Angelo Kerman Posted August 3, 2020 Share Posted August 3, 2020 (edited) SLS-1 launches! Mariner (OV-202) takes to the skies with Jeb and Dudmon aboard: Dudmon takes a walk outside to inspect the tiles. If everything is A-OK, then KSC won't need to send Sojourner, the last K-20, to rescue the crew... (naturally, the KMU failed to function) Dudmon is back inside, now they wait for KSC to analyze the photos... This is an awesome mod! Edited August 3, 2020 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted August 3, 2020 Share Posted August 3, 2020 (edited) 52 minutes ago, Angel-125 said: SLS-1 launches! Mariner (OV-202) takes to the skies with Jeb and Dudmon aboard: Dudmon takes a walk outside to inspect the tiles. If everything is A-OK, then KSC won't need to send Sojourner, the last K-20, to rescue the crew... (naturally, the KMU failed to function) Dudmon is back inside, now they wait for KSC to analyze the photos... This is an awesome mod! Now that I think about it, Jeb is a perfect fit for John Young. That would make Val Wally Schirra, Bill Pete Conrad, and Bob Harrison Schmitt. Makes PERFECT sense! Edited August 3, 2020 by Clamp-o-Tron Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 5, 2020 Share Posted August 5, 2020 (edited) Small patch to use my Servo Controller if you use the arm with Breaking Ground robotics: Quote @PART[ht_C1_elbow,ht_C1_pitch]:NEEDS[ServoController] { MODULE { name = WBIBGSnapshotController type = hinge debugMode = false } } @PART[ht_C2_joint,ht_C1_rotator]:NEEDS[ServoController] { MODULE { name = WBIBGSnapshotController type = servo debugMode = false } } Edited August 5, 2020 by Angel-125 Quote Link to comment Share on other sites More sharing options...
ItzNicko124 Posted August 5, 2020 Share Posted August 5, 2020 I absolutely love this mod, thanks for making it @benjee10, but I have trouble with the KerboArm wobbling around when launching or reentering. I have KSP version 1.8.1 and also I have installed Breaking Grounds DLC. Quote Link to comment Share on other sites More sharing options...
KSPOrbiter Posted August 6, 2020 Share Posted August 6, 2020 Hi all, I'm just wondering if any of you could help me out at all. I'm using this and can get in to a steady orbit using mechjeb (yes I know it's frowned upon in most cases, but for the purpose and enjoyment of how I play the game I use MJ). However when I try to use the rendezvous MechJeb option to try to get to my ISS the shuttle throttles up and knocks itself off of MechJeb's calculations. Is there a fix for this or does it 'need' to be flown manually? I followed and read the whole manual. Sorry if this have been asked before! Quote Link to comment Share on other sites More sharing options...
lemon cup Posted August 6, 2020 Share Posted August 6, 2020 49 minutes ago, KSPOrbiter said: Hi all, I'm just wondering if any of you could help me out at all. I'm using this and can get in to a steady orbit using mechjeb (yes I know it's frowned upon in most cases, but for the purpose and enjoyment of how I play the game I use MJ). However when I try to use the rendezvous MechJeb option to try to get to my ISS the shuttle throttles up and knocks itself off of MechJeb's calculations. Is there a fix for this or does it 'need' to be flown manually? I followed and read the whole manual. Sorry if this have been asked before! I have no relation to the mod author in any way but I have a lot of game time with the shuttle. Have you made sure to right click the cockpit and change the control point from “Forward” to “-15 degrees”? This is crucial for operation of the OAMS engines. If that’s not it, it could be an issue with MechJeb itself, I’ve been having some problems with the Rendezvous function. To get around it I’ve been using Maneuver Planner’s “bi-impulsive Hohmann transfer to target” option. Works just the same. Quote Link to comment Share on other sites More sharing options...
KSPOrbiter Posted August 6, 2020 Share Posted August 6, 2020 45 minutes ago, lemon cup said: I have no relation to the mod author in any way but I have a lot of game time with the shuttle. Have you made sure to right click the cockpit and change the control point from “Forward” to “-15 degrees”? This is crucial for operation of the OAMS engines. If that’s not it, it could be an issue with MechJeb itself, I’ve been having some problems with the Rendezvous function. To get around it I’ve been using Maneuver Planner’s “bi-impulsive Hohmann transfer to target” option. Works just the same. I have to say that helped a lot! Still struggling to rendezvous with Mechjeb as the blue marker moves all over the place! However the 15 degree control helped A LOT! Quote Link to comment Share on other sites More sharing options...
YourAgony Posted August 8, 2020 Share Posted August 8, 2020 On 7/30/2020 at 3:23 PM, benjee10 said: Great screenshots. Love the use of (I assume) conformal decals to add stuff like the rescue sign! I'm afraid I have no plans to support KSP versions prior to 1.8. hmmm ....only the Payload bay is missing .... all the other parts are there :-/ Quote Link to comment Share on other sites More sharing options...
benjee10 Posted August 8, 2020 Author Share Posted August 8, 2020 2 hours ago, YourAgony said: hmmm ....only the Payload bay is missing .... all the other parts are there :-/ Radiators on the payload bay use the mapped shader which isn’t supported in earlier version. Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted August 8, 2020 Share Posted August 8, 2020 @benjee10 Scott Manley featured SOCK in his video today! Quote Link to comment Share on other sites More sharing options...
alberro+ Posted August 8, 2020 Share Posted August 8, 2020 26 minutes ago, Clamp-o-Tron said: @benjee10 Scott Manley featured SOCK in his video today! Was about to comment on this, guess i've been ninja'd. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 8, 2020 Share Posted August 8, 2020 I seem to be having problems getting the Kerboarm end effector to dock with the power data grapple fixture. I've turned off angle snap on both of them but the docking nodes won't engage. Is there something that I'm doing wrong? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 9, 2020 Share Posted August 9, 2020 Finally figured out that I had to back off the arm to get into reacquire range. But man, the robotics arms are so wobbly! Quote Link to comment Share on other sites More sharing options...
YourAgony Posted August 9, 2020 Share Posted August 9, 2020 On 8/8/2020 at 9:21 AM, benjee10 said: Radiators on the payload bay use the mapped shader which isn’t supported in earlier version. thanks for the Info .... and for your great work Quote Link to comment Share on other sites More sharing options...
Guest Posted August 9, 2020 Share Posted August 9, 2020 8 hours ago, Angel-125 said: But man, the robotics arms are so wobbly! They are not if you operate them at speeds comparable to the real thing, that is, very very slowly. If you tried normal KSP speeds with the real one, it'd flop around, too (not that the motors can generate that much torque). Quote Link to comment Share on other sites More sharing options...
LawnDartLeo Posted August 10, 2020 Share Posted August 10, 2020 (edited) On 8/6/2020 at 1:54 AM, KSPOrbiter said: I have to say that helped a lot! Still struggling to rendezvous with Mechjeb as the blue marker moves all over the place! However the 15 degree control helped A LOT! Stop using the mechjeb docking function. Iits good to use to get close, a kilometer or two. Then, with the station you are docking with in a desired attitude, start using the built in prograde/radial/normal capabilities with MANUAL docking thrust. for the ISS and MIR stations I have in orbit, I just let mechjeb get me close and then I switch to forward control and radial facing + using smart as so I can also set a roll angle. Everything is squared up for you and docking is a breeze. Remember to maintain control from cockpit and not the docking port. Edited August 10, 2020 by LawnDartLeo Quote Link to comment Share on other sites More sharing options...
Miguelsgamingch Posted August 21, 2020 Share Posted August 21, 2020 Perfect! Good For A Wallpaper Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 24, 2020 Share Posted August 24, 2020 Satellite capture! The KerboArm grabs a leftover upper stage used during Munflight. Gerrim just loaded a communications satellite onto it. @benjee10 I also noticed that htRobotics has some "KerboArm 2" parts in the folder including a boom, joint, and latching end effector. The .mu and the .cfg files are there, but the parts don't show up in game. Has anybody seen the KerboArm 2 parts? Quote Link to comment Share on other sites More sharing options...
Guest Posted August 24, 2020 Share Posted August 24, 2020 That's because PART node in the very first line of each config is commented out. Quote Link to comment Share on other sites More sharing options...
benjee10 Posted August 24, 2020 Author Share Posted August 24, 2020 5 hours ago, Angel-125 said: Satellite capture! The KerboArm grabs a leftover upper stage used during Munflight. Gerrim just loaded a communications satellite onto it. @benjee10 I also noticed that htRobotics has some "KerboArm 2" parts in the folder including a boom, joint, and latching end effector. The .mu and the .cfg files are there, but the parts don't show up in game. Has anybody seen the KerboArm 2 parts? The KerboArm2 parts are for Canadarm2 (predictably enough!) but they aren't textured yet. I was using them to test out the new robotics initially. They should all be functional, so if you fancy testing them out (albeit untextured) you can un-comment the PART node in the configs (warranty void etc. etc.) Quote Link to comment Share on other sites More sharing options...
Kerminator K-100 Posted August 24, 2020 Share Posted August 24, 2020 This looks like a really cool mod, unfortunately my computer isn't powerful enough to have moar part mods Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 24, 2020 Share Posted August 24, 2020 5 hours ago, benjee10 said: The KerboArm2 parts are for Canadarm2 (predictably enough!) but they aren't textured yet. I was using them to test out the new robotics initially. They should all be functional, so if you fancy testing them out (albeit untextured) you can un-comment the PART node in the configs (warranty void etc. etc.) Ah, that explains it! Thanks for letting me know. Quote Link to comment Share on other sites More sharing options...
Furiousgaming34 Posted August 26, 2020 Share Posted August 26, 2020 How do you un-comment the Part node in the configs to get the KerboArm2 working. Still new to modding my game. Quote Link to comment Share on other sites More sharing options...
1990eam Posted August 30, 2020 Share Posted August 30, 2020 I'm having a hard time attaching landing gear to the wings. They will just not lock to them at the appropiate spots. Is this normal? Quote Link to comment Share on other sites More sharing options...
SpaceFace545 Posted August 30, 2020 Share Posted August 30, 2020 20 minutes ago, 1990eam said: I'm having a hard time attaching landing gear to the wings. They will just not lock to them at the appropiate spots. Is this normal? Hold down alt while attaching Quote Link to comment Share on other sites More sharing options...
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