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Eugene Moreau

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Everything posted by Eugene Moreau

  1. Is there any reason that launch clamps and construction type pieces are not given early? Makes testing of engines, etc for part failure mods a real pain.
  2. It's too bad the two couldn't interact and cause you to actually have to pay to have more launch pads.
  3. I've done quite a bit a searching and can't find much if anything to do with this. Do this mod and Kerbalism cause problems for each other? Should i disable reliability in Kerbalism to use OhScrap?
  4. I apologize if this has been discussed here already but I can't seem to find anything particular about it. I'm looking for some guidance regarding the interaction with KCT. In specific, how it interacts with the point upgrade system that shortens construction time and increases scientific production and research. Do I still use those features of KCT as normal? Is the only part that needs to be disabled the portion that control upgrades to the buildings? Thanks in advance!
  5. Is 3.0.3 gonna show up on CKAN? I still see 3.0.2 only.
  6. Thanks very much for all your hard work on your mods. They make the game much more enjoyable even though I just discovered them this year when I got back into playing I really do understand your decision as I’ve had to make a similar one with something I’ve been very deeply involved in for years and it’s now work rather than being enjoyable. Good of luck with your project, it sounds like a great cause.
  7. So this has happened a couple of times now. Fairing separation and BPB says detected explosion.... aborting.
  8. Sorry for the false alarm. Things have calmed down after I tossed those SRBs. They had had about 4 or 5 uses and their safety rating had started to fall. Must have just been a confluence of bad events. This brings up my next question. How many uses does a part get before the failure probability starts to rise to an unacceptable level? What is an acceptable safety rating for a part?
  9. Upgraded to 1.6 (The mod, not the game) this morning and now I'm getting lots of failures. First and O2 leak on my command pod during launch so had to abort. Next launch both SRBs failed on ignition of then liquid engine. Managed to kill MJ before before the engine spooled up and ignited the SRBs. Tried to roll it back in to fix and the game crashed. Both parts were used and both SRBs had a safety rating of 8 and were something like generation 2 or 3. Seems like a lot of failures all of a sudden. The log is at the link below just in case you want to look at it. https://1drv.ms/u/s!AgRoSICLtAZ6gYBdYC1fhWvaNWg3Sg
  10. No but I am using [x] Science Continued 5.19. It was manually installed and, but I noticed it's in CKAN now so I'm going to 5.20
  11. I've noticed the other day that even though I have the "auto apply" turned on and also try the apply to entire ship button and I have command pods in inventory, it will try to use a new one unless I go to the pod specifically and tell it to a apply a used one.
  12. Trying to launch something and when I hit stage for to kick in the the SRBs and release the launch clamps, the whole thing just flips and and explodes. Not your usual in flight flip more of an instantaneous thing right on the launch clamps. Poking through the log file I find OhScrap throwing a divide by zero exception. The only thing I changed today is updating KCT to 1.4.6. Not sure if it's a OhScrap or KCT problem or either? Log file can be grabbed at: https://1drv.ms/f/s!AgRoSICLtAZ6gYBZWbgnUkrmLPbKQA Tried downgrading to 1.4.5.10 of KCT and it works like a charm. Not sure where the problem lies.
  13. Next, they're gonna unionize and want overtime pay. Could work that into the costs in the budgeting mod.
  14. I figured this one out. There are two nodes on the decoupler if you turn off the interstage nodes. Once right on the decoupler itself which does not decouple. The one that actually decouples things sits up at where ever you set the height to.
  15. Ok. After doing some actual research and thinking about this after I just threw that out there hoping for magic, are there any known conflicts with Science - Full Transmit or Remote Tech?
  16. Anyone else having trouble getting science to relay to a lab in 1.6.1? It says it sends it but it never shows up. The experiment seems to let me get the science again and I can transfer it to KSC, just not to a processing lab. Haven't looked at the logs yet or done any formal troubleshooting just noticed it last night and was wondering if anyone else was seeing this?
  17. I use mostly a combo of the above two. KIS/KAS has been instrumental, now that I'm using Oh Scrap! , to replace failing RCS, solar panels and other parts early on till they get to a more mature generation. Stock-a-like Station parts is another great station mod. I see a few other people using it in this thread. I just wish the large docking ports weren't so high up in the tech tree. Causes a log of rebuilding and they are large enough I need a few engineers nearby and someone floats off and you have to find him. What I've started doing to mitigate that is making sure all kerbals now carry a drill and handrail so when they get where they need to be they can just attach the handrail and won't float away. I should add I think I'm going to start putting a parts recycler(from Extra-Planetary Launch Pads) so I can just throw the not used parts in there as I'd like to trying to do orbital construction. It should help reduce Kessler Syndrom a bit too. Not using that mod yet, but thinking about it. Has anyone tried it with stations floating around up there?
  18. I usually setup some girders held to the group by launch clamps and strap a bunch of engines, fuel tanks and SRBs to it. Fire em up and let them run till they flame out. Then a normal recovery puts them into the Scrapyard inventory and they show as tested and it also seems to increment the generation so newer ones are less prone to failing. When I unlock some new engines or SRBs, I never use them any more until I've run them trough a couple of test fires on the launch pad. Some times I've even rolled out a ship, static fired it, recovered the whole thing to the VAB, Refuled, etc and pushed it out with actual Kerbal's and tourists in it. In a couple cases the SRBs failed and I could replace them with good ones. Useful when your playing with re-spawn turned off, or when that bug was failing SRBs left and right. I know you can't really test fire or refuel an SRB in real life, but it is a game after all. I suppose you could always mark SRBs as "trash part" when they are fired and be forced to use a "new" one just pretending it went off to the plant and got re-poured. Maybe some parts, such as SRBs could be "not refuelable" and you would have to replace them with what ever you have inventory or with a new one? the problem I have is how do you tell when parts are starting to get to the far side of the bathtub curve and are starting to get prone to failing again. It would be nice if you could browse the DB of scrap yard parts and it would show you which ones you should not use any more. Maybe an auto prune when they drop to a safety level of x. I know I've probably got a couple SRBs in there that are getting sketchy.
  19. So I've run into a couple situations where I figure this might be helpful. When a part fails be able to trigger a series of events or trigger an action group. For example, I'm sitting on the pad, everything looks good. I engage MechJeb and hit the space bar to get things rolling and spool up my main engines. As soon as the engines ignite, I see a failure on one of the SRBs. In this case, if I disengage MechJeb quick enough I can shut down the engine, recover the whole thing to the VAB and change out the SRB for a more "experienced" one. Problem being, some times I can't hit the disengage fast enough and jeb stages, which ignites the SRBs and disengages the launch clamps. Now I'm pretty committed to lifting off with one less SRB. The chances of making orbit or even flying in a straight line are pretty low, so I usually manually hit the abort at that point. It's all gonna be pretty dynamic for each scenario and I know there are going to be a million cpmbinations, but some basic ones like if a failure is detected on your on the ground, then disengage Mechanic and shutdown all engines. Is this something more suited for KOS or something like that? Can you detect failures in KOS? Maybe Jeb's Panic Box? I'm not sure where exactly this functionality would go.
  20. Thank you thank you thank you for all the work you put into this great set of mods.
  21. I'm just gonna pretend they put on an extra shift or two. The OT is gonna kill the budget though.
  22. There is a decouple button and it shows up in staging menu as the decouple symbol so I was assuming they were.
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