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Krist

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Everything posted by Krist

  1. I am using FAR, as I believe that building good looking rockets is a lot more rewarding with FAR. There is really not much point to nice fairing without. However, I decided to start a copy of KSP without FAR, to see what the crafts looked like. And they are very nice. This really is some of the best looking stuff I've seen for KSP. But I still have issues. For example, I can't launch the Falcon Heavy. The engines on the side boosters won't ignite. Result: A spectacular launch failure. With FAR enabled I noticed that the Faclon Heavey nose cone is also causing rockets to tumble... So that is not FAR compatible either. I do like the legs a lot though... But where are those small legs that come out of the bottom of the upper stage (see the second picture of the first post)?. I can't seem to find them in my parts list...
  2. Are their rebuild craft files for the LT Dragon 2 and LT Dragon Explorer somewhere? I wanted to use these to figure out how the parts work together...
  3. I've downloaded this update, and now something very odd happens: When I try to load the provided Dragon 2 or Dragon Explorer I end up with just the Dragon capsule, and nothing else in the VAB... I have some other weird stuff going on: If I try to build a rocket and go to "propulsion and click on one of the tanks the tank image on the button expands till it fills the screen and then disappears. I end up with an empty button. Hard to describe. Verry odd... I'll play round with the parts a bit, see how it goes. What I have is the latest LTSpaceX pack from the spaceport, and this update... Anyhting else I need? Krist Please let me know if this works better.
  4. Is it possible to change the colours of the wings? It would be nice to have black undersides for example, to go with the B9 fuselages.
  5. That may be a stupid question: But the procedural control surfaces: How do I use them? I can attach one, but cannot seem to find out how to change their size or shape...
  6. Getting the latest ExsurgentEngineering plugin has now been suggested a few times on this thread. However, finding this latest version is not really obvious. At least, it wasn't for me. Eventually I found this: https://github.com/careo/ExsurgentEngineering. Is this it? Another thing: I just downloaded B9 for the first time a couple of days ago, right after the 0.23 update. When things didn't work as expected I came here. This thread is now 331 pages long, and finding solutions for your problems here is next to impossible. I think it would be a good thing if popular, high quality mods like this one got their own sub forum. That way the different conversations that are all dumped in this single thread could be split out, and you could have a "sticky" topic at the top with a FAQ...
  7. I've installed the latest FAR, and B9. I now want to try to fly the Heinlein... So I put one on the runway. But for the life of me can't seem to figure out how to get the engines running. Either I'm overlooking something obvious, or I am missing something. There are no "rockets" in the staging sequence. A suggestion in this thread seems to be to install the latest version of the "exsurgentengineering" plugin. But the link mentioned doesn't work. Anyway, I would asume that the version in B9 is the most recent one? Or at least the one you need? Or am I missing something, and there is some magic, secret key I need to press to switch on the engines?
  8. I am using the docking rings from the Fustek Expansion pack, and they are very wobbly. Is there a way of having KJR make these stiffer as well?
  9. I've got a problem with automatically getting to orbit with Mechjeb. I'm still on 0.22 btw. I launch my craft using the "Ascent Guidance" module. Everything goes fine until the craft approaches the point where it will circularise its orbit. Basically what happens is: - After the engines shut down for the "coast to apoapsis" phase the craft will orient itself nicely for the next burn. The navball shows it aligned with the target. - Then we warp forward automatically. I can see how the target and the prograde marker slowly converge. A minute before the manouever node is reached we drop out of warp. What then happens is the odd part. As we drop out of warp the ship is perfectly orientated for its burn. All that is needed is waiting for the right time, and fire the rocket. However what mechjeb does is to start manoeuvring. Bassically it first flips the craft end for end, then tries to get back on course, which it never manages. So the burn is missed... What is happening here?
  10. It's not working for me either. My parts list (For all categories) is empty, and the tag editor as well. It did detect correctly all the plugins I have though.. Basically my observations are as follows: - Start game, go to VAB. Parts Catalog Config menu comes up. I don't change anything, and just close the dialog. - Parts Catalog menu is visible. I can selekt KW Rocketry, AIES etc... All my mods appear to be there. Good. - When I select hwever in a particular mod a particular category nothing happens. What I expected to happen is for the parts list to be filtered. This is not happening. - I select one pod to start my ship, and the moment I do this all parts in all categories disappear. Nothing I do makes them come back. - I try tag editor, but this is completely empty... SO as of the moment I will remove this again, as it doesn't do anything, and makes gameplay impossible. This is on 0.22, on a mac, with quite a few mods though...
  11. But wouldn't it be convenient if you could? Maybe I can suggest this to the programmers... The problem is of course getting the first one exactly where I want... One idea I currently have is to put six satellites on a single craft in a five hour orbit with apoapsis at exactly the right height for a KSO. Then drop one at the apoapsis each revolution, and have it circularize its orbit. I will need to do some calculation in advance though...
  12. Hello, Can I "target" on just a set of coordinates in space? For example, I want to launch a few satellites in KSO, evenly spaced around the planet. It would be nice if I could just define (named) points at specific Lat/Lon/Height values, then select these as "Target", and then use the manouvre tools in Mechjeb to get there. Is this possible?
  13. The latest version of Kerbal Space Program comes with Subassemblies. This looks like someting I've really been waiting for. Now if I only could make them work. There are two major issues I encounter on a regular basis. - Firstly, I can't seem to save subassemblies myself most of the time. I've managed to get a few saved during several tries, but mostly, whenever I drag a set of parts to the subassembly drop zone I get a "part has not atachment point" pop up, and the parts are refuses. Why? What are the conditions a set of parts must fullfill in order to be accepted? - Secondly staging gets messed up. If load a complex part, ie. the DSL Pandora capsule (great work btw...) and then try to attache a subassembly to it, for example on of the KW Rocketrs launchers (another great addition to KSP) the stages of both get interleaved, in stead of the one just inserted below the other. That makes it basically impossible to use the subassemblies. It also means that I must build each spacecraft from scratch. Or must I? What am I overlooking here?
  14. No, I'm on a Mac. (Via Steam) Noticed that the CTRL + Click also only works with the left Control. Hihgly annoying.
  15. Turns out that this works, but only with the left shift, not the right shift. As I'm left handed it took me a while to find that out. I use my mouse with my left hand, and thus naturally would hit the right shift key... This does look like a bug to me.
  16. How do I move the entire spacecraft within the VAB? According to the WIKI that should be shift+left mouse button, but no mattter what I try, I can't make this work. Basically I expect to be able to click somewhere, while pressing the shift key, and then the whole vehicle should move. What happens in stead is that the vehicle gets split on the part I click on, and only that part and everything atached below (or above it) moves. On other words: Pressing shift does not make any difference. What am I doing wrong? Or is this a bug?
  17. Looks great. However, when downloading from kerbalspaceport I get version 1.4, not 1.4.1.... Am I missing something?
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