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CleverLikeMe

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    Rocketeer
  1. I'm having the same issue. Tried different dishes, different orbits. Since I'm playing career I'd rather not setup my networks beyond Kerbin without getting the contracts. I saw a post to edit the cfg's but before I try that I wanted to find out if I'm somehow doing something wrong. I tried the Reflectron KR-7, the RA-2 Relay Antenna, and the HG-5 High Gain Antenna. Satellites have power, active Communotrons, connection to my Kerbin constellation, and I've tried polar and equatorial orbits. I tried pointing the dishes at the Mun and simply having dishes active in orbit. Neither situation worked.
  2. I've had some issues using mechjeb ascent guidance. Anyone else having this issue? Didn't have a problem with the stock system.
  3. So with the packrat rover, assembling in the VAB, is there any way to get it to drive forwards? I've given it a try, assembling using various parts as the root, and can't seem to get it to be anything other than forward when i drive backwards and vice versa.
  4. Well for starters you might want to download the latest dev version instead. Just because it fixes a few things regarding terminal velocity (even though I'm told it's not 100 percent yet), and adds some other stuff you might want. Then, delete the mechjeb2 folder from gamedata, make sure you are looking at the right gamedata folder (if using a steam install, steam\steamapps\common\Kerbal Space Program\gamedata or something like that Then put the new mechjeb2 folder in gamedata, the one you got from latest dev version. Also, since I dont use curse, make sure the folder you are dropping into gamedata is the one that contains icons, parts, plugins under the main folder TL;DR it's an install issue on your end, somewhere, somehow. Mechjeb is currently plenty functional in the latest version of ksp (1.0.2), though there is some occasional and very understandable wonkiness
  5. So I havent messed with KSPI since fractal was heading the project way back. I'd like to install / test now, but I'm finding the installation a bit confusing. The latest version (1.0.3) includes only patch files for ORSresource pack and regolith. I know I need (and currently have the latest verion of) tweakscale. When installing the boris version, do I need to have OpenResourceSystem, CommunityResourcePack and techmanager ? Since patches to those don't seem to exist? Second question, regarding Regolith, since everything it did is now stock and RoverDude doesn't plan on releasing a 1.0x update, is it necessary? I know these are probably dumb questions, I'm just trying to get the cleanest install possible with only what is necessary to reduce memory and possibility for bugs/conflicts with ksp or other mods.
  6. At least from my testing, those functions all work fine. Landing in atmo seems fine but I've only done it once, and didnt care where I landed as long as I landed... Deadline - try building thin rockets and using normal old school staging (nothing fancy or asparagus-ey). A few fuel tanks below a pod, and a single engine preferably with thrust vectoring should work fine to get you into the upper atmo. From there, have your upper stage just be relatively small till you get used to flying in the new atmo. A single tank and a decent upper stage engine or whatever is unlocked. To handle the new atmo, whether you are using mechjeb ascent or not, you need to limit your angle of attack and start your gravity turns way earlier than pre 1.0. There are threads with specifics, but try a turn shape of 50 percent, and limit your angle of attack to 3 or 5 degrees. If you are flying manually, which you should to get a feel for it, start your turn as soon as you get up some speed, probably before 2km, and ease into it. just a few degrees. very slowly angle down as you get altitude.
  7. So I've got the latest dev build (#438 as of this writing) and I'm getting some serious wonkiness in the dV calculations, specifically when using "asparagus" staging. For all my asparagus influenced stages, I'm getting dV calcs of zero, except for the bottom stage, which seems to be seeing only the dV of the bottom stage. Every time I stage, the dV will recalc. For example I just sent a probe up, and the bottom stage read consistently around 2k dV after each staging event, then after the final asparagus stage, it read 5k. I'm getting the correct dV in total out of the ship, so it's not necessarily a build issue. I just have no idea what the total dV is (except my guestimate) because it seems to want to only count the bottom stage, whatever that happens to be, in the asparagus tree. Suggestions?
  8. Wait wait wait... there's a way to weld parts together? Can someone point me to that mod/plugin?
  9. Sido, I did a quick test with v0.4 and it seems like some of the SOI issues persist. Specifically I checked hyperion - I couldn't even make orbit because it shifted me quite quickly (and low) into Erato's SOI
  10. I haven't been able to fiddle with this much, but is there a way to set it up to pump from one specific tank to another in an asparagus style (like you can do with fuel lines)?
  11. He actually has significantly more large part count mods. Interstellar is a biggie, but he has KW Rocketry, B9 Aerospace, AIES Aerospace, and NovaPunch --- all of those have a significant number of parts and a large RAM impact. It's also worth noting that he is using the active memory reduction mod, which is probably the only reason he is even able to run all of those. If you remove planet factory and this pack, and then run KSP, tell us how much memory is actively being used by KSP (in your task manager readout). I'm not at all surprised that it crashes at 3.7 gb of RAM used, so that IS the issue to some extent. ***You have a game data folder inside your game data folder*** That can cause severe problems. Fix it first
  12. It's not necessarily about the amount of ram a planet (or two or ten) takes, it's about how Unity handles asset loading. Unity loads all assets all at once into ram, and unity is capped at around 4gb.
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