Damon Posted May 15, 2023 Author Share Posted May 15, 2023 On 5/14/2023 at 3:03 AM, Serenity said: Hello!Thank you so much for the update!The jiggle was fixed but... unfortunately the crash tolerance was drastically reduced in this version, like drastically and even the lightest bumps evaporate the legs. I hope you can fix it or improve it, i love this mod...its one of my favorites and right now i use a previous version to be able to land my rockets. After i land it i reduce the spring to zero to stop the jiggling(on the previous version). Thank you again for your time and this brilliant mod! Hey! That’s not good! Did you replace the part first? Because I have a suspicion that the legs are kinda broken on old craft files. I did some falcon landings and I haven’t noticed anything dramatically. Can you tell me how heavy and how fast you were going? This so I can test some stuff! Quote Link to comment Share on other sites More sharing options...
Serenity Posted May 17, 2023 Share Posted May 17, 2023 Hello, sorry it took me so long to reply, thank you for the tips. I did some testing with small hops at launch pad with this craft, i replaced the legs, started a new save as well. https://imgur.com/JEp9fGf The previous version can withstand even 9 m/s hop sometimes the newer above 5 it seems to be poofing. Quote Link to comment Share on other sites More sharing options...
F:Canaveral Posted July 22, 2023 Share Posted July 22, 2023 could we get a RO patch? the cold gas thrusters don't work properly under RealFuel config. and it's better to increase their thrust,they are too weak for larger rocket comparing with their size(or I have to tweak them but that would be to big) hard to adjust their data with RF installed thx. Quote Link to comment Share on other sites More sharing options...
Jack_T Posted August 18, 2023 Share Posted August 18, 2023 Hey, I am noticing an issue with the titanium grid fins in the newest version. Setting the authority limiter in the VAB does not work when the ship goes to the launch pad, it jumps to a crazy high number. In addition when you manually adjust it on the launch pad it does not properly set the limiter for all input controls. For example it will limit in the pitch direction (when pitching) but then when you yaw or roll it will use its full range. If that could be fixed that would be great! Quote Link to comment Share on other sites More sharing options...
Damon Posted August 18, 2023 Author Share Posted August 18, 2023 11 hours ago, Jack_T said: Hey, I am noticing an issue with the titanium grid fins in the newest version. Setting the authority limiter in the VAB does not work when the ship goes to the launch pad, it jumps to a crazy high number. In addition when you manually adjust it on the launch pad it does not properly set the limiter for all input controls. For example it will limit in the pitch direction (when pitching) but then when you yaw or roll it will use its full range. If that could be fixed that would be great! Interesting, will take a look at it! Quote Link to comment Share on other sites More sharing options...
nilslorand Posted February 17, 2024 Share Posted February 17, 2024 Do you have any Plans on adding RO configs and if not, do you have any pointers as to how one would create their own RO configs? Quote Link to comment Share on other sites More sharing options...
kspbutitscursed Posted February 17, 2024 Share Posted February 17, 2024 9 hours ago, nilslorand said: Do you have any Plans on adding RO configs and if not, do you have any pointers as to how one would create their own RO configs? if you want Tundra Exploration configs i hve found some that work well link here https://github.com/SkyPhoenix999/TundraExploration_RO Quote Link to comment Share on other sites More sharing options...
vaiium Posted April 10, 2024 Share Posted April 10, 2024 Hiya! I recently installed a new ksp instance. Did a fresh playthrough and install on 1.12.5. I also encountered that my falcon landing gear did the jiggly thing. Even on an empty tank they don't seem to be happy supporting the weight and exploding. Am i maybe missing a mod? Because I'm reading some stuff about the spring setting but I don't seem to have that option. I also ran into the problem in 1.12.2. But it was, not completely unmanageable. I hope you can help me out, I love this mod, its been one of my essentials for a few years/several thousands of playing hours. Thanks for your work! Quote Link to comment Share on other sites More sharing options...
darthvader15001 Posted May 21, 2024 Share Posted May 21, 2024 @Damon can you add waterfall support? Quote Link to comment Share on other sites More sharing options...
rnyboy Posted December 19, 2024 Share Posted December 19, 2024 (edited) I'm having the same or similar issue as Jack_T... On 8/17/2023 at 8:34 PM, Jack_T said: Hey, I am noticing an issue with the titanium grid fins in the newest version. Setting the authority limiter in the VAB does not work when the ship goes to the launch pad, it jumps to a crazy high number. In addition when you manually adjust it on the launch pad it does not properly set the limiter for all input controls. For example it will limit in the pitch direction (when pitching) but then when you yaw or roll it will use its full range. If that could be fixed that would be great! This is with a fresh install of KSP v1.12.5 and only having the KRE mod installed. I use CKAN for everything but because of this issue I manually installed the "KerbalReusabilityExpansion" folder in the GameData Folder. The issue is with all the grid fins having their "authority" values change to ridiculously high positive or negative numbers when going from the VAB to the launchpad. The same thing happens when reloading a saved craft too. Any idea as to what's causing this or how to fix it? Edited December 19, 2024 by rnyboy Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted December 20, 2024 Share Posted December 20, 2024 2 hours ago, rnyboy said: I'm having the same or similar issue as Jack_T... This is with a fresh install of KSP v1.12.5 and only having the KRE mod installed. I use CKAN for everything but because of this issue I manually installed the "KerbalReusabilityExpansion" folder in the GameData Folder. The issue is with all the grid fins having their "authority" values change to ridiculously high positive or negative numbers when going from the VAB to the launchpad. The same thing happens when reloading a saved craft too. Any idea as to what's causing this or how to fix it? I was able to reproduce this too. If I'm correct about the cause, there's not really anything you can do without a fix from the authors. I created a Github issue here: https://github.com/TundraMods/Kerbal-Reusability-Expansion/issues/5 Quote Link to comment Share on other sites More sharing options...
rnyboy Posted December 30, 2024 Share Posted December 30, 2024 (edited) Thanks OrbitalManeuvers for responding and creating the Github issue. I think there is now an issue with Configurable Containers in where the stock fuel tanks revert to their stock values after being rescaled larger after saving then reloading a craft. I just started testing that. Tank volume increases correctly when scaled and shows the new value correctly in the fuel editor window, but the tank volume does not change in the editor. So, when you save and reopen a craft the fuel levels revert to the stock values that correspond to the unchanging stock tank volume. I imagine this is the same issue for rescaled fuel levels in wings reverting back to their stock values too. Edit: Just an update... I found out that the Configurable Containers (CC) issue is a known problem. I found out from my own KSP backups that in my preCC backup tweakscaled tanks worked fine after saving/reloading and in the following backup with CC they failed. I'm in the process of reloading a copied version of my latest Steam common KSP with CC uninstalled to see if things are back to "normal". I wasn't using CC editing much and when I did it was with stock size tanks. Kind of a pity in that I found out about this issue yesterday when editing tweakscaled MK2 tanks to use LH2 and I would have found that useful. It would be nice if CC worked and with methalox available too. Btw, I did find a simple workaround "cheat" for non-working grid fins and that is to use the small hinge with the smallest stock aileron (pitch/yaw only and p/y/r control initially deactivated) attached and place the hinge/aileron in four-piece symmetry near the grid fins with a starting-in-the -VAB hinge angle of 90-degrees that places the ailerons parallel and pointing along the axis of rocket travel during launch and after booster separation use an action group that rotates the hinge/aileron 180-degrees and activates the pitch and yaw controls. If using "Booster-Guidance-Boosted" test and adjust the aileron "authority" as needed and after testing set that value of authority to the ailerons in the VAB. It's nice in that you can rescale these as needed, but unfortunately this also adds eight additional parts you wouldn't need if the grid fins were working properly. After final testing I rotated the hinge/ailerons 180-degrees and hide them in the booster and move them in enough so that when the ailerons are deflecting their tips don't poke out of the booster body. This way the grid-fins look like they're doing their thing when actually it is the hidden cheater-ailerons doing all the work. Edit #2: Just to say I deleted CC and things worked fine. As far as I know the only issue with my 183 mods now is with KRE grid-fins. I also added the B9 Procedural Wings Fork mod. I like this one because it will allow for using less parts, properly fueled wings, and better overall wing shapes/fits. Edited December 31, 2024 by rnyboy Quote Link to comment Share on other sites More sharing options...
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