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Madeiner

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Everything posted by Madeiner

  1. Quick question: is there anyway TCA can be set to move rotatrons for engines, instead of rotating the entire craft? I'd like to have my VTOL move its engines and keep the craft level.
  2. I have Filter extension and community category, but i still can't identify the source of a part at a glance. Isn't there a way to see the part's source, for example in the right click menu? The manufacturer is specified there, but it's usually not the mod name, and some mods have multiple manufacturers so it's very confusing to me. Anything i can install to help with this?
  3. Hi there. I'm trying to design a small vessel able to fly around most planets or moons, with or without atmosphere and with a very long flight time. Not for a specific missions, just for flying around delivering needed parts. A bit like the shuttles from star trek. I have mods that might be able to do that (with very efficient engines, or electrical ones), but they are essentially overpowered and i don't want this vessel to be able to be used for interplanetary transfers. It should need a mothership for that. Also i'd love if it had some sort of interesting gameplay to it, like having to stop for refuel every once in a while, or having to meet some prerequisite while flying. I was thinking about some engines which had thrust based on the local gravity force: the farther you get from a planet, the less thrust you get. Or maybe an engine slaved to a mothership: get too far, lose thrust. Maybe KSP interstellar can do this with beamed power networks, but i'm not sure. I'd have to setup a network in advance around each planet?
  4. So uhm, i understand this has no 1.1.2 compatibility for wheels. How about repulsors? Can i just use those in 1.1.2 for now, or will they break anything?
  5. Hi, is there a way to show the information that you normally have with rightlicking a part in the inventory that has been quickscaled? I'd like to be able to see energy consuption/thrust etc for a tweakscaled part. Maybe there is some other mod that allows the RMB window to work on part in the editor, not just in the left inventory?
  6. Is there any mod that can automatically calculate the "where to burn" and put it on the nav ball? Or at least show an entire navball, even the "sides"? This issue comes around often for me. With the navball being "round", i usually have to go back and forth to check where my prograde marker is relative to the target.
  7. Is there any way to prevent the engines from "helping" with maneouvers? I used a similar mod some time ago (can't remember the name) that had the same issues. Craft is very steady even if engines are not balanced around center of mass, however as soon as you touch the controls the engines try to "help" you with the maneuver, resulting in a craft that is EXTREMELY twitchy. I tried fiddling with Pitch/yaw/etc controls in the MOD but, as with the other mod i tried long ago, if i lower the values enough so that the engines don't "help" as much, they are also not able to keep the craft steady when NOT touching the controls. Is there a way i can simply set the engines to always go exactly through the center of mass, but not fiddle with anything else? If i'm correct, in that way each engine should have a set percentage of thrust that never should change (except when fuel is consumed or mass shifts)
  8. Actually, ZRM's last post is from november. I feel that by simply removing all the parts of this mod that deal with RCS would make it into a very good asymetric craft balancer, without breaking Mechjeb and RCS aid. However i have no skills to recompile the mod removing that entire part, even if i feel it wouldnt be too hard. Also, one other things that i dont like, is that the mod tries to give you higher authority by throttling engines while turning, and i dont want that. On asymmetric crafts, you end up having WAY higher authority in some directions and just touching that direction's key will send the craft spinning, but if you go the opposite direction you may have "normal" authority (so you can't just reduce total authority, or you end up only being able to turn in one direction)
  9. How the hell did you manage to make THAT fly straight? When i add a single antenna on only one side of my crafts it suddenly starts spinning very slightly to one direction. Is there some trick i do not know?
  10. Changing the rescale factor would make the entire part smaller, so the docking lights would be even shorter!
  11. Wow, i like those docking lights! I want to put them on every craft i have! Is there a way to rescale them to make them look smaller, without making the lights shorter? The part itself is too big for most crafts
  12. I too need to find a way to make it compatible with mechjeb autodocking. I don't care if this has to be temporarily disabled for docking to work, but currently just having it installed and inactive breaks auto docking. I need both mods... anything we can do?
  13. I found a workaround, search for my post a few pages before your reply!
  14. I dont think that's the problem, since i fixed it by removing those two modules. Plus i had nothing docked to the IACBM and the problem persisted while timewarping
  15. Follow up to the IACBM lag: i managed to solve it by removing the modules to change active/passive mode and the one for transforming the IACBMS into hatches. I now have full fps using the docking ports with lights also. I don't know why this was the case (nor which of the modules i removed was the problem) Maybe the active/passive mode switch is actually a continuous animation even when not in use?
  16. Hello, i wanted to report a possible leak/model problem with IACBM docking ports. I built a medium sized station, 45 parts without docking ports (many parts are welded together, thus the low part count) When i add 12 IACBMS, my station gets 22 fps on the runway. When i exchange those 12 IACBMS for stock docking port, i get 45 fps. This is a major leak. Anything we can do? I really like IACBMS, especially the lights, but not as 20 fps cost!
  17. Hi I find this the MOST USEFUL mod on KSP and i just registered to the forum to report some bugs, since i have played with it quite a while and i think i managed to solve (or discover the cause) of some bugs - part.cfg and model.mu - I thought that the file names and model name HAD to be exactly those two for each part. However, due to following bugs, i'm not so sure of it anymore. - Part name is CRUCIAL - I had this part // --- general parameters --- name = Kosmos_Salyut_1.5-1_Taper When i tried to weld it, the log said said that it couldnt find the directory for the file name = Kosmos_Salyut_1_5-1_Taper Note that the message indicated a different file name. In the log, it said "1_5" instead of "1.5", which was the correct file name. When i renamed the file to REMOVE the dot and instead use another underscore, the item welded succesfully. - Nodes not attaching and why - Sometimes (but not everytime) the welded part will not attach to existing part on most of its nodes. In fact, only ONE node will actually attach to an existing part. The node that WILL ALWAYS attach is the LAST NODE in the part.cfg of the welded part. As a temporary solution, when my parts dont attach, i move the node that i want to attach so that it is the LAST node specified in the CFG and the parts succesfully attaches. Note that this has nothing to do about parts that attach TO the welded part after it is a "solid" shape. - Radial Part rotation - It seems that parts that are attached radially will not correctly attach if they are moved from their initial position as they appear when first put into VAB. Im not sure of this, it requires more tests. I will continue testing, since i find this mode absolutely necessary to play like i want to. I just built this station and it is only 19 parts (just because i decided i didn't want to weld the karmony parts -- but it CAN be done with more cfg editing.) I hope these bug reports have been useful and you can improve on this awesome job!
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