JPLRepo Posted July 17, 2016 Author Share Posted July 17, 2016 (edited) 36 minutes ago, Jasseji said: To this So there is an issue? My post was about the fact that you can't have two control from here points. For now you cannot 'control from here' on the rear port. This is not a bug. It's a stock limitation. But other than that The docking port works. This is low priority. Edited July 17, 2016 by JPLRepo Quote Link to comment Share on other sites More sharing options...
Jasseji Posted July 18, 2016 Share Posted July 18, 2016 Sorry, i have a 1000 things on my head and i'm not communicating my thoughts clearly What i mean is, for those who need "Control From Here" on the docking port, you need to place the Ranger Docking Port on that node, but it will then block the exit hatch, so as a workaround, Nertea's Station Parts Expansion has a Radially Placed Crew Hatch which can be placed on top of the Ranger to allow EVA Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted July 18, 2016 Author Share Posted July 18, 2016 5 minutes ago, Jasseji said: Sorry, i have a 1000 things on my head and i'm not communicating my thoughts clearly What i mean is, for those who need "Control From Here" on the docking port, you need to place the Ranger Docking Port on that node, but it will then block the exit hatch, so as a workaround, Nertea's Station Parts Expansion has a Radially Placed Crew Hatch which can be placed on top of the Ranger to allow EVA https://github.com/JPLRepo/Endurance/issues/13 Quote Link to comment Share on other sites More sharing options...
NeoMorph Posted August 10, 2016 Share Posted August 10, 2016 I'm having a problem with the Ranger... I take off and switch to the cooper engines and when they spool up the electric charge runs out and the craft is screwed. Is there a power generator or solar cells I am missing somewhere? Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted August 10, 2016 Author Share Posted August 10, 2016 21 minutes ago, NeoMorph said: I'm having a problem with the Ranger... I take off and switch to the cooper engines and when they spool up the electric charge runs out and the craft is screwed. Is there a power generator or solar cells I am missing somewhere? It has a built in generator, and in the last version I re-balanced it all very nicely. So I would suggest you have something else going on causing your problem. What mods are you playing with? Can you supply a log please as per the OP instructions. Quote Link to comment Share on other sites More sharing options...
NeoMorph Posted August 10, 2016 Share Posted August 10, 2016 2 hours ago, JPLRepo said: It has a built in generator, and in the last version I re-balanced it all very nicely. So I would suggest you have something else going on causing your problem. What mods are you playing with? Can you supply a log please as per the OP instructions. Figured it out... I was hitting 100% which flattened the generator... reduced throttle and took it up at a 30 degree angle and no flat battery and got to orbit with no problem. Next problem... not blowing up during re-entry... Got too used to my mini shuttle heh. Quote Link to comment Share on other sites More sharing options...
Denko666 Posted August 16, 2016 Share Posted August 16, 2016 We're finally getting somewhere: Readying the Endurance - Attempt 2 Quote Link to comment Share on other sites More sharing options...
thomash Posted August 21, 2016 Share Posted August 21, 2016 Great pics Denko. Excellent idea for the OUV tug. Where ya plannin' on goin' when yer done? TCA & Endurance - Allista has released and update that solves the auto engine activation at loading causing your craft to tumble forward and nosedive. I was able to lift off my Lander, have it follow a series of waypoints and land gently at the final point. Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted August 27, 2016 Share Posted August 27, 2016 I assume based on the recent, happy replies that this works just fine in 1.1.3? Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted August 29, 2016 Author Share Posted August 29, 2016 (edited) On 27/08/2016 at 0:01 PM, RocketSquid said: I assume based on the recent, happy replies that this works just fine in 1.1.3? The silence is probably your best answer. No one has started compaining... Yes it works just fine. There is just an issue with the landing legs being a bit wonky. Hope 1.2 will allow me to address that issue. Edited August 29, 2016 by JPLRepo Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted September 14, 2016 Author Share Posted September 14, 2016 Now that KSP 1.2 Prerelease is out, PLEASE do not expect mods to be updated quickly. Prerelease is for the purpose of further debugging, and gives us modders an opportunity to see the new code and work with it. Since prerelease is typically a moving target, I will not be releasing any "official" release of my mods until KSP goes Full 1.2 Release itself. Sorry to disappoint you all, but I do not have the free time to be continually updating and releasing while 1.2 is still a moving target. Quote Link to comment Share on other sites More sharing options...
thomash Posted September 16, 2016 Share Posted September 16, 2016 (edited) Lander I'm also having a problem with the Lander when I throttle the main engines. When I active them, the craft pitches forward. So I looked at the center of thrust in the hangar and... The thrust direction of the main engine thrust looks to be -15 degrees or so. This seems to vary with throttle settings Vertical engines work fine. Ranger As others have, I am also experiencing instability with Ranger. On takeoff everything is good until about 25 km when the air engines start to fade at which point the the Ranger yaws hard to the right. I get around this by keeping the throttle at 1/3 and by manually switching engine modes at 20 km or so. Once you get up into the thin atmosphere you can throttle up. Still babying the Ranger into space doesn't seem to be consistent with the film. Edited September 16, 2016 by thomash correction Quote Link to comment Share on other sites More sharing options...
Syczek Posted September 29, 2016 Share Posted September 29, 2016 (edited) Now i have gargantua system so now pushing trough building endurance and rock on.Btw slingshot maneuver using kerbol is applicable?? Edited September 29, 2016 by Syczek Quote Link to comment Share on other sites More sharing options...
vistaero Posted October 5, 2016 Share Posted October 5, 2016 (edited) * Sorry bad english * Hello, nice to see this mod revived. I don't play with it since the original author abandoned it so today I'm trying it out for the first time. Unfortunately I'm having some issues that have already been commented by other people here. The Ranger battery is drained very, very fast. I have to set a very low thrust to be able to fly it for a long period of time, but can't make an orbit. Problems with Lander too. It tends to point down, so I'm also unable to fly it at full thrust. By the way, the model seen from the back is not very accurate: https://www.dropbox.com/s/84gwubajmugnxux/LanderComparation.png?dl=0 (the KSP screenshot is not deformed, Landers engines are actually modeled with egg shape... I suppose that by mistake) Tested with no other mods (just ModuleManager.2.6.25). Log file: https://www.dropbox.com/s/eiksctaut167e2z/KSP.log?dl=0 Also, something that I always wanted to propose: Ranger engines should not work like RAPIER engines. As the Interstellar wiki says (http://interstellarfilm.wikia.com/wiki/Ranger), the Ranger has electric air jets (powered by twin miniaturized tokamak fusion reactors) wich enables the Ranger to propel itself through a planetary atmosphere. When there's no atmosphere, it uses chemical rockets which exhaust is ionized into plasma and magnetically accelerated to very high velocities. So, basically, could you make the Cooper engines to consume no fuel and not needing oxygen when in air breathing mode? and also delete the particle effects, as air jets obviously don't produce flames. Edited October 24, 2016 by vistaero Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted October 20, 2016 Author Share Posted October 20, 2016 Update regarding KSP 1.2: I am working on an update. Have worked through most of the parts and made adjustments. I still have to re-balance and fix the Ranger and Lander. Quote Link to comment Share on other sites More sharing options...
Pxtseryu Posted October 26, 2016 Share Posted October 26, 2016 @JPLRepo Could you release a prerelease? I'd be glad to test it. Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted October 26, 2016 Author Share Posted October 26, 2016 24 minutes ago, theaveragepxtseryu said: @JPLRepo Could you release a prerelease? I'd be glad to test it. Sounds like a plan. I'll see what I can do. Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted October 26, 2016 Author Share Posted October 26, 2016 On 17/09/2016 at 5:24 AM, thomash said: Lander I'm also having a problem with the Lander when I throttle the main engines. When I active them, the craft pitches forward. So I looked at the center of thrust in the hangar and... The thrust direction of the main engine thrust looks to be -15 degrees or so. This seems to vary with throttle settings Vertical engines work fine. Ranger As others have, I am also experiencing instability with Ranger. On takeoff everything is good until about 25 km when the air engines start to fade at which point the the Ranger yaws hard to the right. I get around this by keeping the throttle at 1/3 and by manually switching engine modes at 20 km or so. Once you get up into the thin atmosphere you can throttle up. Still babying the Ranger into space doesn't seem to be consistent with the film. That thrust vector looks correct to me... you do have the VTOL engines on. So the thrust vector takes into account ALL engines. Take the VTOLs off and it will move. Quote Link to comment Share on other sites More sharing options...
Pxtseryu Posted October 26, 2016 Share Posted October 26, 2016 1 hour ago, JPLRepo said: Sounds like a plan. I'll see what I can do. Thanks Quote Link to comment Share on other sites More sharing options...
PotentiallyHabitable578 Posted October 28, 2016 Share Posted October 28, 2016 I've been playing around in 1.2, and it seems that everything is fine except for the ranger landing gears. The 'deploy landing gear' is gone from the ui when I click on it. Other than that, everything works fine. I really loved the movie Interstellar, and this is one of my favorite mods! Thanks for continuously updating the mod. Quote Link to comment Share on other sites More sharing options...
vistaero Posted October 28, 2016 Share Posted October 28, 2016 On 27/10/2016 at 0:08 AM, JPLRepo said: That thrust vector looks correct to me... you do have the VTOL engines on. So the thrust vector takes into account ALL engines. Take the VTOLs off and it will move. I don't want to sound rude but, why don't you try it for yourself? I also mentioned that problem in my comment. But don't worry, I have recorded this video for you: Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted October 30, 2016 Author Share Posted October 30, 2016 (edited) On 29/10/2016 at 1:44 AM, vistaero said: I don't want to sound rude but, why don't you try it for yourself? I also mentioned that problem in my comment. But don't worry, I have recorded this video for you: But you do sound rude... I have tried it for myself.. and I know the Ranger and Lander need re-balance. The reason for this is that moduleliftingbody was broken and now in KSP 1.2 it's been fixed again. But my response was to trying to explain to you why the thrust vector points downwards. It's including the VTOL engines. So both the Ranger body and Lander body need to be rebalanced there is no doubt. Unfortunately, that takes time. If anyone else has the time to rebalance them, by all means go right ahead and submit a Pull Request on Github. Otherwise, I'll get to it eventually. Here is what the thrust vector looks like without the VTOL engines attached: Spoiler The problem is not that at all.. It's the fact that the CoM, CoL are not optimally positioned. Edited October 30, 2016 by JPLRepo Quote Link to comment Share on other sites More sharing options...
thomash Posted October 30, 2016 Share Posted October 30, 2016 Quote That thrust vector looks correct to me... you do have the VTOL engines on. So the thrust vector takes into account ALL engines. Take the VTOLs off and it will move. Ah-ha! I see. I think. If you can give me a short paragraph description on how to rebalance the engines, I'll be glad to give it a shot. thx. Quote Link to comment Share on other sites More sharing options...
frencrs Posted October 30, 2016 Share Posted October 30, 2016 1 hour ago, JPLRepo said: But you do sound rude... I have tried it for myself.. and I know the Ranger and Lander need re-balance. The reason for this is that moduleliftingbody was broken and now in KSP 1.2 it's been fixed again. But my response was to trying to explain to you why the thrust vector points downwards. It's including the VTOL engines. So both the Ranger body and Lander body need to be rebalanced there is no doubt. Unfortunately, that takes time. If anyone else has the time to rebalance them, by all means go right ahead and submit a Pull Request on Github. Otherwise, I'll get to it eventually. Hey man considering how much we've paid to contract you to make this you have to deliver resu- Oh wait yeah you're doing this for free with no obligation to anyone. Quote Link to comment Share on other sites More sharing options...
vistaero Posted October 30, 2016 Share Posted October 30, 2016 Sorry, my english is bad. I just don't know how to not sound rude. I could try but probably I would write something not understandable. Quote Link to comment Share on other sites More sharing options...
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