Jump to content

Sarge18

Members
  • Posts

    10
  • Joined

  • Last visited

Everything posted by Sarge18

  1. For some reason, I'm having no luck with Ship Manifest moving Kerbals between modules - all the tunnel space is correct, hatches are open. Configs are correct, I've even added a few to try them out. Same in Career or Sandbox. If I turn off CLS in Ship Manifest, I can move them around. Any ideas?
  2. With regard to this issue, I can say that selecting a new mission changes the blank "Bonus Mission Payout Window" to show a "Close Button", and let's you clear it off your screen. There appears to be no loss of payments in this process. Jed
  3. Malkuth, I'm up with the launch stabilizers. You can visually see the very top of the rockets swaying a little as you are preparing to launch. Runs into less stable rockets on the ground - the ones that are wicked tall, have a dock somewhere in the chain, or have asparagus staging. Not on all, just on ones that have any movement. I've strutted up most, still run into the same bit of wiggle. Adding SAS on launch, or using MechJeb doesn't appear to change the results with the bit more wobbly rockets. My assumption is that with the greater wobble, it triggers that it is already moving. Is there a way in the code to remove the check for it being stationary, and just go with it being on or near Kerbin (or any designated body)? I would think that would meet the bill on that side - not into the coding side of mods yet, still working through learning modeling and texturing.
  4. Same problem as last report regarding LaunchGoal. Doesn't blip this time before take off, but upon take off, the message appears.
  5. Sorry for the delay in responding regarding the LaunchGoal issue. Downloaded the update today, saw the message briefly blip regarding test fix, report if seen, then it went away. Looked good until launch, where the report message popped in after launch. So I think it's getting better but may need some more latitude. Greatly appreciate you looking into this! I think this may be tied to some of the older scripts - the ones I'm running into friction are the Bootstraps mission sets, which use the LaunchGoal extensively. Commenting out the LaunchGoal allows you to continue the missions, but misses the designers intent. Thanks! Jed
  6. I too am running into the "Stationary Position Required". I discovered it about half way to the Mun. Go figure. I'd been identifying some flaw with my launches after several had not processed correctly. I had added no new mods. I had CTD'd a couple of times after landing - fixed after deleting and reinstalling MCE. Tried several different ships. All had issues prior to and after departure with the statement "Stationary Position Required" just below the launch requirement from Kerbin. I've used a variety of ships to test it out, all run into a similar issue except for VERY simple ships. i.e. - 4 part ships. I believe it has something to do with the amount of movement (wiggle) that a ship has at the control point, but trying a variety of locations to control from doesn't appear to help. In further review in the .mpkg files, where I run into the issue is with the lines like so: LaunchGoal { description = Launch from the surface. } Removing these removes the fidgety part. Tried adding a launchZone = Kerbin in there to maybe work some specificity. No dice.
  7. Ah hah! Thank you, Tiberion. I knew there was some small nugget I was missing in this process. My frustration had been that my first attempt had unwrapped correctly, but had fallen prey to the differing orientation when brought into Unity, which I figured out and corrected. I log my steps, and although I'd repeated the same things, had come into the frustration of the unwrap. Again, thank you. Sometimes it's hard to see the forest for the trees, and that tidbit makes the difference. Jed
  8. So, I'm relatively new to modeling, and I'm tinkering with making some small parts as practice, using Blender and GIMP. I've used GIMP for years, so no issue there, but what I'm running into is the unwrap is not coming out scaled. The height of a cylinder is stretched, which then skews text/etc added as part of the .PNG. Any ideas how to force Blender to keep the UV unwrap scaled relative to the part? Thanks, Jed
  9. Thanks - I think that will work. The KVU part I hadn't found yet. I'd been looking at the "real" volume (i.e. - single vs. double pressure vessel and the loss of volume with shell and internal structure). That conversion ratio was something I wasn't achieving by digging apart the configs and figuring out potential volumes based on stock components and mods - and of course, some mods are just a SWAG. Greatly appreciate it - going to use this to relook capacities in some of my tanks. Jed
  10. Is there a location/discussion that provides resource quantity to volume calculations? I.e. - we know that LF and Oxi are a 45:55 ratio - but I do not know how much LF will fit in a cubic meter. Same with water, O2, CO2, etc (using the TAC Mod). The reason why I'm asking this is to develop realistic fuel quantities available for a particular model. I've been using Wings3D and Blender - no issues in UV mapping, or importing - I just can't for the life of me work backwards from existing models to figure out how much fuel should be in the tanks. I'm very new to modelling, and to mod development in general. I've been poring through posts and other searches through the Internet, and have not found this data yet. Thanks! Jed
×
×
  • Create New...