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Gannaf

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  1. Considering the previous comments i'm a little puzzled by the fact this runs more smoothely than any RVE setup i have ever had before. I'll take it, thank you version is 1.22 My system: i7 4770, Radeon hd7970, 24GB DDR 3
  2. I'm experiencing a bug of mild annoyance when loading up a save game. At random times as I'm thrown into the Space Center the camera just hangs low over the buildings at a very shallow angle looking towards the runway. I cannot change the view, click any building of even exit to the main menu. It doesn't always happen, but sometimes I have to close and restart the game up to 4 times until it suddenly decides Im now allowed to start playing. The Alarm Clock window lets me jump to some ship but the camera is stuck there as well and coming back to SC doesn't fix it. Is that behaviour known to anyone? Think it started back in 1.1.2 and now I'm on 1.1.3 ( with RP-0 and the whole shebang)
  3. Install Real Solar System, Realism Overhaul, Realistic Progression, all recommended mods, plan to build a self-sustaining city on mars and then quit because there aint nobody got time for that.
  4. DISCLAIMER: Version 1.5.0 fixes the issues described above and below. Just wanted to add this bit as my previous observations were no quite accurate. Not 100% sure still but it goes something like this (in version 1.4.2): Vessels at orbital speed are all treated properly and deorbit when supposed to, then get deleted. Problems arise when: - Launching an orbital rocket. - Push Apogee above 140 km, then separate from 1st stage. - Accelerate away from 1st stage. Leave physics range. - Observe in map view: When 1st stage crosses 140 km it immediately gets sent to solar escape/orbit graveyard. Interesting fact: Graveyard velocity is roughly 1st stages velocity relative to sun when deleted. ~31km/s for nighttime launches, ~29 km/s for daytime. Solar altitude gets randomly perscribed. (like 58,540,677,032,123,912,656,589,743 m). None of this happens when Apogee stays below 140 km when separating. I hope that's the kind of thing you were asking for: Alternatively, I compiled my ckan modlist. Only things installed but not on this list ist are scatterer, eve and rve Edit: Now I just need to figure out how to edit my persistence file safely to prune out all those dead launchers. Can't be done in tracking station without crashing the game.
  5. Hey. I've been playing rp0 carreer with the 1.4.2 version for a few weeks now. One Issue ive been having: Vessels that have decayed are listed in the tracking station as "on sub-orbital trajectory" and they wont get removed/destroyed. Orbital parameters are all NaN. When I try to switch to one of these, the kraken stikes and the scene goes sort of black, I cant switch back and have to kill KSP. <Edit> Ok heres another scenario - I can switch back to space center but that just gives me a beautiful view of the skybox, nothing else (KSC building buttons present, upon clicking the game crashes) </Edit> Lately I noticed that when zooming around the solar system in map view, my supposed-to-be deorbited crafts show up far in the distance with ridiculously high solar orbits. some gazilions kilometers altitude. Exept one, which is in a super tight orbit like 1/3 of mercury. I should mention that I have some 90 mods installed. So if it's not a known bug it might just be anything on my end.
  6. Please take the time to read back a couple pages through this topic.The mod author is aware. Let's all try and be patient.
  7. I use '[x] science'. Tells you all about your science - unresearched, already researched, as well as currently available experiments. Simply bind all your experiments to an action group to run them all at once.
  8. Me too, but theres a launch window every 585 or so days (so the internet tells me), and 2800 days left on the contract. Well, I blame it on someone's screwup in R&D for now. "When testing the antenna's extension mechanisms, the engineers realized their highly praised bungee cords, meant to decelerate the antenna boom after explosive deployment, turned out to quite literally be a blowback for the whole program. So they're back to the drawing board for now. Next, they hope to introduce some cutting edge technology which could help to sever the (admittedly fabolous) bungee cords, just as the antenna reaches full deployment. Officials emphasize, that this crucial phase of experimentation will ultimately serve all liveforms of our planet by providing ever new and never thought of technoligy to the people."
  9. Its a bit silly, but i found it goes like this: Upon entering R&D, check your (a) available science points. Note the (b) science values of the in-progress nodes you want to click through. Clickclickclick - once (b) exceeds (a), thats how far you'll get this time round. Have more science points saved up and you can click arround techtree more freely. Edit: I'm also stuck on the HG-55 High Gain Antenna bug (and the ST3 solar panels) witch venus launch window aproaching fast... I might let this one slip and focus on the moon a little more.
  10. Love this expansion but would also much prefer earth to have seasons(read: axial tilt). Great stuff, thanks for taking on the job! Also kudos to original author.
  11. I'm enjoying this mod, good stuff! One issue: How come I can't introduce a second build rate - neither VAB nor SPH. I'm stuck on one rocket at a time. It is not giving me the +0.05 button for a second rate. Actually had the same problem when I tried it once back in 1.0.5. See screenshot: dropbox pic What am I missing? Setup: RSS RO RP0 + a bunch Also see this guy at 2:40 https://www.youtube.com/watch?v=lZIoxi9uiPA
  12. Well I just slapped that rocket of yours onto my launchpad, took off and I've got to say it flew very well behaved and straight as a dart. Launched again and shook it about a little, still nominal behaviour. I use mechjebs smartA.S.S. for shaping my trajectory manually throughout the ascent. I'd say your rocket is fine. Must be something about your setup. Double check Kerbal Joint Reinforcement if you havent already. Other than that - no idea... ps: Never realized you could just add up the avionics core mass limits like that. Man, do I feel silly now. (It does seem wrong to me though)
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