Rayder
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Everything posted by Rayder
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It's a bit hit and miss. It seems to work intermittently. It will work sometimes, then it won't apply any torque. Then it will start going again. EDIT: Seems only the small tracks do this. The larger ones seem to work fine...
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I'm not sure if this is intended or not, but it's got to do with the winch and the connector port. If I place a stack connector, I can attach the winch port to it. I can't do this with the radial port, however. I'm trying to design a lander with a rover attached and I can do it with the stack but it's too big and bulky for a rover. I'd like to use the radial but it doesn't seem to work, even with clipping enabled. Seems to be an issue with the radial connector, the winches work fine with the stack connector and electromagnet.
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Modular Fuel System Continued v3.3 (OBSOLETE)
Rayder replied to NathanKell's topic in KSP1 Mod Releases
I can't remember which tank it was, but it was one of the stock ones. It didn't really affect my design so I kinda shrugged it off and remembered later. I'll try it out again. Re: Real Fuels Well count me as 1 of those 2 that uses it without RealFuels EDIT: It was the SA-1 LFT from KW Rocketry. Seems like the only tank it happens on, from what I can tell. -
Modular Fuel System Continued v3.3 (OBSOLETE)
Rayder replied to NathanKell's topic in KSP1 Mod Releases
One more thing I noticed, was removing tanks. On a stock tank that holds Liquid Fuel and Oxidiser, if you remove the Oxidiser tank and fill the rest with Liquid Fuel it works fine. But when you go back to parts editing and right click the tank the Oxidiser is still there, but it reads NaN and zero. Is the tank still meant to be there and just read zero? Or is it meant to be gone entirely? I vaguely remember in 0.22 the tank being completely gone. -
Everything pretty much still works with the current version. As you said maybe fiddling with the values but it still works properly. Also still works properly with TAC Life Support. The only issue with MFS so far is that it allows you to override the volume limits on tanks and you can put an unlimited amount of a resource into it.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Rayder replied to TaranisElsu's topic in KSP1 Mod Releases
Has anyone tested Life support when Kerbals are in the Science Laboratory? Since Kerbals don't appear as currently onboard the vessel do they effectively stop consuming and requiring resources? EDIT: Yes, they do use resources and will die without them, even though they don't appear at the bottom-right of the screen. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Rayder replied to TaranisElsu's topic in KSP1 Mod Releases
Is it possible to get this integrated with the mod toolbar? Latest releases of Ferram, Alarm Clock and Crew Manifest use it and it looks nice. Would love to have the LS button in there too -
Now-defunct-thread-that-should-not-appear-in-google-search.
Rayder replied to Cilph's topic in KSP1 Mod Releases
There's an experimental build on page 142. It was barely updated to make it run in 0.23 and I'm unsure of any bugs or issues with it. -
Modular Fuel System Continued v3.3 (OBSOLETE)
Rayder replied to NathanKell's topic in KSP1 Mod Releases
Got a bug: It seems that you can overload tanks with whatever fuel you're putting in. The "Available Volume" limit seems to not apply and you can put whatever values you want into it. The available volume just goes into negative figures. For example, I loaded 9999 Liquid Fuel into the jet fuselage and it was accepted and carried into launch. I think the mass calculation does calculate for that amount of fuel though. On the plus side, it works with the old version of Toroidal and Spherical tanks, and still works with the old version of TAC life support. -
Modular Fuel System Continued v3.3 (OBSOLETE)
Rayder replied to NathanKell's topic in KSP1 Mod Releases
Downloading and going to test now. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Rayder replied to sirkut's topic in KSP1 Mod Releases
Got a small issue with the hinges: It seems the hinges join properly but pivot backwards. I don't think it's a placement issue as they still would have rotated properly. Maybe the mod thinks it's connected one way but it's connected the other way? Also, in the configuration menu, is it possible to add a resize corner at the bottom? The scroll bars are nice for up and down but a bit cumbersome for left to right. It's only an issue when some of the names are too long and the icons get pushed to the side. Third issue, the "Hide GUI" and "Lock" buttons don't seem to work for me. I'm unsure if they actually do anything because there's no response when I click on them. The rotation or movement doesn't change and the text stays the same as well. Running Infernal Robotics v1.0 on KSP 0.23 -
Does this welding mod still break RemoteTech? Would love to use these together.
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LSO (Laythe Synchronous orbit)
Rayder replied to Taki117's topic in KSP1 Gameplay Questions and Tutorials
The way I do it is as follows: 1: Rendesvous with the satellite as close as possible. 2: At the closest point of approach (usually near apoapsis), alter your perapsis to set your synch. So for example if 1 was doing 3 satellites synched in a 3hr orbit, they would be 1hr apart. So I would then adjust the orbit to 2 hours. This would put my new satellite 1hr ahead. 3: When the new satellite hits apoapsis again, it should be in front by one hour. Circularize your orbit and you should be close to exactly 1hr in front. Synch the orbital periods as close as possible using RCS. The values will of course depend on your current orbital period, how much separation you want and how many satellites you are launching. If you are spacing them equally, just divide the orbital period by the amount of satellites. -
Leading or Following a Planet's Orbit
Rayder posted a topic in KSP1 Gameplay Questions and Tutorials
Hello all, I'm working on a RemoteTech network that involves satellites either following or leading a planet in its orbit around the Sun. Does anyone have any tips on doing this efficiently? Maybe landing on the planet first? I can eventually get into the correct orbit but it was terribly inefficient. Anyone also have any good ways of measuring (either in time or distance) how far behind or ahead the satellite is from the planet, once it is in orbit? Regards, Rayder -
Now-defunct-thread-that-should-not-appear-in-google-search.
Rayder replied to Cilph's topic in KSP1 Mod Releases
Only workaround I know of at the moment for jittery throttle in mechjeb is to disable signal delay in the cfg file for RemoteTech. After that the throttle works fine with mechjeb. It then changes the numerical delay amount in the top left corner to just "connected". Makes sense to link LoS disable to EVA since it doesn't really affect much. Both ships were manned craft which had 40Gm dishes pointed at each other, which is probably why a connection was established but not to KSC. Ill do some more testing when I gethome tonight. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Rayder replied to Cilph's topic in KSP1 Mod Releases
Ah yes infinite was on. I'll hop on later and give it another go. Seems like a strangeside effect though. Logically speaking, those two things are very unrelated... -
Now-defunct-thread-that-should-not-appear-in-google-search.
Rayder replied to Cilph's topic in KSP1 Mod Releases
I was doing some testing with a satellite near Moho and I ran across something interesting... The signal also seems to travel through Kerbol. Could it just be a calculating error, where there is no LoS but because of the distance the mod thinks there is?