

ss8913
Members-
Posts
1,372 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by ss8913
-
set your horizontal-thrust engines to 'unbalanced thrust'. Turn off the [default] options in TCA for 'VTOL assist', 'stablizer', 'CPS', etc.. when flying horizontally or engaging TCA will make it want to kill horizontal velocity, which wreaks havoc when trying to fly a plane normally. Unless you turn off 'VTOL assist,' then it's ok.
-
install the vesselviewer mod the same way as any other mod. You may also consider using CKAN to manage your mods.
- 2,070 replies
-
- iva
- rasterpropmonitor
-
(and 1 more)
Tagged with:
-
sure, I'd be happy to test it. Also you were right about the CoM shift causing the single-rotor helicopter design to exhibit that behavior. changed the rotor to 'unbalanced thrust' and it works.
-
My AGExt.dll :: https://www.dropbox.com/s/fbvfdtjyhyr63au/AGExt.dll?dl=0 Just install the 1.2.2 version, then replace the AGExt.dll file with the downloaded one. Works for me at least. May require 64-bit KSP since I linked against the 64-bit Unity/CSharp libraries, but really who uses 32-bit anymore, right? Visual Studio 2017 community edition is a free download from www.microsoft.com The Unity/other DLLs are in your KSP_x64_Data/ folder in your main KSP install. No additional downloads required. Just add those DLLs as 'resources' in visual studio after opening the solution .sln file. If you need details on any of that, there are numerous tutorials out there which are at least mostly easy to follow However you can just use the DLL above. if you want to compile/recompile other mods though, those are the instructions for doing so.
- 1,353 replies
-
- 5
-
-
- edit actions
- actions
-
(and 1 more)
Tagged with:
-
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
ss8913 replied to Nertea's topic in KSP1 Mod Releases
this does fix it. I believe it fixes it by making KSP not load the Deployable Engines Plugin DLL which isn't rebuilt for 1.3.0 yet. Perhaps rebuilding that plugin will cause the engines to work. I do like the all-electric fan engines in this mod, so I may attempt this to get those engines working again... -
my recompile works 100% as well as the release version did in 1.2.2. I didn't change anything, just added the right resources to find Unity and the other DLL, and told VS to 'build solution' ... this was using Visual Studio 2017 community edition. Saves the configs just fine for me. Installed by just installing the 1.2.2 version and replacing the DLL with my newly-compiled one.
- 1,353 replies
-
- edit actions
- actions
-
(and 1 more)
Tagged with:
-
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
ss8913 replied to ferram4's topic in KSP1 Mod Releases
is IR updated for 1.3? Last I checked it hadn't even been released officially for 1.2.2 ...?- 2,647 replies
-
- kerbal joint reinforcement
- kjr
-
(and 1 more)
Tagged with:
-
hm.. that could be... let me try another experiment with a larger craft using more than one engine and see if that helps, since with only one engine it doesn't have a way to centerbalance thrust. Also, KSPIE's author has said he's going to improve the thermal turbojet/thermal ramjet reaction times, which should make them more usable with TCA. I found that adding more reaction wheels does in fact help.. although with slow-cycling engines it only helps to a certain point.. and heavy craft are still a problem for me, I'm not sure HOW to adjust the P and I values to keep TCA from overcompensating control inputs on heavier craft.. any tips there?
-
KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
Antimatter + Hydrazine = lots of thrust. If you want good ISP as well, use the Kerbstein fusion engines running on Li7H (Lithium Hydride). This engine doesn't work in atmosphere however. @FreeThinker you wanted to see that starship... here it is; this was made before you fixed the tweakscale config on the kerbsteins though, or I probably could have used quite a few less engines - It uses OPT, MKS, KW, and of course KSPIE parts. Of course this ship is useless for anything but flybys and station docking, as it is incapable of landing on anything with the way the radiator placement is.. might make an emergency landing on a non-atmospheric body if you did some tricky stuff, and there's no docking ports aligned to the center of mass, so towing a lander with this isn't possible; working on a variant that CAN tow a spaceplane/lander however. -
Allista is correct; however, looking at your post it seems like you haven't installed the AT_Utils mod, which is, I believe, required for this mod, so... install AT Utils. @allista I'm having a really weird problem... it's like the mod works and then suddenly stops, but it's at least reproducible.. my MOST controllable craft at the moment is a little Mk2 helicopter hybrid thing that I use to rescue ejected kerbals with. I do VTOL test flights to the Island, and I've got a flag planted there to act as a 'target' for TCA, so here's how the flight goes (and it goes this way every time, reliably): 1. Set VTOL assist ON (defaults to ON) 2. Set Hover mode/autothrottle to hover at 200m 3. Set target to the flag at the island base 4. Tell TCA to 'Stop' for now 5. Fire up the rotor engines 6. Push Y to engage TCA 7. Craft takes off, hovers at 200m 8. Raise gear 9. Push "GO TO" on TCA 10. Craft flies normally 11. Lower the hover altitude in preparation for landing, push STOP over the landing zone 12. OK everything's fine so far right? OK, at this point if I look at the right click menu for the engine, the thrust limiter is limited just above the point of neutral thrust (where thrust ~= weight of the craft). 13. Once I get about 10m off the ground, the whole system fails and the maximum the thrust limiter will go to is just UNDER neutral thrust. 14. Craft lands semi-hard but safely. 15. TCA will not allow enough thrust to take off again. Set the hover to whatever I want, the limiter maxes out at about 20kN too little thrust to take off. 16. F5/F9 save/load doesn't fix it So basically all the flights are one-way. System works beautifully up until I get within 10m of landing, then poof, stops working and won't let me take off again...
-
Update: Lamancha is still not fixed. I can see the biomes and the continents from orbit, but... everything's below sea level when you get down there. Update #2: was using an old version. lamancha is KIND OF fixed. The biomes don't really match the terrain still, and as such the surface resources are off - ie, "The Sagen Sea" is the listed biome while I'm in the middle of a continent on the grass. Other things I've noticed - 1. craft don't cast shadows on the ground on Lamancha. 2. It's very cold - 174K is about -100C. Intentional? Seems like green plants wouldn't grow at that temp? It's definitely green.
-
I thought I'd try compiling this for 1.3, but, although I am a linux developer, I don't have a linux buildsystem set up for KSP, and the visual studio "solution" doesn't seem to understand the paths to the source nor any way to build the AssemblyMFT.cs file from the .in file - oddly enough I don't see a gnu autoconf script to build that file, nor any reference in the Makefile either, so I'm not sure how that works. Possibly a way to prevent jackholes like me from doing this and then asking Nertea why it doesn't work? Fair enough. Unfortunately this is the only mod that can do fuel switching on a few parts I need, such as B9/B9-HX. Sure, configurable containers CAN do this too, but it directly conflicts with InterstellarFuelSwitch (this mod does not), and so CC is unusable for me.
-
anyone try a build of this on 1.3.0? I just built a .dll using visual studio and the latest source from github... going to give it a try. UPDATE: I got it to compile and load into 1.3, but despite the fact that it acted like it was working, it spammed the log with errors and brought the framerate to a crawl, and I never did *prove* it was working. UPDATE #2: Since I have access to the FAR source code (also on github), I might be able to fix this, if anyone'e interested. Seems like a few things changed in FAR's code that are causing this module to have issues with it.
-
KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
Now that I know how to store Li7H, the kerbstein drive is amazing... 4500t starship with 12 of those things, a 10m warp drive... pulls 40c at max weight, 1.5g sublight acceleration, 275km/s of dV. Launch it with antimatter thermal launch nozzles (4x at 3.75m), detach in orbit, fire up the 12 kerbsteins and away we go And that was just my first attempt. However, @FreeThinker found a bug with the antimatter reactor - if it's not working due to someone being dumb and forgetting to bring regular hydrogen... or if the crossfeed isn't allowing the hydrogen to get to the reactor... open reactor window, click disable, it immediately re-enables itself and works as though hydrogen was present even though it isn't. Doing that on ONE antimatter reactor makes ALL the antimatter reactors on the craft that share the issue also work. That seems like an "unintentional cheat" -
KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
ok, I'll look for that. as for the tweakscaling, yeah, I'm getting 3700 kN of thrust no matter how i tweakscale that engine.. is that intentional? -
KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
OK so I got a chance to try the Kerbstein drive... it certainly has potential! I'm having 2 issues with it, one may be a bug(?): 1. I can't find a tank that holds Lithium Hydride. I want more fuel than what it comes with... is there such a tank? 2. Tweakscaling it larger does not affect the thrust or ISP at all (this may be the bug?) -
What's the secret to TCA plus larger craft? Seems like it has trouble with anything over 125t or so.. like it overcompensates on control inputs and crashes, even when balancing non-exotic engines like jets/etc... is there something I can be doing to either the gain, P-values, or I-values to make it better able to handle "heavier" craft?
-
Any chance this thing will work properly in 1.3.0 if I load it into visual studio and compile against 1.3.0? Guess there's only one way to find out. Will PM the author if it works.
- 1,353 replies
-
- edit actions
- actions
-
(and 1 more)
Tagged with:
-
toolbar seems functional to me, but AGX windows are, as previously reported, empty.
- 1,353 replies
-
- edit actions
- actions
-
(and 1 more)
Tagged with:
-
[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
ss8913 replied to blowfish's topic in KSP1 Mod Releases
Many people, myself included, have posted tutorials on the KSPIE thread However, the new version which I can't yet use due to other mods not updating yet, has a new end-game-tech fusion drive that sounds like it'd be a good match for your ship. How much does it weigh?- 641 replies
-
- spaceplane
- parts
-
(and 1 more)
Tagged with: