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SkyRender

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  1. This is why I love the KSP mod scene so much. Such dedication! Thank you for all you're doing for us humble TACLS users, JPLRepo.
  2. Good, I'm not the only one who's run into this! More data points means more angles to attack the problem from.
  3. I'm having trouble reproducing it on a new save too. So I've uploaded the offending save and the log file: http://www.skyrender.net/tac_error.zip The Mun Station Alpha craft is the afflicted one. Any time you EVA from any craft, the station reports negative power remaining. As well, it reports much-too-low power remaining before anyone goes on EVA. Mods you'll definitely need installed to test it are TACLS (obviously) and KER.
  4. It would be best to list off the mods installed first, as there's likely some synergy between mods going on that's causing this issue. Particularly if it's not showing up on anyone else's save, which I suspect it's not given that it would have been mentioned by now! The mods currently installed are: Kerbal Engineer Redux 1.1.3.0 Kerbal Inventory System 1.5.0 Kerbal Attachment System 0.6.3 TAC Life Support 0.13.2 Kerbal Alarm Clock 3.8.5.0 Kerbal Planetary Base Systems 1.4.3 Environmental Visual Enhancements 1.2.2.1 Background Processing 0.4.5.0 (as provided in this thread) Stock Visual Enhancements 1.2.3 There's no need to test all of those mods, however, for compatibility. The problem exists between the first four mods on the list, as the problems began as soon as I installed TAC and after I'd installed the other three at the top. I have done additional testing, incidentally ,and discovered that it's actually two issues. The first one is the aforementioned EVA causing the game to go nuts and predict negative electric charge remaining on vessels. The second one is that somehow it's calculating electricity usage based on the total Kerbal capacity of the vessel instead of the actual Kerbals on board. So when I load the save, it's reporting 2h10m of power on a station with a 9-Kerbal capacity and 5110 Electric Charge which has a crew of 2 Kerbals on board. Enabling and disabling power sources on board shows that each battery and capsule is contributing to the calculation.
  5. So I've done a bit more research on this issue I'm having, and it seems it's not the problem I thought it was. I launched a new vessel with around 800 overall EC on board (more than enough for the solitary Kerbal riding), only for the TACLS panel to unceremoniously inform me that he had around -2 days' worth of power left. Something somewhere is off in the math, although it seems like the internal math for Kerbal survival is correct (at the very least, I haven't seen any Kerbals get offed due to this reading; it just keeps killing timewarp to incorrectly tell me that vessels are out of EC). EDIT: Well now I have a save that can faithfully recreate the issue at will. When the game loads, both Kerbal-carrying vessels report correct power levels. Upon EVAing from either vessel, one or both vessels will erroneously report a massive deficit of power. The problem seems tied to going on EVA.
  6. Not sure if this is intentional (probably not), but I keep finding that vessels using the smallest battery type don't count that battery's charge towards the life support of the vessel for electric charge in the tally. So I have the rather absurd situation of a station with over 5000 stored EC that is claiming that I have only 2 hours of electricity left for the two Kerbals on board.
  7. And with this, all of my essential mods are updated to 1.3. Big thanks to all of the mod creators out there for keeping up to date with the game. You are what makes KSP awesome!
  8. Another mod I'm very looking forward to 1.3 support for! Take your time, guys. We're a patient bunch, even if some of us don't let on that's the case.
  9. Looking forward to this mod especially being updated for 1.3! No rush, though; you've got plenty else to work on.
  10. This was actually done quite a long time ago! Since then, I made an online version that's more flexible: http://www.skyrender.net/ksp_sync_calculator.html EDIT: Sharpy, your question is easily answered with my online calculator! Just plug in Vall as the body, 1 as the numerator, 2 as the denominator, and 3 as the satellite count. That gives you a counter-sync height (ie. the lowest point you'll have to go to get them evenly spaced) of 879,086m. Ie. put your apoapsis at 2,152,598m and periapsis at 879,086m, then boost each satellite after another of their full orbits up to a circular orbit at apoapsis. I've tested it before and gotten perfect results every time with this calculator, so it should work for you too.
  11. Extraterrestrial Presence On and Around Kerbin Due perhaps to the overwhelming success of the Guide's entries on Kerbals, there has been an abnormally high number of encounters with Kerbals and non-Kerbals of late. However, as these brave and decidedly foolhardy explorers have thrown caution into the wind and visited what has now been voted Most Likely Solar System to Implode in a Science Experiment Gone Horribly Wrong three years running, they have noticed evidence that they are not the first to have come here. Indeed, evidence suggests that non-Kerbal life forms have been coming to the Kerbin system for a very long time indeed, despite there being no Galactic record of such things happening. In the interest of completeness (and because we're out of other ideas for entries for our Kerbologist to write on), we've decided to have an investigation done. According to our field Kerbologist, there are anomalies present on every single body in the Kerbin solar system save Jool and the sun, often in the form of monuments that have a very unusual logo with indecipherable primitive text of some sort on them. Attempts to carbon-date these monoliths simply resulted in the computers returning "yes" as their age, which hasn't happened since the advent of the Improbability Drive accidentally calibrating every single carbon dating machine in the galaxy during a random jump of about 3 millimeters. Further testing suggests that these monoliths aren't even made of matter, but rather of computer code. When asked how that was possible, our Kerbologist told us to mind our own business, so we may not be finding an answer to that question any time soon. Still other unusual findings have been made as well, including an unusual broadcast signal coming from Duna, a random assortment of perfectly-shaped blocks on Vall, what appears to be some sort of cave system on Tylo, and one report suggested that some sort of "magic boulder" was orbiting Ike (although we have yet to see any evidence of this, the local Kerbals insist it exists). Testing on these resulted in yet more "yes" readings for age, as well as another postulation that they are all simply computer code despite that being patently impossible. We are sending an expert on higher-dimensional beings to investigate a few of these anomalies now. UPDATE: Our higher-dimensional investigator has returned with his report on the situation. His report is, in full: it's beans. We have sacked this investigator and hired one with actual credentials instead. UPDATE 2: Our credential-bearing higher-dimensional investigator has filed his report on the situation. His report is, in full: it's really beans. We have asked him to provide more details, and been told on no uncertain terms that there are no more details that can be provided. UPDATE 3: After having gotten basically the same report back from 16 different experts on higher-dimensional beings, we have finally gotten a straight answer on why nobody can give us a straight answer on this problem. Coming directly from Jebediah Kerman himself: "I dunno, whoever put them there obviously doesn't want you to know why or how. Here, climb onto this rover for a second, will you?" Not to be deterred by impossibility (or swayed by promises of a "fun ride" from Jebediah Kerman), we have instigated an extensive and very expensive investigation of our own, as clearly we're not getting any answers otherwise. UPDATE 4: It's completely and utterly beans. There's no denying it at this point, we've exhausted every possibility now and must accept that Jebediah Kerman was correct in his assessment. If the creators of the Milky Way galaxy could kindly contact us with details on this matter, the Guide would appreciate it; thank you for your consideration.
  12. I was really hoping that rovers would be fixed so they can actually be driven in any frame of reference again instead of only when your control point is facing the horizon. Not everyone drives rovers with a seat attached, you know!
  13. There's evidence that a member of the Church of Ike offshoot #2462, a certain Danny Kerman, may well have been responsible for the latest batch of anomalies that drove our poor Kerbologist off. We've negotiated a better salary with him, so more articles should be beamed over the Sub-Etha Network soon.
  14. Kerbal-Induced Space-Time Anomalies With reports that the SEP Field is not having the drastic side-effects reported in the Kerbin system anywhere else, the Guide has decided that it is time to once and for all deduce what manner of anomaly could possibly result in field reports on Kerbin to be so drastically inaccurate over time. We've hired the best Kerbologist in history for the job: Valentina Kerman. She made the provocative argument to our staff that, if you want to understand Kerbals, you should probably hire a Kerbal to do it. This concept has shaken the Guide to its very core, to say the least, but regardless, here is Valentina's report on Kerbal anomalies. Right, so, you lot wanna know what's wrong with our solar system? Well the answer's simple 'nough: Jebediah Kerman. I know, I know, how can one Kerbal cause so much trouble, right? Well here's the lark: ol' Jebbie's been a rabble-rousin' looney since we were kids. 'E once told me the seas were solid mass, and sure 'nough, I were able to walk on water after 'e did. Then 'e said water was goin' liquid 'gain 'cause it were too much trouble to keep it solid, and jus' like that, we cou'n walk on water no more! I've been askin' Jebbie f'r years how 'e does it, and 'e never once tells. Maybe ye should hire him as yer Kerbolo-whatsit instead. EDITOR'S NOTE: As most of our staff cannot make heads or tails of what Valentina Kerman told us, we've posted her article verbatim and sadly had to sack her right after. We've hired another Kerbal to follow up for her, one Billy-Bobfred Kerman. Ooy, ye trankin' loots! I's garfin' loik this, see: farfengnungen Jebediah wot scarred t' 'verse innae t'inkin' it worfs wrang an now arr syst'n don' mech roit wif t' res' o' yous. EDITOR'S NOTE: We have immediately sacked Billy-Bobfred Kerman for making even less sense than Valentina did. There is evidence that the Kerbals are in fact messing with us, so we have returned to bringing a non-Kerbal on staff to be a Kerbologist. Here is his report. It's beans. EDITOR'S NOTE: We have re-sacked our new Kerbologist, as we carelessly forgot we'd already sacked this particular one for not being verbose enough. Once more, we have a new Kerbologist, this one properly certified. REPORT 1: It has been postulated that the Kerbal solar system experiences rather unusual space-time anomalies which cause all manner of inconsistencies across the history of our record of Kerbalkind. However, upon performing exhaustive research on the subject, I am forced to conclude that the primary cause of these so-called "anomalies" is the glaring ineptitude of former Kerbologists. No anomalies have been observed by me thus far, certainly none of the ones reported by my predecessors. My findings will be expanded upon in my next report. REPORT 2: Forget everything I said before. This place is beans. I witnessed girders shaking themselves apart from phantom forces, Kerbals self-contorting into impossible shapes at will, an entire spacecraft relocating itself spontaneously to several kilometers beneath the surface of the planet, and a Kerbal spinning himself around so fast that he was somehow launched directly into the Kerbin system's sun, then somehow slingshotted out of the solar system at greater than the speed of light. Either I am going insane, or this solar system is. Consider this report my resignation; I am done. EDITOR'S NOTE: With these field reports in, we can reasonably assume that an answer to the problems of the Kerbin system's anomalies are not forthcoming any time soon. The Guide regrets having no truly substantial material to provide, but when it comes to Kerbals, that seems to be more the rule than the exception.
  15. While I do love this mod, one thing I wish it had was a way to adjust the ballasts via action groups. When you have 4 or 5 ballasts on your submarine, having to manually adjust each one is tedious and potentially dangerous.
  16. That is not even remotely a new Easter egg. It's been there since at least 0.18.
  17. It's been a long time, hasn't it? There's a good reason for that! Let's see the latest entry to find out why. Kerbal Telecommunications After having spent more than a year deliberating on the effects of malfunctioning SEP Fields rendering basically all previous Kerbal studies completely invalid, as well as searching in vain for a Kerbologist brave enough to go to Kerbin without one, the Guide has finally managed to scrounge up the resources necessary to write a new article on Kerbals! Any inconsistencies found herein with previous entries should be chalked up to inaccuracy on behalf of the previous Guide writers, those absolute hacks. Previous data on Kerbals suggested that they possessed faster-than-light communications capabilities and probes with super-advanced AI capable of performing complex space maneuvers with no input from the Kerbals themselves. This has since been debunked, however, as it was discovered that Kerbals possess a telecommunications network similar to most every pre-galactic-exploration civilization does. Their home planet is utterly rife with hundreds of communications satellites flying about in wild patterns, many of them actually being spent stages of rockets that were fitted with probes and antennae as an afterthought of design (or possibly due to reading the assembly directions for the rocket upside-down, which apparently happens a lot with Kerbals). The sheer number of probes that Kerbals have launched simply for communications purposes is quite frankly staggering, yet the reason why has eluded our field researchers thus far. UPDATE: We have had a field research breakthrough! One of our Kerbologists tried asking a member of the Kerbal Space Program ground team why there were so many satellites, and was informed, "We hate it when the signal goes out on long space voyages and we miss even a second of the latest Kerball game; duh." Further research into Kerbal sports is clearly required, but nonetheless, we now have a clear answer as to why Kerbals have so many satellites dedicated to telecommunications set up throughout their solar system. This does leave the questions of how they manage to keep their antennae directed correctly at all times, and how they can control probes at any range with no signal delay, but we're looking into that. UPDATE 2: We shouldn't have bothered asking how Kerbals do seemingly impossible things with their telecommunications. The answer was depressingly predictable, as usual, and had nothing to do with magic or advanced technology as some particularly gullible Kerbologists postulated. Kerbal antennae pick up signal from any direction because they spin around faster than a Kerbal swinging an Eeloo about to check the time. And Kerbal telecommunications do experience signal delay, but they mask the fact by programming their probes to behave like a Kerbal is flying them at all times anyway; the loss of control when signal fails is just for show so the public doesn't lose faith in their space program entirely. The Guide's editors were glad to get this entry finished, naturally, but are once again in need of new Kerbologists since all of the previous ones have quit citing work-related stress and massive disappointment.
  18. This mod rocks! Only two things I'd like to see added: Kerbal-equippable parachutes, and Kerbal-equippable heatshields. Can we say "old-school re-entry technique"?
  19. Wowza! You went whole-hog on that bad boy! Let's get your tally up, then... Eidahlil's Vall Colony 6 Colonists + Life Support - 10 POINTs +24 Colonists - 24 POINTs Full-Capacity Rovers - 3 POINTs Rover Garages - 1 POINT DSN Connection - 2 POINTs Science Array - 1 POINT Fuel Refinery - 2 POINTs Orbital Station - 6 POINTs Zero-G Sports Arena - 1 POINT Vall Multiplier - 4x Return Bonus - 25 POINTs Total - 225 POINTs The maximum score for Vall! Not bad at all, I must say. I'm doubly impressed that you did all of that in two whole launches! Well done indeed.
  20. Today I made the final expansion to my example colony for my PBS Colonization Challenge thread. Think you can do better? Head on over and prove it!
  21. And one last sample update! This time I'm sending the Mun its own orbital station! It also has a relay network attached, just to show what that might look like. PBS is even useful for orbital purposes. I had this cool idea for a spoke-arm station, but... With no Kerbals on board to help guide the process, it wasn't going to happen. Maybe later... Here's one of the relays, incidentally. Pretty basic, but it does the trick. I also added another expansion to Shelby! 6 more Kerbals, life support for them, and another rover. Decoupling and assembly went... mostly as usual. Shelby has a bit of a haunting from the phantom force ghouls now, being so big and all, so docking this lot actually took almost an hour... In the end, they all got assembled. Shelby is done for now, standing as an example for others on how this challenge might work. Mun Colony "Shelby" 6 Colonists + Life Support - 10 POINTs +18 Colonists - 18 POINTs Full-Capacity Rovers - 3 POINTs Rover Garages - 1 POINT DSN Connection - 2 POINTs Science Array - 1 POINT Fuel Refinery - 2 POINTs Orbital Station - 6 POINTs Total - 43 POINTs
  22. I assure you, unlocking the entire tech tree without leaving Kerbin's SoI is entirely possible. Moreso than ever now that the Mun has even more biomes. And that's entirely intentional; the devs wanted it so that players can opt to stick to local science to max it out, or get bold and explore the solar system early. It's a design principle known as "freedom of choice", and it tends to be a good bet with open-world games.
  23. There's actually a third option: take option #1 and code a tool that goes through a designated save file and renames all instances of the old part names to the new part names. Then put in bold colored text in the next update "You need to run the PBS Repair Tool on your existing saves that use Planetary Base Systems parts, or your bases might break!".
  24. Sure, that sounds great! I fell in love with your mod the moment I saw it. It's exactly what I was looking for, and it looks very stock-alike on top of everything else! The included TACLS compatibility (complete with custom-molded parts for the base system's quarter-pipe side-mount modules) sealed the deal for me.
  25. The example continues! Shelby has had two new expansions. They may look similar on the outside, but on the inside they couldn't be more different! The first contains a garage with an 18-Kerbal rover along with 6 more Kerbals and their life support. The second contains 6 more Kerbals and their life support, plus additional power. Construction for both works the same as the previous ones: drop, rock-n-roll, wheel over. I took a different approach for the new hubs, though: I linked two sides of the hub with modules and used their combined wheel power to bring the lot of them over! Module #3 in each case just docked afterward. Here's the results after expansion #3... And after expansion #4! Shelby's score just jumped like crazy thanks to all those new Kerbals! Mun Colony "Shelby" 6 Colonists + Life Support - 10 POINTs +12 Colonists - 12 POINTs Full-Capacity Rover - 3 POINTs Rover Garage - 1 POINT DSN Connection - 2 POINTs Science Array - 1 POINT Fuel Refinery - 2 POINTs Total - 31 POINTs
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