Damon Posted February 23, 2019 Author Share Posted February 23, 2019 (edited) I've heard from various people that some things are not working in older versions of KSP. Tundra Exploration NEEDS 1.5.1 or higher in order to use the new shader that was added. I will not attempt in getting things to work before 1.5.1. With KSP 1.7 just around the corner (We're entering the 3rd month soon), I will wait with updates until then. Atm the focus is on revamping the probe parts and putting in a redesigned Dragon V2 IVA. Happy launches! WIP : Edited February 23, 2019 by damonvv Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted February 23, 2019 Share Posted February 23, 2019 10 hours ago, CrazyDan said: Hi, All. Firstly want to say this is an amazing mod that Damonvv has created/creating. I'm fairly new to the KSP world and exploring all the mods out there. Just got to grips with MechJeb and FMRS, came across a little issue. Trying to figure out how to successfully land just the regular Ghidorah 9. Any advice on when I should detach first stage and how burning back towards KSC? Thanks. I usually keep between 1400 and 1800 liquid fuel for boostback, reentry burn and landing. How much you need depends on how far downrange you are and on your horizontal speed. I don't MechJeb anymore for ascent, but I used to set it to a pretty steep ascent so I don't get too far downrange. I think I set the ascent curve to about 50 or 55%. Having an eye on the remaining fuel, I usually decouple as soon as the apoapsis reaches 70000 or 75000 m. Quote Link to comment Share on other sites More sharing options...
DeltaDizzy Posted February 24, 2019 Share Posted February 24, 2019 (edited) Alrighty then. Time for me to drop in here and drop down some nice screenshots. Also im sorry I just needed a quick LV. Edited February 24, 2019 by DeltaDizzy Quote Link to comment Share on other sites More sharing options...
CrazyDan Posted February 24, 2019 Share Posted February 24, 2019 14 hours ago, infinite_monkey said: I usually keep between 1400 and 1800 liquid fuel for boostback, reentry burn and landing. How much you need depends on how far downrange you are and on your horizontal speed. I don't MechJeb anymore for ascent, but I used to set it to a pretty steep ascent so I don't get too far downrange. I think I set the ascent curve to about 50 or 55%. Having an eye on the remaining fuel, I usually decouple as soon as the apoapsis reaches 70000 or 75000 m. Thanks for the info. I'll give this a try when I next load up. Using MechJeb just to get a basic idea how I should be doing things. Knowing that MechJeb probably isn't perfect way to get to grips with things. Having a fight with the MechJeb's auto landing guidance. Doesn't quite land where my target is, falls shy 1-3km. Shall keep trying. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted February 24, 2019 Share Posted February 24, 2019 3 hours ago, CrazyDan said: Thanks for the info. I'll give this a try when I next load up. Using MechJeb just to get a basic idea how I should be doing things. Knowing that MechJeb probably isn't perfect way to get to grips with things. Having a fight with the MechJeb's auto landing guidance. Doesn't quite land where my target is, falls shy 1-3km. Shall keep trying. Try deploying gridfins before using mechjeb. This may help. And did you mount your gridfins upside down? Quote Link to comment Share on other sites More sharing options...
CrazyDan Posted February 24, 2019 Share Posted February 24, 2019 (edited) 2 hours ago, Xd the great said: Try deploying gridfins before using mechjeb. This may help. And did you mount your gridfins upside down? I'm currently just using the default pre-built crafts that were included in the mod. I do disable MechJeb and deploy gridfins than re-enable MechJeb just incase so it can adjust with fins out. Haven't tried deploying fins before though. Edited February 24, 2019 by CrazyDan Quote Link to comment Share on other sites More sharing options...
Xd the great Posted February 24, 2019 Share Posted February 24, 2019 3 hours ago, CrazyDan said: I'm currently just using the default pre-built crafts that were included in the mod. I do disable MechJeb and deploy gridfins than re-enable MechJeb just incase so it can adjust with fins out. Haven't tried deploying fins before though. I deploy gridfins before enabling boostback burn. Works extremely well for the Superheavy, aka 6m of inaccuracy, but not so accurate for falcon 9 Quote Link to comment Share on other sites More sharing options...
Damon Posted February 24, 2019 Author Share Posted February 24, 2019 More updates for New Horizon! Texture looks good. Just need to model some tiny details and add a few science parts. Next will be Rosetta with Philae. Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted February 24, 2019 Share Posted February 24, 2019 tried to load ghidorah heavy + rodan and its telling me it cant as its missing part rodan. am I perhaps loading an older craft file? and this is the second error it gave me..falcon heavy error by XRaiderV1.7, on Flickr Quote Link to comment Share on other sites More sharing options...
Damon Posted February 24, 2019 Author Share Posted February 24, 2019 25 minutes ago, RaiderMan said: tried to load ghidorah heavy + rodan and its telling me it cant as its missing part rodan. am I perhaps loading an older craft file? and this is the second error it gave me..falcon heavy error by XRaiderV1.7, on Flickr Looks like a very old version to me heh. I don't include that craft file in the longest time. Try a more recent one Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted February 25, 2019 Share Posted February 25, 2019 fixed Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted February 25, 2019 Share Posted February 25, 2019 (edited) @damonvvWill the RTG be separate parts? That would make it modular and align it with Coatl Aerospace. Also: has the core a Textureswitch like Coatl Aerospace? Edited February 25, 2019 by Cheesecake Quote Link to comment Share on other sites More sharing options...
Xd the great Posted February 25, 2019 Share Posted February 25, 2019 1 hour ago, Cheesecake said: @damonvvWill the RTG be separate parts? That would make it modular and align it with Coatl Aerospace. Also: has the core a Textureswitch like Coatl Aerospace? the rtg seems to be stock... Quote Link to comment Share on other sites More sharing options...
TheRedTom Posted February 25, 2019 Share Posted February 25, 2019 6 hours ago, Xd the great said: the rtg seems to be stock... Or Restock... Quote Link to comment Share on other sites More sharing options...
akron Posted February 25, 2019 Share Posted February 25, 2019 New Horizons is coming along super nicely! Quote Link to comment Share on other sites More sharing options...
Damon Posted February 25, 2019 Author Share Posted February 25, 2019 10 hours ago, Cheesecake said: @damonvvWill the RTG be separate parts? That would make it modular and align it with Coatl Aerospace. Also: has the core a Textureswitch like Coatl Aerospace? 9 hours ago, Xd the great said: the rtg seems to be stock... 3 hours ago, TheRedTom said: Or Restock... Every part is separate. The RTG is also a separate part and is based on restock. Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted February 27, 2019 Share Posted February 27, 2019 @damonvv are you aware of the changes in USI_LS? Quote Link to comment Share on other sites More sharing options...
Damon Posted February 27, 2019 Author Share Posted February 27, 2019 2 hours ago, infinite_monkey said: @damonvv are you aware of the changes in USI_LS? Yes and already fixed. Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted February 27, 2019 Share Posted February 27, 2019 2 hours ago, damonvv said: Yes and already fixed. Only partially, as far as I can tell from GitHub. I need to test further, but you still have ModuleHabitation on the TE_18_BFS_CommandPod instead of USILS_HabitationSwapOption. Also, RoverDude said you need to add 3 other modules (USI_SwapController, USI_SwappableBay and USI_Converter). Should it work anyway? For me it doesn't. I don't have the Life Support option in the menu. Quote Link to comment Share on other sites More sharing options...
Damon Posted February 27, 2019 Author Share Posted February 27, 2019 19 minutes ago, infinite_monkey said: Only partially, as far as I can tell from GitHub. I need to test further, but you still have ModuleHabitation on the TE_18_BFS_CommandPod instead of USILS_HabitationSwapOption. Also, RoverDude said you need to add 3 other modules (USI_SwapController, USI_SwappableBay and USI_Converter). Should it work anyway? For me it doesn't. I don't have the Life Support option in the menu. Hm interesting. I haven’t started career so I haven’t tested it yet. Nor do I had the new USI LS installed due to saving craft problems with 1.6. I’ll test it out more! Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted February 28, 2019 Share Posted February 28, 2019 (edited) Strange glitch; When I attach the Falcon 9 fairing adaptor to the rocket in the VAB, fly it, then go back to the VAB, the fairing adaptor on the craft file will be white and named 'DEPRECIATED'. Using latest version of this and all dependencies. Edited February 28, 2019 by golkaidakhaana Quote Link to comment Share on other sites More sharing options...
VoidCosmos Posted February 28, 2019 Share Posted February 28, 2019 I have another glitch. When I attach the falcon interstage, the merlin vacum engine node disappears and the interstage does not attach to the engine. Quote Link to comment Share on other sites More sharing options...
ely8937 Posted February 28, 2019 Share Posted February 28, 2019 4 hours ago, sslaptnhablhat said: Странный глюк; Когда я присоединяю адаптер обтекателя Falcon 9 к ракете в VAB , летаю на нем, а затем возвращаюсь к VAB , адаптер обтекателя на файле ремесла будет белого цвета с именем «УСТАРЕЛО». Использование последней версии этой и всех зависимостей. i have same problem Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted February 28, 2019 Share Posted February 28, 2019 9 hours ago, sslaptnhablhat said: Strange glitch; When I attach the Falcon 9 fairing adaptor to the rocket in the VAB, fly it, then go back to the VAB, the fairing adaptor on the craft file will be white and named 'DEPRECIATED'. Using latest version of this and all dependencies. Interesting. I have problems with the fairings adapter as well: I have to pay the entry cost again and again. Apparently, there is some overlapping between the old and the new part, confusing KSP. Quote Link to comment Share on other sites More sharing options...
Damon Posted February 28, 2019 Author Share Posted February 28, 2019 (edited) 13 hours ago, sslaptnhablhat said: Strange glitch; When I attach the Falcon 9 fairing adaptor to the rocket in the VAB, fly it, then go back to the VAB, the fairing adaptor on the craft file will be white and named 'DEPRECIATED'. Using latest version of this and all dependencies. Latest version as in github? Spacedock? (Always make sure you delete the old folder before installing the new one). 3 hours ago, infinite_monkey said: Interesting. I have problems with the fairings adapter as well: I have to pay the entry cost again and again. Apparently, there is some overlapping between the old and the new part, confusing KSP. Edited February 28, 2019 by damonvv Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.