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Jacke

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Everything posted by Jacke

  1. Having '[Mod] x', instead of zeroing trim (as '[Mod] [qweasd]' adjust trim) while Pilot Assistance is disengaged, engage Pilot Assistance and try to go for level flight is a bit disruptive, especially when flying most rockets. So I removed it for now. I imagine I could have gone for an immediate disable by pressing 't' as a workaround (or now the RKE On-screen Joystick is updated for KSP 1.0.2, just zero out the trim). Is it possible to remove this control input collision somehow?
  2. Hey, thanks for pointing that out guys. I don't use the MechJeb parts but instead add a MM script that adds a MechJebCore to every command pod. Go into the VAB and click on a pod and I get the NullReferenceException bugs. Removed MechJeb #453 and put #449 in. therealcrow999, I'm not certain the exact problem you are having. You gave that one screenshot, saying: That can't be a screenshot of the issue as there's blizzy78's toolbar and the stock toolbar both visible, both with MJ icons in them. Reading your other comments still leaves me not certain I understand. Are both blizzy78's toolbar and the stock toolbar completely missing? Can you post some screenshots of your KSP game with the problem visible? And describe the problem in detail? If both toolbars are gone, as a first step, I'd suggest wiping blizzy78's toolbar ("GameData/000_Toolbar/") and MechJeb, then installing Toolbar 1.7.9 and MechJeb 2.5.0.0 (the main release version via the download in the 1st post). Start a new sandbox game and go to the VAB and see if you have the toolbars back. If this is the problem and that fixes it, try updating MechJeb to dev release #449 and see if that behaves.
  3. It is unlikely to be a bug in MechJeb. I've just upgraded MechJeb from #445 to #453 and it still works fine for me and many other people, like Starwaster. If both of Starwaster's fixes didn't work for you, I suggest you try this fix: wipe and reinstall MechJeb from scratch: 1. Delete "GameData/MechJeb2" and everything it contains. If it exists, delete "GameData/MechJeb" as well (this was for older versions of MechJeb). 2. Download again version #453 from the MechJeb Jenkins repository (click on "453" in the Build History on the left side to go to its download page). 3. The zip file for MechJeb contains the "MechJeb2" directory and all its contents. Extract it into the KSP directory "GameData". 4. Start up a sandbox game and goto the VAB. You should see the "MechJeb" tab on the right side of the screen. (Career games will have MechJeb functions limited by what tech nodes you've researched.) 5. Place either of the MechJeb parts, either the MechJeb pod or any pod with the MechJeb AR202 placed on it. If you then go to Launch, you should see the "MechJeb" tab, again on the right side of the screen. 6. If you didn't get either MechJeb tab, quit out of the current game and start a new sandbox game and try step 4 and step 5 once more. If this doesn't work, there is likely something deeper wrong with your install. I suggest following the steps in the modded install support guide.
  4. The following haven't been updated, but they work fine in KSP 1.0/1.0.2 with the latest RPM and ALCOR Props Pack. You can add Sam Hall Mk1 Inline Cockpit IVA (download from Curseforge). If you have RPM installed it will use that. For a more up-to-date cockpit, use RPM with Sam Hall's installed and add in AeroKerbin Industries update of it; AKI also needs the latest ALCOR Props Pack. Thanks for fixing that Vesselview flicker, MOARdv. I'll try out RPM dev 0.19.3 later. If possible, I'd like a simple way to switch the temperature display to Kelvin. Here's a screenshot with the navball showing a waypoint navigation marker. Waypoint Manager showing the navigation mark on the ground in flight (helps a lot when using NavHud). The marks sometimes come in yellow and red as well. (Navball slide over and scaled with Enhanced Navball.) The icons are also explained on the KSP Wiki in the Navball and Navigation marks articles.
  5. Yes I had. Didn't realise the config file was loaded on game start rather than save game load (but should have figured that out). Understandable that you've made your decisions this way.
  6. Bizz, I took Aviation Lights 3.7 (same as the version for KSP 0.90, said in the support thread to work in KSP 1.0.2) and AGExt 1.32 in a KSP 1.02 sandbox. Took a Mk1-2 command pod and put on 1 each White, Red, Blue, and Green Navlights (my standard navlights). Added an AGExt action group to toggle, flash, and double-flash all 4 lights. Launched to the pad and all 3 action groups worked. Can you give more details on when it didn't work for you? I consider Squad limiting the use of Action Groups in career games to when the player has upgraded a building facility to be a major design mistake. Action Groups are an interface device, an alternate to the right-click menus, important when you need a simple way to trigger an action at an exact time. And now vital considering you can easily bury parts inside stock service bays, making accessing their right-click menus awkward or impossible. It would be like Squad not allowing people to use a joystick until you upgraded a facility. And I'm not the only KSP player who thinks this way. When I started playing KSP 1.0, I was happy AGExt was there to fix this game flaw. Personally, I'd like it if AGExt just defaulted to "OverrideCareer = 1". Providing a menu button to toggle this setting in game would help too. One important note. It seems you have to exit the game and restart for AGExt to note a change to OverrideCareer; it's not enough to go to the main menu and reload a save.
  7. I've played BTSM a lot and consider it an essential upgrade to KSP to make a career that's challenging and fun and much better than stock career. FC's goal with BTSM is to make a KSP career with challenging gameplay that he likes. He supports only a few mods to add needed or helpful features (Deadly Reentry, Precise Node, Chatterer). Beyond that, the shear complexity of mod interaction would make FC's work crazy, so I think it's completely understandable. MisterFister, it's not that FlowerChild makes his mods interact poorly, it's that his work is focused on his mods and he doesn't care about unsupported mods. BTSM and BTW are total conversion mods, like Europa Barbarorum for Rome Total War (and now v2 for Medieval 2 Total War) or the Subsim.com community fixes to Silent Hunter 5. They do so many changes that its almost impossible to add other independent mods without creating a massive mess. Adding many other mods, especially parts or science/funds adding mods, to BTSM will often break its gameplay which is the entire point of BTSM. I mod BTSM beyond what FC supports and I work to make sure I as much as possible respect the spirit of BTSM so my play conditions are similar to other BTSM players. Many others do too.
  8. skips, I *strongly* suggest you *understand* orbital dynamics before you provide such incorrect advice to someone asking for help. Of course you can leave a Mun polar orbit or a Minmus polar orbit and go into a return-to-Kerbin trajectory. I do it all the time, although I don't use MechJeb but manually create the Maneuver Node with the assistance of Precise Node (a great node editor) and have MechJeb AP the node. But I've studied the physics of the orbits a lot and can envision where to first put the Maneuver Node before adjusting, which could be harder for others. This sort of transfer is a function one of the MechJeb tools should help with. Problem for me is I've not used them to do this and can't recall enough to be sure about giving a working solution using MechJeb. At least smjjames has access to the workaround, change the plane of his Minmus orbit, but his spacecraft has to have more delta-V to do that. EDIT: smjjames clarified MechJeb worked to provide a return to Kerbin from Mun polar orbit but not from Minmus, where it put him into an escape trajectory. EDIT: Probably happening due to Kerbin relative velocities being lower at Minmus and then a little excess velocity in the MechJeb solution firing him into an escape trajectory. Likely fixable by tweaking the escape Maneuver Node and looking at the resultant trajectory.
  9. Hi Malah. Was referred to your mod suite by SceneJumper. Will be installing QuickScroll and QuickGoTo. Was interested in QuickIVA but I wondered if it worked with Probe Control Room, which provides an "IVA" for unmanned missions, as your documentation says you need Kerbals on the spacecraft.
  10. If this is about the global AGExt window placement, it's also affected by where AGExt stores its window locations, in the file AGExt.cfg which is included with every release of the full mod. That way installing a complete new version or otherwise copying in the original files will overwrite the window locations with their defaults in the shipped AGExt.cfg. The way some other mods handle window locations and other configs like that is to having the defaults in the code and no window config file shipped, so when it's not there, the code sets the defaults and writes them out to a new file which won't be overwritten by future releases. As an example, MechJeb, which uses the files: GameData/MechJeb2/Plugins/PluginData/MechJeb2/mechjeb_settings_global.cfg GameData/MechJeb2/Plugins/PluginData/MechJeb2/mechjeb_settings_type_<rocket name>.cfg
  11. Sorry to hear that, Starwaster. My cat passed away in December in similar circumstances.
  12. There are no tidal forces within a spacecraft in KSP. But when you consider two spacecraft orbiting near together, the relative force on one with respect to the other is exactly like tidal force. And tidal force varies as the reciprocal cube of the radius, which is smaller for LKO as opposed to LEO, so the force is greater for LKO as opposed to LEO. So two spacecraft near to one another in LKO will tend to drift apart faster than two spacecraft near to one another in LEO. There's also the difference in the standard gravitation parameter, mu, or GM, between Kerbin and Earth. Tidal force in the radial direction is roughly: relative accel / distance = 2 mu / orbit-radius ^ 3 = 2 GM / R^3 For Kerbin and LKO of 100km, it's about 2.06x10^-5 m/s^2 / m For Earth and LEO of 200km, it's about 2.80x10^-6 m/s^2 / m
  13. No one mod is going to give you everything. Use a number of mods to get what you need. And Map mode is essential for getting perspective and handling maneuver nodes. Use it and Probe Control Room together. Get to know Probe Control Room to figure out everything it can give you. Do you know how to control all the 9 displays? I like putting the Orbit Assistant up on the big screen. And mount more than one JSI camera on your spacecraft. You can adjust them through the right-click menu on the parts in the editor to use up to 8 of them and a docking cam included in all docking ports. You can add versions of Vessel Viewer to see info about the spacecraft (it works in RPM in KSP 0.90). As MOARdV mentioned, MechJeb itself provides a lot of functions. You can easily add a few custom windows on the edge of the screen without blocking the displays of Probe Control Room. Use Map Mode for planning and maneuver nodes. Add a mod like Precise Node to make your maneuvers with greater ease and exactness.
  14. In DR 6.5.2, there's an option to turn off that warning. Click the DR icon on the stock toolbar to get the DR settings window (and you can do this in any section of the interface) which has it on the second line from the bottom.
  15. They're working well for me. Which IVA are you trying out? Here's my RPM install proceedure as updated for 0.19: 2015 Feb 06 Fri RPM 0.19: 1. Install MOARdV's devel RPM 0.19 from here, file "RasterPropMonitor-dev19.zip" Also include my MM patch files, MMJ-RPM-*, in "GameData/JSI/" http://forum.kerbalspaceprogram.com/threads/57603?p=1714650#post1714650 Hyomoto's KSI MFD: 1. Install Hyomoto's MFD as updated by WaRi from here in the Hyomoto MFD thread, file "complete MDF 2014-07-10.zip" http://forum.kerbalspaceprogram.com/threads/66198?p=1258586&viewfull=1#post1258586 2. From Hyomto's Black Interface skin here from here, file "KSI MFD Black for 1_2.zip" and extract file "GameData/Hyomoto/MFD/images/nosignal.png" and copy it to that location, as it gives a cool "NO SIGNAL" testcard http://forum.kerbalspaceprogram.com/threads/66198 SPP Mk2 RPM patch: 1. Install patches by nli2work from here, file "SPPMk2_RPMIVA.zip" and add it not in "GameData/Squad/SPP/" but "GameData/JSI/RPMPodPatches/SPP/" http://forum.kerbalspaceprogram.com/threads/57603?p=1472057#post1472057 2015 Jan 08 Thu Both of these are put in separate directories Installed MasseFlieger's IVA from here, file "AKI-Modified_IVA-4.2.zip" http://forum.kerbalspaceprogram.com/threads/96148 Besides needing RPM, it also need ALCOR Props Pack from here, file "ASET_Props_1.0.2.zip" http://forum.kerbalspaceprogram.com/threads/54925
  16. Thanks for all your attention here, Starwaster. And for the info on the Translatron. I like to be able to do stuff manually and then selectively use aids as I find that helps understanding. Don't think I'll need the Translatron for a while as I'm not too bad on vacuum landings. Haven't pushed a career in BTSM far enough to get to Duna, but I do know about that big east-west just east of the East Far-side Crater on Mun. Whoa. That's just bent. And I should have guessed. I thought you'd forgotten about ridiculousMaxTemp in your delving in other parts of the code. And if there's as realistic as possible heat flow (for the strange twist world of the Kerbals where planets have densities greater than anything outside of real world stellar remnants), then sure, give parts realistic yield temperatures. For all we know, Kiron is good to 1700C--or 1873K. Appears that BTSM defaults override any saving of changes, possibly due to BTSM disabling the effect of DR Easy/Normal/Hard. Save changes, exit out to Space Centre, goto another rocket, the BTSM defaults are back. I've locked in the suggested settings of 1,1,1,1,10 by putting them into my copy of the BTSM DRPartBalance.cfg. That would be wonderful. Of course, the apple cart will soon be truly and completely upset with whatever Squad does with their new aero and reentry heating come the next release. After that, we will be living in a Brave New World which we can barely perceive now.
  17. Thanks for that! Kind of hard figuring out all the bells and whistles on some of the MechJeb stuff without much documentation. Now if I could figure out the Translatron.... Did another reentry and the Mk1 survived and landed. Had a 14s spike in temperature that peaked out around 1224C, which is less than its lower maxTemp. I'd thought about heating from other parts last night too. Flew another test same conditions as before (Mk1 maxTemp was still 1250). FL-R10 shockwave reported as shielded for the whole reentry up to destruction. And its temp never got hotter than 3C. Also the batteries and RCS quads were always reporting as shielded. Mk1 still burned up as before. Then I checked the RPM JSI cameras, which you can see as white knobs near the top of the Mk1 in my previous screenshots. They were always getting burned up and I had to up their maxTemp (currently 2500). Did another run watching the JSI camera right-click menu. They are exposed to the shockwave. From 35km to 21km they are hotter than the Mk1, but then they cool to a lower temperature than the Mk1. This is 10s before the temperature spike on the Mk1. Heat should only flow from the hotter part to the cooler part. Even as it is cooling off, the Mk1 is hotter than the other parts. I flew another test with the same DR settings. A Mk1 pod with only a Mk16 parachute and a Dragticle (BTSM part for passive reentry orientation) in a retrograde 90km (Mk1 maxTemp was still 1250). This reentry should be hotter than a polar one. (Back with DR 6.1 and 6.2 I could get a Mk1 to reentry okay from a prograde orbit but it would burn up in a polar orbit reentry.) Reentered with initial apoapsis of 0km. During reentry there was only the Mk1, the Mk16 parachute, and a Dragticle. The last 2 parts were always shielded. And it reentered and landed okay. So somehow parts that are cooler than the Mk1 are causing the Mk1 to spike in temperature well after peak heat of reentry. That's because of "ridiculousMaxTemp = 1250" in DR's DefaultSettings.cfg. Any part with a maxTemp over that gets it multiplied by maxTempScale, which is 0.5. And then there's BTSM adjustments of DR, contained in its DRPartBalance.cfg // config file to rebalance Deadly Reentry parts and stock parts with DR heat shields for stock game feel. @REENTRY_EFFECTS[*]:Final { @shockwaveMultiplier = 1.0 @shockwaveExponent = 1.09 @heatMultiplier = 25 @temperatureExponent = 1.03 @densityExponent = 0.85 @startThermal = 750 // formerly set at 250. No longer needed due to DR changes. @fullThermal = 1150 @afxDensityExponent = 0.8 @gToleranceMult = 2.5 @parachuteTempMult = 0.5 @crewGClamp = 30 @crewGPower = 4 @crewGMin = 5 @crewGWarn = 300000 @crewGLimit = 600000 @crewGKillChance = 0.75 @ridiculousMaxTemp = 2500 @maxTempScale = 0.5 @dissipationCap = True // the following turns off per planet atmospheric density variation @legacyAero = True @useAlternateDensity = False } @RESOURCE_DEFINITION[AblativeShielding]:Final { @isTweakable = false } // Command Pod MK1 @PART[mk1pod]:Final { @MODULE[ModuleHeatShield] { @dissipation { @key,1 = 800 480 } } } // 1.25m Heatshield @PART[1.25_Heatshield]:Final { @MODULE[ModuleHeatShield] { @dissipation { @key,1 = 800 480 } } } // Heat Shield for Mk 1-2 Pod @PART[2.5_Heatshield]:Final { @MODULE[ModuleHeatShield] { @dissipation { @key,1 = 800 240 } } } @PART[0625_Heatshield]:Final { @MODULE[ModuleHeatShield] { @dissipation { @key,1 = 800 640 } } } @PART[3.75_Heatshield]:Final { @MODULE[ModuleHeatShield] { @dissipation { @key,1 = 800 60 } } } // probe cores // Stayputnik Mk1 @PART[probeCoreSphere]:Final { !MODULE[ModuleHeatShield] { } } // nose cones // Aerodynamic Nose Cone @PART[noseCone]:Final { !MODULE[ModuleHeatShield] { } } // Protective Rocket Nose Mk7 (large one) @PART[rocketNoseCone]:Final { !MODULE[ModuleHeatShield] { } } // wings // AV-R8 Winglet @PART[R8winglet]:Final { !MODULE[ModuleHeatShield] { } } // Swept Wings @PART[sweptWing]:Final { !MODULE[ModuleHeatShield] { } } // Delta-Deluxe Winglet @PART[winglet3]:Final { !MODULE[ModuleHeatShield] { } } // AV-T1 Winglet @PART[winglet]:Final { !MODULE[ModuleHeatShield] { } } // parachutes // Mk16 Parachute @PART[parachuteSingle]:Final { !MODULE[ModuleHeatShield] { } !MODULE[ModuleAnimation2Value] { } // overriding DR's changes to default deployment altitude and pressure @MODULE[ModuleParachute] { @minAirPressureToOpen = 0.01 @deployAltitude = 500 } } // Mk16-XL Parachute @PART[parachuteLarge]:Final { !MODULE[ModuleHeatShield] { } !MODULE[ModuleAnimation2Value] { } // overriding DR's changes to default deployment altitude and pressure @MODULE[ModuleParachute] { @minAirPressureToOpen = 0.01 @deployAltitude = 500 } } // Mk25 Parachute @PART[parachuteDrogue]:Final { !MODULE[ModuleHeatShield] { } !MODULE[ModuleAnimation2Value] { } // overriding DR's changes to default deployment altitude and pressure @MODULE[ModuleParachute] { @minAirPressureToOpen = 0.007 @deployAltitude = 2500 } } // Mk2-R Radial-Mount Parachute @PART[parachuteRadial]:Final { // overriding DR's changes to default deployment altitude and pressure @MODULE[ModuleParachute] { @minAirPressureToOpen = 0.01 @deployAltitude = 500 } } // other @PART[trussAdapter]:Final { @maxTemp = 1250 // 5000 stock, reduced to 2500 by DR, but still too high } // modular girder segment @PART[trussPiece1x]:Final { @maxTemp = 1250 // 5000 stock, reduced to 2500 by DR, but still too high } // Modular Girder Segment XL @PART[trussPiece3x]:Final { @maxTemp = 1250 // 5000 stock, reduced to 2500 by DR, but still too high } BTSM changes DR's ridiculousMaxTemp from 1250 to 2500. With a ModuleManager syntax ":FINAL" BTSM's 2500 should be used, and from checking maxTemps of parts in the editor it appears it is. Now that I have a better understanding of what's going on, until you figure out how colder parts cause a temperature spike, I should be able to work around this for now by adjusting maxTemp's and I can allow for halving when over ridiculousMaxTemp. Do you suggest I stay with these values? 1 Shockwave Multiplier 1 Shoctwave Exponent 1 Temperature Exponent 1 Density Exponent 10 Multiplier In current DR, they have these default values (changed by BTSM, but I can take care of that): 1 Shockwave Multiplier 1 Shoctwave Exponent 1 Temperature Exponent 0.7 Density Exponent 1 Multiplier
  18. I can understand that. I turn off NavHud when I'm IVA as well. Problem is most IVA's don't have their own, smaller hud to aid in fancy stuff like bombing missions in BTSM and landing using NavUtilities's ILS. Taking those to IVA is another step I've yet to take.
  19. No. I think those were of spacecraft that ran out of heatshield so the shockwave temperature is likely high, what with Multiplier being 25 for them. Here's the output_log.txt for that data. The first time I ran that test, I'd confused your instructions and watched the stock debug log. While the spacecraft is going through 22km and lower, I'm hitting screencapture about every second or a bit faster. There were no other log messages between the sequence of "SCREENCAPTURE!!" and the log message announcing the destruction of the Mk1. Nothing stood out in the log in the few seconds that the part temperature was spiking.
  20. That was it. Thanks! Here's the last few seconds: MET Shockwave Part 22m13s 811C 770C 22m14s 790C 767C 22m14s 773C 765C 22m15s 761C 807C 22m15s 745C 891C 22m16s 728C 966C 22m17s 711C 1030C 22m17s 692C 1088C burning 22m18s 677C 1127C burning 22m18s 660C 1169C destruction of Mk1 Shockwave temperature continues to fall even as part temperature spikes.
  21. Until we get that in IVA, here's a couple of mods that will help locate navigation icons in flight: In-Flight Waypoints so you can see the navigation markers in flight mode. NavHud to aid in flying to navigation markers.
  22. It's a Mk1 pod with a few parts on its nose; nothing is very far from the vehicle. Previously there used to be the trailing corona of glow trailing behind the reentering vehicle. See the screenshots below. The heatshield gets white-hot yet there is no other reentry effects. I don't think this is normal peak heating. The spacecraft had already gone through peak heating and was cooling down and ablation was slowing down. Then in the space of 4 seconds the temperature shoots up and the spacecraft is destroyed. That's not normal at all. To help you analyse this, here's links to all 38 screenshots I did of that test. The 3rd one has the DR settings and debug windows up showing the parameters. http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot0.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot1.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot2.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot3.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot4.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot5.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot6.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot7.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot8.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot9.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot10.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot11.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot12.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot13.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot14.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot15.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot16.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot17.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot18.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot19.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot20.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot21.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot22.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot23.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot24.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot25.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot26.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot27.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot28.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot29.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot30.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot31.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot32.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot33.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot34.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot35.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot36.png http://www.cuug.ab.ca/jacke/KSP/v0.90/Jacke-BTSM_011/20150205b-1-F-3t_DR-testing/screenshot37.png
  23. Thanks for your attention to this, Starwaster. I know it's tough tracking down these tricky issues. Only that one issue on the ascent, needed faster and lower than my usual ascents. A steeper reentry ?!? Okay.... On Use Legacy Aerothermodynamics Off Alternate Density calc (ignores densityExponent) On Alternate Heating Model On Warn when it is unsafe to deploy parachutes due to heating On Warn when crew are experiencing hazardous levels of g forces 1 Shockwave Multiplier 1 Shoctwave Exponent 1 Temperature Exponent 1 Density Exponent 5 Multiplier Mk1 pod Kerbin polar orbit 90km, reentry initial periapsis 0km. Ablation started about 50km. About 17km Heatshield 127/250 units, speed about 1000m/s. Temperature spiked to 1169C, destruction of Mk1. Did that one again. Spacecraft was slowing down and cooling off, heatshield still ablating slowly but lots of units left, then a definite and very quick spike up in temperature. Happened 2nd time about 17,800m at 1023m/s. MET 21m25s 777C 129 18830m 1130m/s 21m26s 774C 129 18450m 1090m/s 21m27s 771C 128 18250m 1070m/s 21m28s 765C 127 18050m 1050m/s 21m29s 857C 127 17840m 1020m/s 21m30s 964C 127 17620m 1000m/s 21m31s 1089C 127 17260m 960m/s burning effects 21m32s 1143C 127 17060m 940m/s burning effects 21m32s destruction of Mk1 Another lesser issue. The only reentry FX--besides burning of items about to explode--is the glowing of the heatshield. No glowing envelop effect.
  24. A bunch of keys in all 5 keysets are set to very nonstandard values, including multiple assignments to the same key and common UI keys. E.g. keyset1 has the key for all actions 1 to 4 set to Alpha1.
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