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Drew Kerman

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Everything posted by Drew Kerman

  1. Removing ATM fixed this for me. I found I didn't really need it once it was gone so I never bothered to learn why, sorry. I'm also seeing the rainbow-ish effects on the MFDs, but I kind of like it
  2. There's no reason at all to load all the cloud textures in the pack. For example I'm only flying around Kerbin at the moment, and of course Mun is close enough to want to use some added detail. So I go into the .cfg file and delete every cloud layer that is not labeled for Mun or Kerbin. Then I delete all the textures that are not specified in those remaining cloud layers. Instant memory savings. Best thing is the .cfg files in the Clouds folder are additive. So when I was done removing all the other layers (after making a backup of course) I renamed the file "Kerbin&Mun.cfg". Now if I want to add Duna I can just add a "Duna.cfg" file into the folder with the Duna cloud layers and put the needed textures into the folder as well. Or just swap things out if I only want Duna. Currently I just have "Kerbin&Mun.cfg" as well as an additional "Aurora.cfg" so I can remove the aurora textures if I'll be nowhere near the pole to appreciate them. This same idea goes for the planet textures in Texture Replacer. If I'm only operating around Kerbin & Mun, why bother load all the other high-res detail textures? Check the mod list link in my sig for more extreme memory reduction measures, and also check into this - which I haven't had need for yet and am waiting for it to come out of WIP status
  3. stupid forum wouldn't let me give you more rep This is awesome.
  4. The following mission report comes from the public relations account of the Kerbal Space Agency, detailing the eighteenth mission - The third of three communications satellites launches and KSA engineers are positive that everything is good to go for a perfect mission - but of course no mission is perfect and neither is this one. For more reports on the status of the KSA between missions, tune in to @KSA_MissionCtrl. Previous Mission Reports Mission008: Falling Forever and Ever Mission009: To Space and Back Again Mission010: Kerbals. In. SPAAAAAAAAACE! Mission011: Testing 1... Mission012: Testing 1...2... Mission013: Testing 1...2...3... Mission014: In Case of Emergency... Mission015: The Rogue Flight of Kerbin VI Mission016: Saving ComSat I Mission017: Check Yo Staging Find out what happens next over at @KSA_MissionCtrl!
  5. Here's a science package dropped from an aircraft: At first I thought this was the kraken April Fool's joke but I double-checked the cfg and it was disabled. Then I went back to a previous RC version and it worked ok. Then I reloaded the current version and tried replacing the chutes (since they were placed on the craft during an older version) - still happened. Then I set the chute deploy timer to 0s and had no more issues - the chute deployed and lowered the package at the proper rate. Wow, I had a very similar experience trying to track down the bug above. When I switched back to v1.0.5 of RC, the first two times I loaded the game and tried to drop my science pod containing the chute the screen went entirely black except for the GUI and my altimeter read 777777777 and then rolled up to 666666666 and 55555555, etc. Very weird! It only happened as soon as I dropped the package and the chute timer ran down to deploy. Then I had to restart the entire game to get the graphics back. Of course, the third time I loaded the game and tried to video capture this, I couldn't make it happen. I tried like 5 times and it never happened again 0_o
  6. Oh damn I didn't think to look there 0_o just checked the main search box options up top. Well, good to know
  7. I just realized this has no support for Real Fuels. I find this rather surprising given that there is support for Interstellar and MFS (what's that?). Before I bother trying to add in RF support (I've looked at the MCSettings.cfg and think I know how to do it) I want to make sure it's possible or if it was left out because it's not compatible in some way with costing through MCE. Also I wish the boards had a "search in thread" feature, a quick Google search didn't show up any Real Fuels/MCE discussion. Sorry if this is retreading old ground...
  8. Toadicus is willing to look into this over on the TE thread if you send him an output_log.txt And I tested this with Hot Rockets (and AJE and Firespitter) removed and it still happened until I took out Tweakable Everything
  9. Here it is. Supposedly this is a Hot Rockets incompatibility but that was one of the first mods I tried removing and it still happened (also removed recently-updated versions of Advanced Jet Engine and Firespitter)
  10. yes, the test weight can be made a root part - I thought it was, don't know why it was added afterwards in this case as I usually design top down from payload to transfer to lift stage. Anyways, thanks for looking into the issue
  11. with this installed, the Squad JetEngine would spit smoke and flameout sparks in the SPH
  12. The following mission report comes from the public relations account of the Kerbal Space Agency, detailing the seventeenth mission - After the marathon success of getting the first of 3 communications satellites into place above Kerbin, the teams at KSA were hoping for a more routine second mission now that the kinks were deemed "ironed out". But we forgot something... For more reports on the status of the KSA between missions, tune in to @KSA_MissionCtrl. Previous Mission Reports Mission007: Falling Forever - moar powa! Mission008: Falling Forever and Ever Mission009: To Space and Back Again Mission010: Kerbals. In. SPAAAAAAAAACE! Mission011: Testing 1... Mission012: Testing 1...2... Mission013: Testing 1...2...3... Mission014: In Case of Emergency... Mission015: The Rogue Flight of Kerbin VI Mission016: Saving ComSat I Find out what happens next over at @KSA_MissionCtrl!
  13. I messed up the root part. It's the AIES probe body underneath the decoupler, not the test weight, sorry. Yea, I'm lazy. Here. Mods are AIES, Alchemy Technologies, DMagic, KWRocketry, 6S service tubes, NovaPunch2, surface lights and some stock Squad stuff. Those are just the parts on the rocket. The rest of mods I use (and these) are linked in my sig
  14. Root part is the test weight on top. Decoupler stays attached to the transfer stage beneath the test weight. Ironically the whole point of the test weight is so I can get the dV of this rocket stage without having to make KER do any fancy planning calculations I built the payload, noted its dV and weight, then built the transfer stage with the payload as a test weight so KER (and VOID) would only have to deal with a single engine calculating dV. Then I built the lift stage with the test weight set to the weight of the transfer vehicle and payload. I don't really mind doing things this way, it really helps me break down construction into a manageable process for larger craft
  15. so - just to make sure there is currently no mod that actively simulates electric usage/production on craft right? I know the TAC life support will dock you electrical charge since the time you last used the craft, but that's only when the craft is loaded. It would be nice to have to keep an eye on your comm sats passing through night transitions somewhere along the relay to avoid a dropped connection. I'm not saying this should be a part of RemoteTech, but since RT is the mod that would be most heavily affected by something like this I figured if anyone knew of its existence it would be here.
  16. They're saying over in the MM thread that 2.1.0 has some issues. Although, I used this same code under 2.1.0 and it worked for the AIES 1.25m probe core. I've since reverted back to MM 2.0.7 as recommended by the MM crew until they fix 2.1.0 I noticed and am wondering too, in fact I had no idea they were related to Engineer and was going to post elsewhere asking about that so thx now I know to look here for an answer Oh and for Padishar:
  17. Yes I use this with KJR. Check my sig for my mod list and see if there's anything you have that I don't. It's a big list so should help you narrow it down
  18. Yup that's why I'm posting this issue because it puzzled me too. I forgot to note that if I move the engine and decoupler into the same stage, it gives me the proper dV readout on both Engineer and VOID. My mod list is in my sig, and I'm also running the latest version of VOID. All the stages are shown in the screenshot, bottom right corner (I don't know what else you mean by "show all stages"). The vessel staging makes sense - but it's not a complete vessel. The test weight is a payload and this is actually the transfer stage that will sit atop the lift rocket. But it makes sense to VOID the way I intend it to - payload is attached to the transfer stage the whole time until separation.
  19. running the latest release, there still seems to be an issue with staging. The VOID HUD correctly displays the Dv the rocket has while the payload is attached, but KER shows me the Dv the rocket has with the payload released. Image link Note also I'm using the built-in version with this MM code: @PART [*]:HAS[@MODULE[ModuleCommand]] { MODULE { name = BuildEngineer } MODULE { name = FlightEngineer } }
  20. Not on the 125 clamps - but those are all I've ever used to date. Even when used with the tower (all latest versions) I have no countdown issues. What clamps are you using?
  21. Definitely an Active Texture Management issue. Try re-installing it to make sure you have all the configs it comes with to prevent this from happening. I had the same thing happen to me and the ActiveTextureManagerConfigs folder was missing from the BoulderCo folder
  22. The following mission report comes from the public relations account of the Kerbal Space Agency, detailing the sixteenth mission - The first of 3 communications satellites is placed to eventually eliminate comm blackouts in Low Kerbin Orbit, however problems arise during orbital insertion that requires a much longer mission than planned. For more reports on the status of the KSA between missions, tune in to @KSA_MissionCtrl. ComSat undergoing final testing 2 days before launch Launch Day Previous Mission Reports Mission006: Falling Forever Mission007: Falling Forever - moar powa! Mission008: Falling Forever and Ever Mission009: To Space and Back Again Mission010: Kerbals. In. SPAAAAAAAAACE! Mission011: Testing 1... Mission012: Testing 1...2... Mission013: Testing 1...2...3... Mission014: In Case of Emergency... Mission015: The Rogue Flight of Kerbin VI Find out what happens next over at @KSA_MissionCtrl!
  23. Alright, I get it but that's still a lot of "fly it and see", which I'm trying to avoid. I'm not talking wings and control surfaces - my current jet has hard points to carry science packages and it would be nice to know how fast I can fly with them attached without have to just speed up until they come apart. I've noticed that the FAR window will give you a warning when it detects high dynamic pressure - so that does help as I can increase speed until I see that warning. But I still think eventually this should be something added to the FAR window in build mode Overall tho I definitely like the new challenge
  24. Yea no. I was able to perform a fine gravity turn with the rocket I recently launched under the newest FAR. I suggest fairings over anything that's not a fin or fuel tank. I'll have to check out Manley's latest, but thanks for the general info. Hopefully ferram can update the simulator tool to tell us when things will break off. Actually that may already be there I haven't had time to go in the game and check.
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