AOA1

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  1. Apologies for a stupidly-late reply, but the issue has remained unresolved. As of now, I run with absolutely no part mods, and the O-10 Puff remains non-functional. Even after the update to 1.1.3, the engine is still broken. Here is what the part appears as when I mouse over it in the VAB/SPH:
  2. This is a version of a near-identical post on Sufficient Velocity. For years, I have played the Kerbal Space Program. I have traveled world to world, exploring the very bizarre terrain scattered throughout the Kerbol system. From the space program's inaugural flight to the colonization of Laythe, my veracity was unbroken. Plans were finished and dreams were fulfilled, but there was always one world I never ventured to, one no Kerbal ever stepped foot on: The scorched ball of rock known as Moho. Something important to note is that my visual mods and screenshot resolution vary within missions. Unfortunately, this was my fault and, though eventually corrected, it will plague the first series of images. Mod conflicts are wonderful, aren't they? First up, a Dawn-1B lifts off with an unmanned satellite. Known as the Vulcan OreSat, this satellite is to scan the planet for valuable resources and double as a reconnaissance orbiter. VOS will inject into Moho's orbit approximately two days before the manned spacecraft, entering a polar orbit four hours from then. Next up is the interplanetary spacecraft. To carry a crew of three to Moho both safely and effectively, a nuclear tug must push a crew module and a lander to the planet. In this, I have opted for a near-minimalist approach while remaining in the general guidelines. In the original plan, four launches were necessary to construct a spacecraft in orbit. Fortunately, I was able to shrink the nuclear propulsion stage and fit it into a single launch, lowering the total launches to three. This saved cost and time removes ~1000 ΔV from the spacecraft, leaving little room for error. The first piece is the nuclear stage. Launched atop a Seraphim-II Heavy, the 200-ton Behemoth Nuclear Stage is injected into a circular, equatorial orbit of 125 km x 125 km. This booster separation remarkably resembles the R7's Korolev Cross. In fact, the bottom of the boosters actually push upwards, then the booster nosecones push away, separating the heavy boosters in a beautiful fashion. Following the launch of the Behemoth Nuclear Stage, a lander, Haven, will attach to the forward berthing node. This lander is a two-stage unit with excess ΔV to carry the primary module home, should the BNS fail. It's launch vehicle is a standard Seraphim-II with a Taurus upper stage and Proprietary Avionics Package (PAP). The Taurus deorbits itself shortly after separating from Haven. Several days after Haven berthed with the BNS, the Moho transfer window lies only one day away. The well-trusted Wyvern crew module is to be the crew's living space and escape pod, while Haven provides room to stretch their legs. The launch vehicle, the Sentinel-1A, is a partially-reusable rocket that works in a similar fashion to the Falcon 9; first stage is recovered via boostback or, in this instance, barge, while the second stage is expended. Scatterer + EVE + EngineLight = TERRIBLE ENGINE LIGHT A mobile pad on the ocean is the target of the first stage. Abort tower jettison. Unfortunately, I never took any images of the Wyvern docking to the main ship. Also, broken sunflare. That is one of the reasons I was changing out visual mods. With the vessel constructed, it was time to orbit thrice and then set off for the inner world. The crew were eager, Mission Control was prepared, the engines were ready for full-power. Only one more objective had to be fulfilled before the mission could commence, and that was... giving the ship a name? I'm such an idiot. Throughout the entire planning, construction, launching, docking, and tracking of the spacecraft and planets, after giving every individual module a name, I never once considered to name the entire spacecraft. For basic communications purposes and being able to keep track of the damned ship, I rushed to create a true name, and fabricated one: Shepherd of Fire. Currently, this is where the mission stands. A maneuver node lies 65 days away for the Shepherd of Fire; 63 days from VOS. Both spacecraft will soon correct their orbital positions and traverse to the huggled world. Check back for updates!
  3. Including an output_log.txt may or may not assist in some manner.
  4. Let's make this complicated: I have this very same issue in KSP 1.1.2, but I have not installed TweakScale since 1.0.2.
  5. I'm asking this in the right place, correct? In my course of conquering colonizing the solar system, I have discovered that my O-10 "Puff" monopropellant engines no longer function. Checking the VAB, it appears that they have no right-click menu, only displaying "No more info". My mods, in order, are here: -AB_Launchers -B9PartSwitch -BetterBurnTime -CommunityResourcePack -EngineLight -FAR -Firespitter (.DLL only) -HGA (Proton-M) -InterstellarFuelSwitch -JSI (RasterPropMonitor) -KerbalEngineer -KJR -KVV -MakeItSmall (probably going to remove) -ModularFlightIntegrator (came with FAR) -NavBallsToYou -NavyFish Docking Alignment Indicator -NearFutureConstruction -NearFutureSolar -PlanetShine -RCSSounds -RealChute -RealPlume (configs included) -REPOSoftTech (DeepFreeze) -scatterer -SmokeScreen -SpaceXLegs -SpaceY-Lifters -Squad -ThrottleControlledAvionics -Trajectories -ModuleManager I have already attempted to remove the Puff manually and reinstall it, as I have KSP via Steam. However, it does not work, so one of these mods must have damaged the game code, as removing any of them doesn't change anything. It should also be noted that the O-10 once worked fine with all of these installed, so I'm not sure what changed. Log file is here (should be the correct file): https://goo.gl/MD1ura EDIT: Wrong link! Should be fixed.
  6. I didn't need to know the controls; if the badges in my signature don't point it out, I am no n00b to the general KSP, just this mod. Regardless, thank you for the overly-simple response. =P I'm definitely an idiot; I had no idea there was a "Ships" folder within the archive. Thank you, as well, for pointing that out.
  7. Idiot, here: How the hell do I assemble the Briz-M? I'm completely new to this mod. (Have I already asked this?)
  8. Was this the mod that added a sort of wormhole to the game, or was that something else?
  9. To follow up on my previous post from before: Comparing stations with stock parts to those with these parts, it seems that some parts in this mod cause memory issues, as the stations with these parts are far laggier, even if they have 1/5 the parts. From tests in the SPH, it appears that, when two IACBMs are connected, there is a memory leak that causes the game to lag. Apologies if this has been posted in the past. EDIT: Should this be posted in the development thread instead? Sorry, I'm new to forums.
  10. These are immensely useful parts. Besides a few of the modules having a "click to test lights" block inside of them, I haven't found any issues related to the parts themselves, and that one thing is just a test object.
  11. Those solar panels... Where can I find colossal panels like those? If they're part of this pack, then I apparently didn't find them in the files.
  12. Not sure if this was already said, but NovaPunch 2.08 (for 0.90) appears to work just fine, besides the unbalanced thrust values. http://forum.kerbalspaceprogram.com/threads/3870-0-90-NovaPunch-2-08-Dec-17th-0-90-Compatibility-Minor-Update
  13. Novapunch 2.07 has been released. http://forum.kerbalspaceprogram.com/threads/3870