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Lilienthal

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Everything posted by Lilienthal

  1. No problems with getting into the atmosphere of Venus at 140,000m. Contrary to what I have read (IIRC), it is there - and just killed jeb. .
  2. Could you post more info, maybe a picture of your craft?
  3. This is not a bug. It's a feature . If LqdOxygen is not cool enough, it boils off, i.e., evaporates into space. This does not happen on the launchpad, if the craft is connected to launch clamps and the pumps are on, because then the boiling LqdOxygen is constantly resupplied. To minmize the effect you can: - Use fuels without "Lqd" in the name - use Cryogenic tanks (Cryo or CryoBalloon types in the tank type selecter (right-click on the tank in VAB)) - make sure your tank is cool
  4. I can confirm. I did a few tests: at about 1475-1485m there is an invisible barrier. Passing through from below is no problem (just camera glitch), but coming down has a similar effect to hitting a surface. When approaching the barrier fast, craft explodes, when approaching slowly, it doesn't explode, but after a few jerks, it passes through the barrier. After that, control is lost, but the craft physics work, it glides down on the parachutes I inflated before. I can right click tanks, but not use throttle etc. When arriving at the ground it lands normally. So congrats to Nathan et al., you invented a protective force field. But maybe this was not your intention. PS: clean 1.02 install on windows with only RSS installed, 8192 textures.
  5. Using hyperedit, I landed on Deimos and Phobos. (8192) Great plus: I can now land on Phobos without sinking in and exploding! However, on both moons, the craft never stays still. Even without SAS and RCS, and lander legs locked, it jumps up and down. It is like the dampening is negative. Real bug report later.
  6. I downloaded, tested, and wow. There are rings, planets have the right names, and many more bodies. However the testing was very limited. - Clean install, no other mods but RSS, and send one spacecraft into orbit. (It is weird doing that with stock parts.) Thanks a lot. Gustav. PS: (edited): I saw the camera jerk. IMHO a minor glitch that shouldn't stop you releasing.
  7. Orbiting and landing on Deimos is perfectly possible. (At least that's what mission control claims. However it might just have been staged as the famous 1869 Moon landing.)
  8. I'll have a go at Saturn's moons. (apparently at least some of the people publishing on Cassini-derived height maps sit here in Berlin. Maybe they just drop the data. Which moons do you intend to include? Where can I find info on how the height and normal maps are structured? Gustav.
  9. Nathan, if you offer me a well-defined task that I can finish in 1-2h with limited knowledge of ModuleManager, but some of math, tell me. (I know it is difficult to come up with descriptions of small tasks, and might totally not worth it for you to do, but that's all I can offer.) In the meantime I chipped in €18,73.
  10. OMG it is really happening. RSS/RO/ RP0 for 1.0 ! _This_ is a reason for a hype train! For the time being I still play 0.90 RO/RP0. However, it looks to me as if I re-discovered and old bug in RO that reappeared: I was not able to get science out of a small lander can. I traced it back to something Felger wrote in the old thread: the storagerange of the Science container is too small: to quote Felger: MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } Turns out the storage range is too small. If you climb up to the top of the can, you're close enough to the center of the can to access the modules: http://i.imgur.com/dP3feiP.jpg --- After I increased the storage range in the .cfg file in the SQUAD folder. I can now access my data. (And my first ever kerbals to walk on the moon _and_ make it back under RP0 came home ) My setup is Win7-64, running 32Bit KSP 0.90.750 (not sure about the 750 tbh) and the mods can be seen here: http://imgur.com/5DxZBSM Hey, would be great if you (Nathan?) could fix this before the RO comes out for 1.0. Best, Gustav
  11. Nathan, I am not sure whether you offer this for people to have fun with, or if you also are looking for beta/alpha-testers? If the latter, is there anything you are especially interested in?
  12. Feature Suggestion I think a button would be very helpful that set the throttle to the minimal setting that the engine is not cutting off. So many times, I am trying to do this by hand and either set it too high or accidentally cut the engine. Would anyone be willing to help? Could be in this mod or standalone. Thanks! G. Lilienthal. PS: My suggestion would be the y key. Or is it already taken?
  13. Sorry if that's not the right thread, but CKAN is not updating this mod beyond 1.2.1.
  14. Did you click on the real chutes part in the action menu (i.e., where you can set abort etc.) ? Surprisingly you can (or should be able to) access those settings there.
  15. chrisl: do the 0.99 TWR refer to the whole vessel or just the solids? 115s IMHO means that the booster _alone_ produce for that time more than 1.0 TWR.
  16. Hi Nathan, wouldn't it be a good idea to have a generic thrust curve for the procedural solids as well? Maybe use the one for the M55?
  17. I have them in career mode, they are not available right from the start, though.
  18. sorry not to be clear in my post, but that's exactly what I did. (I didn't remember the actual setting, so I wrote down the mathematical equivalent.)
  19. bug with avionics I just updated RO/RP0 via CKAN, and found that the moment I am trying to switch avionics to low power mode, it does not work and I am totally losing control. I restarted everything in sandbox and reproduced. One reason why have been seeing this but and possible not others is that I set c=\infty, i.e. no signal delay in remote tech. Here's the screenshot and here the output.log Thanks in advance! PS: I really like the additional features, and thanks also for the fix with the avionics capacity of the ranger.
  20. Hi Friedrich Nietsche, re all rockets stopping at 80km: Is it possible that you loose radio connection? When remote tech stops seeing a connection, your engines are shut down. It is possible that due to a bug this was not happening before, as I seem to recall that I got "local control" on rockets without any locals on. Best, Gustav
  21. Funny, I just found out the same thing, and was wondering, whether I should post about it. . I think SirKeplan has a point. Maybe if the 0.25t is sufficiently well documented, it could be part of the description.
  22. Here's the link Hey, maintainers of RP0, wouldn't that be something that should be in the distribution? (I haven't tried it yet, but will do.)
  23. Some info can be found on the RSS wiki: Also, just looking at the .cfg files of RSS helps. They are sufficiently self-explanatory.
  24. Hi guys, just coming back to KSP after too much rl interference. It is really nice to see RP-0. I played RO career mode back in November, and thought it was fun, but this is amazing on a totally different level. Great choice to have local control of probe cores. The messing with kOS just to break to land on the moon was not really worth it. I have two suggestions on the OP: a) My understanding is that without FASA, the start is very, very difficult. Maybe it should be noted as "working on, but already reccomended"? I am a little bit embarrased to say that, but when I first ran it, I didn't click "enable" on the Techmanager, and played a few hours with the wrong tech tree... Now with CKAN, it is so simple, and people like me don't really read the list of mods anymore, that a comment in the OP like that might make sense: "after the first start, you have to enable the techmanager and choose CommunityTech". (It is a little bit embarrassing for me, not having done so, but thought I share anyway.) Suggestion: pruner. Would it make sense to design and maintain a list of non-RO, non-RP0 parts that can be auto-pruned by pruner? (I know Nathan says it doesn't make much difference to memory usage, but data shows that memory usage with FASA is significantly bigger than without.) Here I'd be happy to contribute, but not to maintain. (RL might force me to abstain from KSP again.) (possble) Bugs: - I don't seem to be able to complete the 5,000m height challenge. It just stays in the active contracts, no matter whether I reach 50km, or 250km. At one point in time it just disappeared. - Sounds familiar? more detail wished? [Edit: Yemo already posted that you need a manned craft to do this. Would be helpful if the contract said so.] - I build a 700t unmanned craft. put a 2m core on it. I started it, could steer it. Then I dropped the solid rockets and steerage was lost. After another staging, the craft was small enough to be steered. - Sounds familiar? more details wished? Best, Gustav. PS: I posted this before in a basically closed threat. So hope, it's more appropriate here.
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