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ss8913
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Everything posted by ss8913
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ss8913 replied to ferram4's topic in KSP1 Mod Releases
you're not using FAR then. FAR disables itself on 0.25 + Windows 64-bit. The plugin loads, but it does not do anything.- 14,073 replies
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Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
ss8913 replied to sarbian's topic in KSP1 Mod Releases
yeah I just started using joysticks too.. thurstmaster t.flight HOTAS. Anyway, @sarbian - I'm using 0.14.1.2 (the latest) with Mechjeb2 current dev build (338) plus your latest MechJebFarExt.dll. You want the entire log or just part of it? I'll do a flight later up to a 100km orbit and back down to the runway, or at least an attempt at that, and then put the log up here. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ss8913 replied to ferram4's topic in KSP1 Mod Releases
@wingnutspeed - I noticed that as well. However I can only get B9 + FAR to even load, on 64-bit, which causes FAR to disable itself. (64-bit windows, that is) - that might also be your issue(?) On 32-bit windows, I can't fit B9 into memory.- 14,073 replies
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Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
ss8913 replied to sarbian's topic in KSP1 Mod Releases
is MechJebFarExt development dead/stalled? I know there's a newly compiled version but ... spaceplanes with mechjeb autoland still wobble and crash, sometimes they shake themselves apart as soon as I push the button... using stock SAS they're fairly stable, but mechjeb with 'use stock sas' is far worse, and with normal attitude control, with Auto-Tf or not, is generally highly unstable still even with this plugin. I've even gone back to x32 since 0.25 hit, I'm not really seeing the benefit from the plugin.. am I missing something or is it just not done yet? Thanks in advance -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ss8913 replied to ferram4's topic in KSP1 Mod Releases
thanks, didn't see that. Ironically it was working just fine last week on my win64 install in 0.24.2.- 14,073 replies
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
ss8913 replied to Fractal_UK's topic in KSP1 Mod Releases
I just moved back to this mod from KSPI-Lite ... couple things I noticed that are either bugs or I'm misinterpreting things - 1. the magnetic nozzles don't line up with antimatter reactors. There's about an 0.5m gap between them if you connect them in SPH/VAB... intentional? Am I supposed to connect the magnetic nozzles to something else? I was just trying to replace my thermal turbojets with them to see how they work, and with the thermal turbojets, they have to be touching the antimatter reactors directly, so I figured I'd do that here... ... also, with KSPI-Lite, I could tweakscale-scale the DT Vista engine/other parts. Is that not supposed to be possible? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ss8913 replied to ferram4's topic in KSP1 Mod Releases
so is the reason that none of the FAR buttons show up in my UI in 0.25, and none of my flight surfaces seem to be generating *any* lift... this is because i'm running x64 on windows? FAR worked fine in 0.24.2 x64, but it doesn't really work *at all* for me in 0.25. definitely a step backward, I have to cut way back on my mods I guess to even get 32-bit to load... crashes with OOM currently. I honestly didn't have much trouble with 0.24.2 x64 after I upgraded to 16gb of ram, but I guess they're not here to make ME happy. In 0.25 x64 i'm also not seeing any control surfaces move as a response to inputs, even though the control position indicators and thrust vectoring on the SABRE engines (B9) are showing correct movement. Not sure if that's a B9 issue or a FAR issue, but I do have the very latest B9 in there. Or is something else wrong with my FAR install? I did a clean install of 0.25 and reapplied all my freshly-redownloaded mods to it, so I know I didn't forget to delete the old directory.. since it's not there.- 14,073 replies
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Just started using this version instead of FractalUK's which doesn't seem to be supported anymore... I'm having the following issues: 1. I don't seem to have any options in the VAB for hotkeying functions to any of the parts in this mod. 2. Right clicking the parts doesn't show any options (ie, charge, activate warp, etc.. nothing, just shows the amount of exoticmatter which is 0) 3. When I mouseover any KSPIL parts in the VAB, the graphic expands to fill my screen which is really, really weird. If I un-mouse-over while it's.. growing.. it'll stop, but I have to go to another page to get it to go back to normal.. never seen KSP do this before(?) 4. So essentially I can't make use of anything since... I don't have any buttons to turn anything on here What am I doing [potentially] wrong here?
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Has anyone tried using MJ with KSP-Interstellar? I'm having a big issue with the landing autopilot not dealing with the thermal rockets and thermal turbojet engines. I'm using MJ 2.2.1. The DT Vista engine (from KSP interstellar also) is fine, but the thermal rockets/turbojets don't seem to work right. It's like MJ doesn't understand their thrust profile and ... I'm not really sure how to explain it, it won't apply throttle smoothly to them and ends up crashing into the surface instead of .. not doing that. I can land it by hand, sure, but I'm wondering if anyone's noticed this or knows of a way to fix it?
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
ss8913 replied to Fractal_UK's topic in KSP1 Mod Releases
thanks, that does help. Also what's the best way to deal with nuclear waste? It'd be nice if I could shut down a reactor when I'm not using it... for example I have a spacecraft that carries 3 kerbals "single stage to almost anywhere" - It can take off vertically from KSC, fly to Pol (for example), land there, and return to the KSC in a single stage - but I have to have someone EVA and shutdown the reactor after doing the transfer burn since there's about 157 days waiting for transit from Kerbin to Jool.. and if I leave the reactor on it'll eat its fuel and fill up the waste containers. So I turn it off, then turn it on again for the orbit insertion burn.. etc. (I'm using the DT Vista engine). Would be nice if there was a way to do this from inside the ship..? is there/am I doing something wrong or dumb here? -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
ss8913 replied to Fractal_UK's topic in KSP1 Mod Releases
We really need a separate forum just for this mod, not a single thread... My question is two-fold: 1. What affects the efficiency of my KTEC generators? it seems to be high on the ground, but .. less good in space, and it varies based on factors that I cannot seem to determine..? 2. Fusion reactors must always be driven by a fission reactor driving an electrical generator, is this correct? -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
ss8913 replied to Fractal_UK's topic in KSP1 Mod Releases
Is there a tutorial somewhere on how to use the thermal rockets and plasma engines? I can't seem to get them to do anything *useful*, and by useful I mean produce enough thrust to get anywhere, even in a vacuum, without weighing so much (nuclear reactors) that they don't have enough thrust to leave orbit. Is there a basic 'if you want to use one of these engines, attach X, Y, and Z in <this> order' tutorial somewhere? I'm sure I can take it from there. Great job on this mod, btw, can't wait to unlock the rest of it -
More help needed developing space station mod
ss8913 replied to CiberX15's topic in KSP1 Mod Development
Not sure what I'm doing wrong with this plugin; I launched a station into orbit with one of the science modules, an extra snack module, a cupola on the top (base part for C&C), a mechjeb module, a ton of solar panels.. etc. I right click the science module and click 'begin research' and nothing happens. The IsEnabled stays false, and.. none of the buttons do *anything*. Did I miss something obvious? All of the other mods/etc that I have work fine. Using 0.23 with FAR, MechJeb2, and KAS. -
Jebediah, Bob, and Bill respawn. The others don't. Whatever those orange suits are made out of, we need to replicate that material here on Earth
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Pure Oxidiser fuel tanks for SSTOs
ss8913 replied to Specula's topic in KSP1 Suggestions & Development Discussion
you know how easy it is to make these parts, right? Just copy the part files for one of the existing tanks, edit them in vi/notepad/whatever osx uses, change the resource { } block to only contain oxidizer, and there you go. takes you about 30 seconds to make an oxidizer tank. I made a whole set of empty fuel tank parts too, so I can use them as space station modules and then fill them later.. much easier to launch them into orbit whilst empty. I don't find anything 'cheating' about doing this, since an empty tank is a very realistic object, as would be an oxidizer tank. If you want to use the radial monopropellant tanks, just change them to contain oxidizer instead of MP... they'll use the same visual model, but will be functionally different. -
I'd think that building and crewing a space station should give you some *ongoing* science gains... like X science points per game-hour played per space station that meets certain criteria. That would more accurately simulate what we use real space stations for. Perhaps you'd get diminishing returns unless you sent regular flights up there to restock/resupply the crew.. something along those lines. Also we need an interior view for the lab.. i was hoping to see an IVA view for it so I could look around at all the Kerbal science apparatuses..