AmpCat Posted May 28, 2019 Share Posted May 28, 2019 2 minutes ago, DStaal said: Sounds like it's working as intended then. It is a config thing, and you need it for both or neither - but the idea was that the pod only needed enough EC to freeze you. The rescue ship supplies the power to unfreeze. Just have to make sure to turn on the generator BEFORE you try to freeze the Kerbal. I was confused for a bit before I decided to try it that way. I thought it would blow all the EC before you could freeze, but it seemed to work fine. Link to comment Share on other sites More sharing options...
cakepie Posted May 29, 2019 Share Posted May 29, 2019 Thanks @AmpCat and @DStaal -- looks like everything is functioning correctly. Link to comment Share on other sites More sharing options...
AmpCat Posted August 10, 2019 Share Posted August 10, 2019 @linuxgurugamer, I mentioned some fixes to REKT pod bouyancies a while back, but had some RL issues that distracted me for a while. I just remembered about all this stuff, and was wondering if any changes had been made in regards to that, or should I figure out how to try and get a pull request done? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 10, 2019 Author Share Posted August 10, 2019 2 hours ago, AmpCat said: @linuxgurugamer, I mentioned some fixes to REKT pod bouyancies a while back, but had some RL issues that distracted me for a while. I just remembered about all this stuff, and was wondering if any changes had been made in regards to that, or should I figure out how to try and get a pull request done? I don't think I did anything after May 25 Link to comment Share on other sites More sharing options...
GustavusAdolphus Posted August 21, 2019 Share Posted August 21, 2019 Does anybody have a guide on how to assemble the OTAV for launch? The docking piece is confusing me. Thanks! Link to comment Share on other sites More sharing options...
Atlas Gaming Posted September 1, 2019 Share Posted September 1, 2019 Second for B9... Interstellar is buggy and no longer running it. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 2, 2019 Author Share Posted September 2, 2019 17 hours ago, Atlas Gaming said: Second for B9... Interstellar is buggy and no longer running it. I don't understand. What about B9 and Interstellar? I need more info to help Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 10, 2019 Author Share Posted September 10, 2019 New release, 0.4.6.4 Deleted all bak files Thanks to Github user AmpCat for these: Updated buoyancy values so all the pods float. Also fixed a few localization tags and added search tags (such as REKT and OTAV where appropriate). Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 14, 2019 Author Share Posted December 14, 2019 New release, 0.4.7 Updated for KSP 1.8 Link to comment Share on other sites More sharing options...
Steller dude 63 Posted December 14, 2019 Share Posted December 14, 2019 Hi All. I tried these the last time they come out for 1.7.8. And none did what was claimed? They all tumbled out of control no matter the design or Air brakes etc. Plus all just burn up and exploded in the Kerbin Atmosphere? Just as well I only had them on testing with none of my lovely Kerbals on board them. So I don't think I be getting this version for the new 1.8.1 ksp. I stick to the stock game escape round pods. They work fine and take up a 1/4 the room of these fancy pods! I sure someone will tell me these are better? Maybe they are Okay. But I think I pass. Link to comment Share on other sites More sharing options...
DStaal Posted December 15, 2019 Share Posted December 15, 2019 On 12/14/2019 at 8:28 AM, Steller dude 63 said: Hi All. I tried these the last time they come out for 1.7.8. And none did what was claimed? They all tumbled out of control no matter the design or Air brakes etc. Plus all just burn up and exploded in the Kerbin Atmosphere? Just as well I only had them on testing with none of my lovely Kerbals on board them. So I don't think I be getting this version for the new 1.8.1 ksp. I stick to the stock game escape round pods. They work fine and take up a 1/4 the room of these fancy pods! I sure someone will tell me these are better? Maybe they are Okay. But I think I pass. Work just fine for me. (Note that only one of the pods is designed for atmosphere - and it's designed to descend with the areobrakes out.) KSP 1.8.1 - I don't think I've tested in 1.7.x, but they don't appear to have changed behavior anytime recently. Link to comment Share on other sites More sharing options...
GraczNet Posted January 8, 2020 Share Posted January 8, 2020 (edited) Hello, I have a problem. When I try to place this escape mod in symmetry mode then it bugs out like on the screenshot and I can't click it anymore. Removing Snacks mod helps. EDIT: Nevermind it happens not only with these escape pods. Edited January 8, 2020 by GraczNet Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 10, 2020 Author Share Posted January 10, 2020 On 12/14/2019 at 8:28 AM, Steller dude 63 said: tried these the last time they come out for 1.7.8 There never was a version of KSP that was 1.7.8. Link to comment Share on other sites More sharing options...
Steller dude 63 Posted January 13, 2020 Share Posted January 13, 2020 Ok.. It must have been the 1.7.3 then? When the game is a pain it made me misread the version then! Link to comment Share on other sites More sharing options...
infinite_monkey Posted March 8, 2020 Share Posted March 8, 2020 Is roll on the OTAV only coming from the reaction wheels? When testing this, the only aerodynamic surface actually doing something was the pitch stabiliser (but it clips into the engine, which is a bit weird). In the menu I have "Deploy" and "Deploy Winglets" - "Deploy" doesn't seem to do anything (for the "stabilisation equipment", deploy works fine - it extends the aerobrake). There's an angled aft part of the winglets that clips into the main body - I guess that should be a moving part, but it does nothing. On another note: It would be nice to have a second docking port on the other side of the Inline docking port, so more Kerbals can be rescued Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 9, 2020 Author Share Posted March 9, 2020 15 hours ago, infinite_monkey said: Is roll on the OTAV only coming from the reaction wheels? When testing this, the only aerodynamic surface actually doing something was the pitch stabiliser (but it clips into the engine, which is a bit weird). In the menu I have "Deploy" and "Deploy Winglets" - "Deploy" doesn't seem to do anything (for the "stabilisation equipment", deploy works fine - it extends the aerobrake). There's an angled aft part of the winglets that clips into the main body - I guess that should be a moving part, but it does nothing. I haven't had any issues. Post a screenshot and a craft file, you might be missing something 15 hours ago, infinite_monkey said: On another note: It would be nice to have a second docking port on the other side of the Inline docking port, so more Kerbals can be rescued It would. Care to make the model for it? Link to comment Share on other sites More sharing options...
infinite_monkey Posted March 11, 2020 Share Posted March 11, 2020 On 3/9/2020 at 3:25 PM, linuxgurugamer said: It would. Care to make the model for it? Hm, I wanted to learn how to do that anyway, so adapted the model. Now need to fix the texture... Link to comment Share on other sites More sharing options...
infinite_monkey Posted March 14, 2020 Share Posted March 14, 2020 So, modeling is complete, but the nodes don't work. They all show up fine in the VAB with the green spheres, but they don't attach. Any hints? Link to comment Share on other sites More sharing options...
infinite_monkey Posted March 14, 2020 Share Posted March 14, 2020 Done By the way, there are some subfolders called RETIRED, and some parts from there caused errors showing up in KSP.log. What are they for? Can they safely be deleted? As for the OTAV control issues with the "Lift Generators" (AKA winglets): the control surfaces clip through the body in the SPH, but not on the runway after deploying the winglets, the control surfaces look deployed, despite the status being retracted default modes are: pitch disabled (not sure if that makes sense), roll enabled (makes totally sense), yaw enabled (doesn't make sense IMHO) they don't react to any input after deploying them, the only input they react to is pitch (after enabling that) deploy angle and default limiter default to -25 - why negative values? changing the deploy angle doesn't seem to do anything, until it reaches the maximum (or close to that) of -38, where suddenly it deploys downwards instead of upwards. At that point, it also reacts to roll and yaw (but only in one direction, since it is already completely deployed) In general, how is the OTAV supposed to maneuver away from a station? Only using the engine, no RCS at all? I have Mandatory RCS installed, which reduces reaction wheel authority to a minimum, so the only way to maneuver is the engine's gimbal. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 15, 2020 Author Share Posted March 15, 2020 On 3/13/2020 at 11:05 PM, infinite_monkey said: So, modeling is complete, but the nodes don't work. They all show up fine in the VAB with the green spheres, but they don't attach. Any hints? Quite possible they are backwards 6 hours ago, infinite_monkey said: As for the OTAV control issues with the "Lift Generators" (AKA winglets): the control surfaces clip through the body in the SPH, but not on the runway after deploying the winglets, the control surfaces look deployed, despite the status being retracted default modes are: pitch disabled (not sure if that makes sense), roll enabled (makes totally sense), yaw enabled (doesn't make sense IMHO) they don't react to any input after deploying them, the only input they react to is pitch (after enabling that) deploy angle and default limiter default to -25 - why negative values? changing the deploy angle doesn't seem to do anything, until it reaches the maximum (or close to that) of -38, where suddenly it deploys downwards instead of upwards. At that point, it also reacts to roll and yaw (but only in one direction, since it is already completely deployed) In general, how is the OTAV supposed to maneuver away from a station? Only using the engine, no RCS at all? I have Mandatory RCS installed, which reduces reaction wheel authority to a minimum, so the only way to maneuver is the engine's gimbal. It's been a while since I looked at this. It was probably intended to be maneuvered by use of reaction wheels (internal), with Mandatory RCS you will need to put a few RCS thrusters in strategic locations with a minimum of monoprop. Link to comment Share on other sites More sharing options...
infinite_monkey Posted March 15, 2020 Share Posted March 15, 2020 3 hours ago, linuxgurugamer said: Quite possible they are backwards Oh don't worry, it's fixed now Should I make a PR? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 16, 2020 Author Share Posted March 16, 2020 On 3/15/2020 at 4:57 AM, infinite_monkey said: Oh don't worry, it's fixed now Should I make a PR? Yes, please Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 18, 2020 Author Share Posted March 18, 2020 On 3/15/2020 at 4:57 AM, infinite_monkey said: Oh don't worry, it's fixed now Should I make a PR? Whenever you do a PR, I'll merge and test Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 20, 2020 Author Share Posted March 20, 2020 New release, 0.4.8 Thanks to forum user @infinite_monkey for this: Add double OTAV docking port Link to comment Share on other sites More sharing options...
overkill13 Posted April 11, 2020 Share Posted April 11, 2020 Starboard OTAV winglet has control issues. Edit ctrlSurfaceRange = -25 to +25 to fix it. Link to comment Share on other sites More sharing options...
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