adalast
Members-
Posts
38 -
Joined
-
Last visited
Reputation
0 NeutralProfile Information
-
About me
Rocketeer
-
Vessels near runway vanishing
adalast replied to adalast's topic in KSP1 Technical Support (PC, modded installs)
No other suggestions? -
Vessels near runway vanishing
adalast replied to adalast's topic in KSP1 Technical Support (PC, modded installs)
i figured that much out. they are all the way off the slope, about 300m away. -
Vessels near runway vanishing
adalast posted a topic in KSP1 Technical Support (PC, modded installs)
I am trying to build a mini mining and refinery next to the runway to make some money in career mode and I keep having ships vanish. I just tried to put my Sky Crane out there while I load in the next piece and when I return to the space center, the ship has vanished. This is getting really annoying as I have also lost several very expensive base pieces trying to do this as well. None of my other ships are being lost, just the ones near the Runway. I haven't tried to put any anywhere else around the VAB, so I don't know if it is local to the runway or Kerbin Here is my sfs file https://www.dropbox.com/s/9ehmrqj02os5qu8/persistent.sfs?dl=0 -
Right now the alt-right click context menu is somewhat limited with the ability to transfer resources, but I was just playing and thinking about the issue with adjusting thrust limits on engines and I realized that doing and alt-Right Click on things like engines to lock together the changes would open up quite a bit more power. This concept could also be extended to other types of mass changes that need to be done in flight like locking flows, toggling modes and adjusting other in flight tweakables. Basically just copy the similar parameters to the entire group of objects. So say you select all of the engines on your craft, Ion and LFO for instance, and adjust them to 50%, all of the engines that were selected would have the same thrust limit. This would make the whole issue of fine tuning the thrusts to be a non issue since the only real problem with it is if the engines don't match. That .5% won't mean much when it comes to the thrust to weight ratio, but it can be enough to throw off the balance of the ship as it fires. Just a thought of how to expand tweakables which should be fairly straight forward.
-
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
adalast replied to DMagic's topic in KSP1 Mod Releases
Not sure if anyone has mentioned this, and tbh, I am being lazy and not looking. I have found that I am unable to use ShipManifest to transfer science out of your parts. This is not always a problem, but with things like the gravity scan, it would definitely save time. Not such a huge deal, but something to look into. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
adalast replied to Paul Kingtiger's topic in KSP1 Mod Releases
I just upgraded, and it is still doing it. -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
adalast replied to RoverDude's topic in KSP1 Mod Development
Goodspeed Aerospace Parts There are quite a few really good parts in there. Like bolt on liquid fuel tanks without engines, so you can select them, struts you can put parts in, etc. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
adalast replied to Paul Kingtiger's topic in KSP1 Mod Releases
ok, running into a small issue with the Elektron, in that it isn't working. I have plenty of electricity, lots of water and storage space for the resources, but alas, when I activate it, it immediately deactivates. HALP! I have some kerbals who will end up needing rescued very quickly due to lack of electricity if I cannot get it sorted. -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
adalast replied to RoverDude's topic in KSP1 Mod Development
I believe that this might be a situation where KAS could be coming in handy. Time to set up a network of pipes and cables -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
adalast replied to RoverDude's topic in KSP1 Mod Development
another thing I noticed looking at that pic, my engine is not pulling from them for fuel, hence the 0 delta-v. Not sure what that is about, since the whole thing should count as a single ship. It will work well as a depot, but I may have to finagle something together to get my engines to work -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
adalast replied to RoverDude's topic in KSP1 Mod Development
Absolutely loving this mod, but I have run into a slightly annoying issue. I captured an asteroid, which I am aiming to turn into a fuel depot while I am waiting on a full release of the mod. I started hollowing it out and got enough space to store all of the fuel I had left over on the capture craft, which came to just about 6400 total space. I left the asteroid (and in fact the game for the night) to begin working on a propulsion rocket block so I can maneuver it into a better position. When I went back to the asteroid, all of the fuel and ox were still in the asteroid, but the max value had been reset to 0 and the available units had been zeroed out as well. I am glad the fuel is still present, but I am very concerned that I the max value went to 0, because any further increases start at 0 instead of going back to the correct number. I have tried to edit the persistent.sfs file to fix it back, but I guess I didn't quite understand the currentAmounts = (2615.866, 3200, 3200, 3200), I know that the first number is the amount that is actually in the tank, but I am not sure about the other 3. I have a shot of the problem...