Damon Posted October 2, 2018 Author Share Posted October 2, 2018 Just now, space_powder said: Ya, on the github version with kerbal Actuators installed? Quote Link to comment Share on other sites More sharing options...
Damon Posted October 2, 2018 Author Share Posted October 2, 2018 @Sufficient Anonymity & @space_powder I have fixed the two bugs. Will update github in like an hour Quote Link to comment Share on other sites More sharing options...
OccupyMarsNow Posted October 3, 2018 Share Posted October 3, 2018 9 hours ago, damonvv said: @Sufficient Anonymity & @space_powder I have fixed the two bugs. Will update github in like an hour The option to switch to 3-engine mode is back, but no flame and sound when firing (there is thrust though) with 3 engines. Quote Link to comment Share on other sites More sharing options...
Damon Posted October 3, 2018 Author Share Posted October 3, 2018 2 minutes ago, OccupyMarsNow said: The option to switch to 3-engine mode is back, but no flame and sound when firing (there is thrust though) with 3 engines. That is interesing. I tested this and it worked fine. Quote Link to comment Share on other sites More sharing options...
OccupyMarsNow Posted October 3, 2018 Share Posted October 3, 2018 1 hour ago, damonvv said: That is interesing. I tested this and it worked fine. Any chance that it is related to using RealPlume? Quote Link to comment Share on other sites More sharing options...
Damon Posted October 3, 2018 Author Share Posted October 3, 2018 2 minutes ago, OccupyMarsNow said: Any chance that it is related to using RealPlume? I have realplume installed too. I haven’t tested without. But I assume you got it as well? Quote Link to comment Share on other sites More sharing options...
OccupyMarsNow Posted October 3, 2018 Share Posted October 3, 2018 Just now, damonvv said: I have realplume installed too. I haven’t tested without. But I assume you got it as well? Yes, using RealPlume too. Problem exists with my craft file built with the last public release (non-GitHub), and a new build. Quote Link to comment Share on other sites More sharing options...
Damon Posted October 3, 2018 Author Share Posted October 3, 2018 (edited) 7 minutes ago, OccupyMarsNow said: Yes, using RealPlume too. Problem exists with my craft file built with the last public release (non-GitHub), and a new build. Does it work if you build a new one? (At work so I can only ask things hehe) Edited October 3, 2018 by damonvv Quote Link to comment Share on other sites More sharing options...
OccupyMarsNow Posted October 3, 2018 Share Posted October 3, 2018 9 minutes ago, damonvv said: Does it work if you build a new one? (At work so I can only ask things hehe) Freshly built in VAB Quote Link to comment Share on other sites More sharing options...
Damon Posted October 3, 2018 Author Share Posted October 3, 2018 3 minutes ago, OccupyMarsNow said: Freshly built in VAB Very strange. I will take a look at it tonight Quote Link to comment Share on other sites More sharing options...
Damon Posted October 3, 2018 Author Share Posted October 3, 2018 (edited) 9 hours ago, OccupyMarsNow said: Freshly built in VAB I really can't reproduce it.. do more people have this issue? Video: Spoiler Edited October 3, 2018 by damonvv Quote Link to comment Share on other sites More sharing options...
space_powder Posted October 3, 2018 Share Posted October 3, 2018 Can confirm, three engine burn doesn't have any sound nor plume but gives me bööst Quote Link to comment Share on other sites More sharing options...
Damon Posted October 3, 2018 Author Share Posted October 3, 2018 (edited) 1 hour ago, space_powder said: Can confirm, three engine burn doesn't have any sound nor plume but gives me bööst @OccupyMarsNow I found the issue. I made a small MM patch inside the F9 engine stage config so if you don't have Kerbal Actuators installed, you only have 2 modes instead of 3. But that somehow blocks some modes with plumes unless you install WBI Tools.. Not sure how I'm going to fix this because I don't really want to include WBI Tools even tho it worked previously with just Kerbal Actuators. Something inside the MM config is messing things up with the plume. Hopefully @Angel-125 can help me out on this. Edited October 3, 2018 by damonvv Quote Link to comment Share on other sites More sharing options...
Damon Posted October 3, 2018 Author Share Posted October 3, 2018 @OccupyMarsNow & @space_powder I've updated github with 1 line of code change. This should fix it! Quote Link to comment Share on other sites More sharing options...
OccupyMarsNow Posted October 4, 2018 Share Posted October 4, 2018 @damonvv Working great now! Spoiler Accidentally destroyed the admin building though... Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted October 4, 2018 Share Posted October 4, 2018 Is PICA-K still the headshield to go for the new Dragon? There is slight clipping, since it seems to overlap a little with the edge of the craft. Quote Link to comment Share on other sites More sharing options...
Damon Posted October 4, 2018 Author Share Posted October 4, 2018 (edited) 2 minutes ago, infinite_monkey said: Is PICA-K still the headshield to go for the new Dragon? There is slight clipping, since it seems to overlap a little with the edge of the craft. That’s 1.4 for ya.. can’t really do much about that sadly. I will put another git update with the legs actually working! After that I think we are pretty close to put BFR on there as well! Edited October 4, 2018 by damonvv Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted October 4, 2018 Share Posted October 4, 2018 2 hours ago, damonvv said: That’s 1.4 for ya.. can’t really do much about that sadly. I will put another git update with the legs actually working! After that I think we are pretty close to put BFR on there as well! Yay Can't wait... Another thing: is there a reason why Dragon's hatch has no window anymore? The IVA, on the other hand (I know that is planned for later), has 3 front windows, which are mostly blocked by a blank control panel, and no side windows. Quote Link to comment Share on other sites More sharing options...
Damon Posted October 4, 2018 Author Share Posted October 4, 2018 3 minutes ago, infinite_monkey said: Yay Can't wait... Another thing: is there a reason why Dragon's hatch has no window anymore? The IVA, on the other hand (I know that is planned for later), has 3 front windows, which are mostly blocked by a blank control panel, and no side windows. The new Dragon V2 only has 4 windows. 2 on the front and one on each side. No window on the hatch because safety concerns I think. And yeah the IVA is old, will update! Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted October 4, 2018 Share Posted October 4, 2018 2 hours ago, damonvv said: The new Dragon V2 only has 4 windows. 2 on the front and one on each side. No window on the hatch because safety concerns I think. And yeah the IVA is old, will update! Thanks for the clarification. Since I'm testing in a new install and create my rockets from scratch, I noticed something I kept ignoring for a while, because I usually use subassemblies: For separating the booster from the upper stage of the F9, I use sepratrons, since the ejection force seems too weak - it separates very slowly, and the upper stage engine comes out of the side of the interstage fairing. Maybe my staging procedure is wrong? I usually cut off the booster engine, then stage, then wait until there is some clearance between the engine and the fairing (maybe about 10 m), then fire up the second stage. Altitude is usually between 30000 and 40000 m, maybe the atmosphere is still pushing down the upper stage too hard? Quote Link to comment Share on other sites More sharing options...
Damon Posted October 4, 2018 Author Share Posted October 4, 2018 1 minute ago, infinite_monkey said: -it separates very slowly, and the upper stage engine comes out of the side of the interstage fairing. The interstage has no collider due to some weird buggyness with FMRS. For the forces on the decoupler, I can tweak it a bit so you have more clearance before firing the engine! Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted October 4, 2018 Share Posted October 4, 2018 3 minutes ago, damonvv said: The interstage has no collider due to some weird buggyness with FMRS. For the forces on the decoupler, I can tweak it a bit so you have more clearance before firing the engine! Well, for now I'm happy there's no collider, otherwise I'd keep blowing up my rockets Yeah I think a higher force would be nice, thank you. If I remember correctly, you are playing on a scaled up Kerbol system? Which one, and how does rocket power keep up with it? I would prefer to go directly to orbit, without the need of a circularization burn... Is that possible in your setup? Quote Link to comment Share on other sites More sharing options...
Damon Posted October 4, 2018 Author Share Posted October 4, 2018 19 minutes ago, infinite_monkey said: Well, for now I'm happy there's no collider, otherwise I'd keep blowing up my rockets Yeah I think a higher force would be nice, thank you. If I remember correctly, you are playing on a scaled up Kerbol system? Which one, and how does rocket power keep up with it? I would prefer to go directly to orbit, without the need of a circularization burn... Is that possible in your setup? Works kind of the same! Just don't go full thrust on S2 and I can get into orbit with just one burn Quote Link to comment Share on other sites More sharing options...
OccupyMarsNow Posted October 5, 2018 Share Posted October 5, 2018 8 hours ago, infinite_monkey said: Thanks for the clarification. Since I'm testing in a new install and create my rockets from scratch, I noticed something I kept ignoring for a while, because I usually use subassemblies: For separating the booster from the upper stage of the F9, I use sepratrons, since the ejection force seems too weak - it separates very slowly, and the upper stage engine comes out of the side of the interstage fairing. Maybe my staging procedure is wrong? I usually cut off the booster engine, then stage, then wait until there is some clearance between the engine and the fairing (maybe about 10 m), then fire up the second stage. Altitude is usually between 30000 and 40000 m, maybe the atmosphere is still pushing down the upper stage too hard? I usually fire RCS on S2 (on AFT) for a few seconds before igniting the MVac. Quote Link to comment Share on other sites More sharing options...
Sufficient Anonymity Posted October 5, 2018 Share Posted October 5, 2018 (edited) Everything on the Falcon 9/Dragon 2 seems to be working great now - regular missions to my LKO station have resumed. Edited October 5, 2018 by Sufficient Anonymity Quote Link to comment Share on other sites More sharing options...
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