2. I uninstalled KJR, it seems to have improved the joint connections somewhat, but there is still some wobble in the impulse engines. I'm not sure how to fix that beyond adding external struts.
  3. A follow-up to my above post. I have uninstalled tweakscale, did not notice any differences. However, when I adjusted the settings for KJR the parts stabilized when autostrut was set to heaviest part, the sole exception being the impulse engines, though a few struts added to them fixed that.
  4. I do have tweakscale installed, though I don't use it for these parts; is it possible it's causing issues just by having it installed?
  5. Fantastic mod, but I've found parts of the main ships to be rather... eh... floppy, especially when changing direction or in the atmosphere. I have both autostrut and rigid attachment enabled, have kjr downloaded and enabled, and tried placing external struts, but certain parts still insist on bending all over the place when outside the sph build mode. Would anyone happen to know how to fix this issue, be it another mod or by editing the part config files?
  6. A suggestion for a qol improvement to the mod, could you implement some way to arrange/rearrange stored spacecraft in flight? Perhaps a separate window similar to transferring spacecraft between hangars but for a single hangar? Or, some kind of drop down menu so we can quickly select a spacecraft from a large list? My current use of this mod is proving tedious pressing the arrow button repeatedly to select the correct probe to launch.
  7. RPM is a great mod for spicing up IVA experiences, but it seems to only apply to stock/mod command pods, and not for the Making History DLC. Disregarding the outcries about 'historical accuracy' and 'hurr durr do it yourself', is there such an addon in the works/already released?
  8. I see. Kopernicus hasn't been updated in a long time, so I've no idea why this mod is suddenly compatible with the latest version of KSP.
  9. Just noticed GPP Secondary on CKAN, but Kopernicus isn't listed under mod requirements. Does this mean I can use GPP secondary by itself?
  10. At long last this mod has been updated! Now I can finally build jets with the juno without having my ears bleed!
  11. I've recently figured out how to build good aircraft, but I've found the jet engines (ESPECIALLY the juno) to be far too noisy to enjoy using. Are there any mods that alter/replace the piercingly screechy jet noises?
  12. I like the new parts that were added, but it seems the new star tracker part is not giving my spacecraft any enhanced sas capabilities. Any ideas on why?
  13. Today I decided to spend another day testing the potential of robotics parts, which has yielded an interesting discovery: by placing linear RCS ports on hinges, I can convert them from regular rotation control and angle them into an ad hoc monopropellant thruster setup. However, as I'm using mods, this phenomenon might not be the case in vanilla KSP, so plan accordingly. Also, I've learned that attaching canards/winglets to alligator hinges allows you to store them out of the way if you build a spaceplane/rocket hybrid and still need some atmospheric control after decoupling the wings/jet engine.
  14. Don't have any screenshots as proof, but lately I've decided to explore the nearly limitless possibilities offered by the robotic parts from the breaking ground DLC. So far I've built and flown a foldable rover, a space station somewhat similar to Matt Lowne's SSTO space station, and a space probe with a dynamic antenna system thanks to the antenna reflector system included with Near Future eXploration. Here's some handy advice when building spacecraft with the robotic parts: if you lock the parts in place, they won't wobble around both in flight and with SAS; discovered this after I launched my space station with struts and radial decouplers.
  15. I did some more testing today, experimenting with different weapon placements and stuff, and it appears that with stationary guns in orbit, the aiming reticle is aimed towards the prograde vector of the orbit, meaning the shots originate around that particular area. Also, when such a spacecraft lands on another planet/moon, the aiming returns to normal.
  16. Ok, I just did some further testing using the fixed machine gun, and I think I see what's going on. With the turrets and fixed guns on the ground the green circle shows where the guns are aiming; but in space, since the camera angle changes, the circle doesn't line up with where you're shooting, EXCEPT when the camera is lined up behind the fixed guns. Therefore, all is needed I think is a separate aiming reticle for when you enter orbit. This might be more complex than I'm imagining it to be, but it might fix my problem. EDIT: I just realized/remembered that the laser weapon works fine in space, so whatever aiming code is used for that weapon might help.
  17. Well that sucks, though in some ways it "makes sense" as the most feasible space weapons would be lasers, explosives, and railguns. I still wish I could use the turrets in space...
  18. Sadly no, the new update probably broke the mod even more now... UPDATE: I do have images, but apparently imgur no longer allows albums. https://imgur.com/1wrJ1L8 https://imgur.com/pT9xTb6 https://imgur.com/S39zYB8 https://imgur.com/A5wmYY7 https://imgur.com/eahXehy https://imgur.com/aExPtAe
  19. I installed this a while back, and noticed that the .50 cal turrets apparently don't fire/aim correctly, instead having their targeting thing off to the side of the spaceship. Is there a way to fix this?
  20. I've found it quite irksome that when a spacecraft gets into orbit around Kerbol, you always get the same result for experiments regardless of the distance to Kerbol itself. I believe that the results for certain experiments should change in relation to the spacecraft's distance from Kerbol, especially if it's in or around a planet's orbital area. Is there a mod that adds extra biomes to achieve this, including 'interstellar' ones?
  21. I appeared to have that trouble myself, but I think I know the solution! In my science mode save, I noticed that all or most of the probe cores in BDB have their sas functionality added via part upgrades. Therefore, under the assumption your skylab is in a sandbox save, all you have to do is go to the difficulty options and enable the 'part upgrade' option.
  22. For the record, let it be known that I am a mature adult who does NOT have a childish sense of humor and is NOT using recently added parts to build phallic satellites, I swear!
  23. I started using this mod again, but I think it's giving me some grief. In my game I have BDB, which has a few probe cores with built in solar panels, and for some reason the batteries no longer have any electric charge! I assume this has something to do with KSPI-E, as this didn't happen until I reinstalled this mod. Is there some kind of workaround for this, or do I have to resort to adding batteries to my spacecraft?
  24. Ooh, didn't know this was in the works already! I think the antennas could be added, though perhaps using existing ones, with attachment nodes on the bottom piece.
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