Jump to content

x_men

Members
  • Posts

    11
  • Joined

  • Last visited

Reputation

0 Neutral

Profile Information

  • About me
    Bottle Rocketeer

Recent Profile Visitors

570 profile views
  1. My apologies [snip] Anyways. I don't expect great enthusiasm or any obligation to support from the devs, it is free software after all. The fine line they draw is not to support mod and I understand, however the LMP server config has LMPModControl.xml, as well as a tool to generate that file, so while they say they don't support mods, I'm hoping it might just be a case of politically correct/official statement rather than actual practice. Also, I'm looking for anyone else having similar issue, not just from devs themselves, maybe someone already figured it out, or do some other troubleshooting that I may rule out on my own. Let's put our heads together and figure it out kind of thing. [snip]
  2. Wondering if anyone else have the same problem as I have and whether someone knows the cause or fix for it. This happened with DMP as well, and since LMP is a fork of DMP, they may be the same thing. The server is hosted on my ubuntu VM, connection is through local LAN so speed shouldn't be an issue. I also made sure there's plenty of system resources for the VM as well. To put it simply, the throttle keeps resetting to 0 every time the sync happens. It doesn't occur when the universe is new and there's hardly any ongoing flights, but after deploying 24 satellites around Kerbin for comm relays, there's no way I can fly out of Kerbin without hitting the problem. It doesn't occur while I'm under 70km, but as soon as I'm over 70km then I keep having to smash that z button. It gets worse. When the sync happens, my position jumps, and I suppose some of the delta V I gained disappeared, presumably because the server thinks my throttle was down parts of the time. Previously I was running LMP version 0.9.6, the issue was there but not as severe. I can get into orbit, then setup maneuver node, point my ship to the right direction, turn off the node and just set SAS and burn until I hit the desired orbit/encounter, because every time it syncs and throttle resets, the timer on the node moves, even though my position in orbit doesn't seem to change. At times I get +t for the node even though clearly I haven't passed the node in the orbit map view, that's why I ignore the node's pointer and just burn in the general direction. Not the case with 0.10. Updated last night because performance was just terrible. I stopped using the tracking station because it crawls so so slow. I look at the server log and it seems every time I go to space center or tracking station I put a lock on ALL the vessels... I'm guessing that's why it's so slow. Anyways, I used to just get to one craft, use the map and switch to another craft instead of using the tracking station. The update to 0.10 didn't help much with performance but made the throttle issue way worse. Now I can hardly get into orbit. The fuel appears to be spent but I didn't get the delta V needed, and it messes up my whole orbit too. I should point out that I play KSP with quite a few mods, mainly interstellar extended, B9, EVE, RemoteTech, KerbalEngineer, InfernalRobotics, KAS, KIS, kOS, near future mods, and some of RoverDude's mods, that's about it. I can probably drop the near future mods but otherwise I don't think I'd play KSP vanilla, the other mods add the realism and overkill dream that I desire. The problem doesn't happen if I simply play local, but then I wouldn't be looking to add multiplayer to the game. So... I know troubleshooting modded KSP isn't ideal, but I consider myself tech savy enough to tell you what you need to diagnose... help a brother out?
  3. Adding the vesselType fixed it. Anything else I should add along with the vesselType?
  4. I took a look at the cfg and found "vesselType = Probe" which is missing from the welded part's cfg, something I should add?
  5. My apologies, I should have been clearer (end result of being up past midnight and working from 7am I suppose). Interstellar parts work fine, it was the Figaro GPS that wasn't playing nice. Here's the link to Figaro GPS http://forum.kerbalspaceprogram.com/threads/24646-0-23-5-Figaro-Global-Navigation-Satellite-System-Launch-a-Working-GPS-System . At the moment it's kind of useless, but I use it to land my seismic probe at the exact coordinates for maximum impact science. I also use the GPS network for communication relay, so even if it drifts after sometime I have more than enough relay for full coverage. I have another issue though, not sure if it's part incompatibility anymore. Basically my probes appears as ... nothing in the map view. There's no probe icon to it, just the orbit line. It saves in quicksave but doesn't save in persistent. Going to spacecenter kills it, tracking station doesn't see it. This is LKO, I released the probe I'm carrying, switch between the 2 using [] key and that worked, but if I switch to my other probe in Minmus orbit, my craft disappears entirely again. I used the Prodobododyne OKTO for the probe part, welded it with batteries, RCS thrusters, RCS tank, Interstellar's heatsink, B9's omni light, thermoelectric generator, engineerredux, remotetech's reflectron, all into 1 part. Then I throw in antennas, sonar panel, and Figaro transmitter and save my subassembly, that's my comm/GPS probe. I have a delivery vehicle which uses the same probe core, a bunch of strut cubes, batteries welded together. Then strap on solar panels, antenna, lights, fuel and engine. These 2 crafts met the same fate of not showing up on the map and not getting saved in persistent. Both welded parts that has the probe core in there are saved in pods section. Am I missing something?
  6. Nevermind I think I figured out why. I have interstellar, engineerredux and figaro GPS part on there, that's why it wasn't welding... specifically the Figaro GPS transmitter piece. Take that out and I'm able to weld right away. I don't suppose there's a chance of that getting added to supported mod list? Sure it's not going to contribute to part count number but if I'm launching a cluster of 24 sats to another planet in 1 go, that's 24 less parts on the craft. It's low maintenance too, don't think it needed update since 0.23.5
  7. I'm having issue with the mod. The button would show up in the toolbar, clicking it brings up setting and "weld it" button, but nothing happens when I click "weld it", in fact it froze the view, I can't click any other button aside from the toolbar and the panel itself, move and/or select the part. It'll highlight the part as I mouse-over them but won't do a thing, until I click the weld button in the toolbar again to close the panel out and everything becomes normal again... Anyone else having the same issue? Thoughts? I should mention that I'm running the v.05 Thanks.
  8. Yes! For science! "Would be" cool if we can use it to autopilot some stuff but that's not what I expect from this mod (my challenged friend would need such bait to carry out this mod). I'm doing it for fun and I also put antenna on my transmitter sat to get them to relay communication too (remotetech). But other thing occurs. I know that with the seismometer you can put 6 of them, 2 at poles and 4 at each 90 degrees increment around equator, and maximize the science gathered when collecting impact data. I'm not sure how accurate it needs to be, but hey if there's a GPS network telling me exactly where I am then I can be <1 degree off. Just a thought... What's the range of these things though? Can I deploy 12 satellites in 2 or 3 planes, say 120 degrees inclination at geosync orbit or higher, would it still work?
  9. What's stopping me from flying these GPS satellites beyond Minmus, but still within Kerbin's SOI, and form a constellation way out there instead so 1 constellation will serve all Kerbin, mun, and Minmus? I guess what's the range of the transmitter? With 24 satellites in 6 different planes I'm sure even if Kerbin rotates faster than the satellite can encircle it, there's still at least 4 visible satellites at all time, no? I've just spent 4 hours deploying my constellation over Kerbin last night, and thinking how I can make things a bit easier for mun and minmus, maybe less satellites (12 instead of 24, in 2-3 planes instead of 6), or 1 set of 24 satellites for the whole system... Anyone tried?
×
×
  • Create New...