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Isabelle.V.Fuchs

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Posts posted by Isabelle.V.Fuchs

  1. Wonderful.
    I use to have Bobcats Mir in many of my games until now. Nearly everything worked fine. Okay, the RCS thrusters have some ugly graphics when thy fired, but that was not so bad. Or, if it was, it was just at the docking procedures.
    I just had the attatchments updated, but that was all. But even that was not nessecary, because one could deactivate that problem.

    I would be delighted to see some part soon :)

  2. On 11/12/2020 at 6:28 PM, VoidCosmos said:

    Let me just check 

    OK, I found the error. It was quite simple.

    On the PAO the animation for opening and closing the SKD cap didn't play. On the PAO of the Progress it did. Since I didn't use the Progress until today I didn't notice that.

    Now I compared both cfg-files and it was obvious: The 'animation generic' module of the PAO was remarked as comment. It has the '//' before every line. I saw that earlier, but I thought it has to be. But in the cfg-file of the Progress it wasn't remarked as comment. So I deleted the '//' and now everything works as it should.

     

    Greetings,

    - Isabelle

  3. Hello,

    I like your Soyuz very much. It inself and in combination with the Angara Rocket it is a great addition to my play.

    However I have the problem, that ihe animated engine cover will not work. The engine fires but the animation does nothing. The cover stays closed.

    Do I need some other mods to have the animation play?

     

    Greetings from Germany,

    Isabelle

  4. Hello Kunedo,

     

    I like this vessel. It has potential. But I have a question:

    I like to use Allistas 'Throttle Controlled Avionics' (TCA). That is a mod helping one to move VTOL vehicles around. Landing and taking up and so on.

    Normally the vessels like Major Toms Eagle Transporter or the Lander from the Endurance are been supported by TCA. Unfortunally your Space Bus is not. And I cannot see why this is so. Do you have an idea?

     

    Greetings,

    Isabelle

     

    edit: I found out that if I leave the left and right lander, then I can use TCA. If I attach them (what I would like to) then TCA is not possible.

    I will see, if I can find something that is the problem with the landers.

  5. Hello blowfish,

    thank you for your quick response.
    I understand. The only way to use the APFD then would be to change the cfg-file:

    from:
        cameraTransform = B9ForwardCamera
    to:
        cameraTransform = ExtCam1

    Then it would use one external camera (with index 1) instead of the internal.
    is that right?


    Best wishes,
    - Isabelle

     

  6. Hello,

    I would like to ask a question. I tried to understand how the internal cockpits work. They use the RPM. And they have an own RPM-Screen, the B9-Display. I like this better than the normal RPM-Display. I think the use of the buttons is much better. And (!!!) they have the Syntneticvision. APFD with the SyntneticVision.

    What I would like to know is, how do you handle the internal cameras, the B9ForwardCamera and the B9LandingCamera?

    I know, that some of the Displays are able to use the ExtCam (1-8). And some don't. That's okay. I can alter that, but I woulkdn't.

    But where do I find the definition of the B9ForwardCamera and the B9LandingCamera? Position and FOV and the like. 

     

    Thank you in advance,

    - Isabelle

  7. I really do enjoy your mod. Working with TCA is a charm. Going to and from orbit, hovering and landing. I have an old Eagle-landing platform from the Version KSP 0.21 that works great with your transporter.

     

    I tried a ramp using procedural wings and there the ailerons. But they were too thik so my rover wasn't able to enter the ramp. Sad. Now I follow another concept. I use three KAS-winches. One 'docked' in the center to lift the rover up to the main pylon and two '
    undocked' in the front and in the rear to line up the rover. Then I use KAS struts to fix the rover. It lloks quite well. So I was able to transport one feline rover to the moon, It is not perfect, but it has potential.

     

    @Andejx: Try re-download and reinstall of the mod. Maybe it helps.

  8. Hello Major Tom,

     

    congratulations to your last add-on. I was searching for some method to carry some freight with the eagles. The new cargo pod is perfect for this.

    But I would like to ask a favor. Would it be possible to add a ramp on both sides, so one could load a rover on this pod. I tried some of my own but I failed. One try was a part from the heisenberg airship. A gondola which look quite well. I use it to let my kerbals walk on and off, but it is too small for the feline rover. My next try would be some parts of magic smoke's infernal robotics. I hope to build some ramp or some kind of crane to load and unload my rovers.

     

    Thank you in advance,

    - Isabelle 

  9. Spoiler
    Spoiler

     

     

    I have a question.

    Sometimes I have different engines on my Spaceplane. When I want so tart the engines, The do not start. They are activated but their status is 'off'. I do not know what that means and I don't know how to set them 'on'.

    Here is a screenshot (sorry, really large and so made smaller but the text is not very readable):

    27618915tg.png

    the important line is: "Status: off"

     

    what does that mean and how can I change that?

     

    Thank you,

    - Isabelle

  10. 3 hours ago, steve_v said:

    (...)
    Go to orbit, dock, undock, re-enter: Nav doesn't work (as mentioned previously).
    Load a craft from an in-flight quicksave: everything is fine.
    (...)

    This problem I have in 'Pilot assistant' too, from which the autopilot originates. But I have tested it. If I use a more the less clean installation of KSP, it works. But if I use my heavy modded game, then after undocking the pilot assistant doesn't respond any longer. I have to save and load and then everything works well again. There seems to be some kind of intolerance between the pilot assistant (or the autopilot) and another mod. But I hevo not found out, which it may be.

     

    - Isabelle

  11. 1 hour ago, hab136 said:

    Hello hab136,

    I will gladly try it this evening. :D
    Maybe there is a possibility to use the 'has' statement to search for all tanks or reactors that now use depletedfuel to change the resource.

    Do you think this might be possible?

     

    Greetings,

    - Isabelle

     

    1 hour ago, hab136 said:

    It would be something like this.. but you should change PART[*] to limit it to the parts you want.  This assumes that DepletedUranium is already defined; if not then make a RESOURCE {} block just like the DepletedFuel one.

    
    @PART[*]{
      @MODULE[RadioactiveStorageContainer] {
        %DangerousFuel = DepletedUranium
      }
    }
    
    @PART[*]{
      @MODULE[ModuleResourceConverter]
      {
       -%OUTPUT_RESOURCE[DepletedFuel]
       OUTPUT_RESOURCE
       {
         resourceName = DepletedUranium
         Ratio = 0.00000605
         DumpExcess = false
         FlowMode = NO_FLOW
        }
      }
    }

     

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