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Everything posted by TheXRuler

  1. Anyone else have a CKAN version of Ferram installed and getting the AVC blip that it is out of date, even though there are no available updates? Ferram is still on CKAN right?
  2. @themaster401 Thank you so very much for maintaining this incredible piece of work. I just switched for EVE+SVE to AVP and I definetly have a new favourite. Just a note: It might be a good idea to add the fact that it requires a scatterer reinstall if switching from SVE to the OP. I had that issue and while it was quickly fixed by rummaging through the thread a little it would be even nicer to just know in advance. Anyways, props to you (and any other contributors) for the great service you are doing our community. o7
  3. Hate to bother you again but now I have also run into the partchildattached logspam :C Steps to reproduce: 1. Clean install of KSP 1.1.3 2. Get Proc Parts and KW Rocketry 3. Start sandbox game 4. Load this craft Game freezes as soon as I try to load the craft. As always here is the log and let me know if you need any additional information.
  4. Nono don't worry, I was panicking jeez I didn't want to spread any rumors >.< -edit: other thread is now closed, hopefully noone else will read it and be misinformed... Thanks, will try that. Also big thanks to @Phineas Freak that's good to know. I love this mod too much to play without it All the best for developing it in the future, and best of luck with fixing those bars (if it's possible I'm sure you guys will find a way)
  5. Well crap, that's where I downloaded it from, wonder what is causing this issue for me then...
  6. That is splendid, so you are having none of the issues I posted here? Would you be so kind as to provide me with the link you used to download it or even upload the version you are using(assuming licensing allows that)? I used CKAN and GitHub neither worked
  7. I have been away from KSP since 1.0 hit, since it broke my mods and my career etc but I'm back for more. However I am experiencing some very weird issues with procedural parts and was wondering, is the mod dead? There are so few recent posts in the thread that I am rather worried, and if so is there an alternative somewhere out there?
  8. Soo I'm having a weird bug, was wondering if this is a known issue/conflict... When I put a procedural tank on my craft it sets it to a 1.25m form factor. I can use the slider to increase the size, but here is one of the weird things. Almost all the way to the right it is 1.37, then it suddenly jumps up to 1.5 but the actual diameter doesen't change, since it is already ~1.48 near the end of the slider. When I try to adjust the slider back down it only goes down to 1.38, but the actual diameter only changes in the last 5% of the slider. Also it does not change the weight if I move the slider to quickly. I then click the small step button to get back to 1.25m but doesen't change the weigt. If I click down from there it goes to 1.13m(??)@133kg and when I click again it goes to [email protected] but if I go back one increment it goes to [email protected] Oo I am completely puzzled as to this seemingly erratic behaviour and am wondering if this is a known issue/conflict, in which case it would make fixing it easy or whether I should do some more testing to see if I can isolate the issue to some particular mod. Output.Log Modlist I will be more than happy to provide any additional information you require, sadly I don't know what to make of the output log myself so I can't help much there Just tested the mod on a clean install with only Procedural Parts and the corresponding texture packs, the behaviour still persists. It also persists across both the 32bit and 64bit versions on a clean install using ckan. Did I misread the 1.1.3 compatible or is there something obvious I am missing. I'd hate to have to play without this mod, it is one of the most important ones out there imho. Same with the Github version form the OP
  9. Oh lord, I don't think I have ever embarassed myself so badly on these forums T_T I had indeed not turned the RCS system on >.< I have been flying spin stabilized rockets so much that I completely forgot... I humbly apologize to all of you for wasting your time
  10. So I have another problem with RO and I'm feeling a little stupid here ^^ I just built a probe that really needs attitude control, so naturally I stick on 4-way attitude control thrusters, configure them for nitrous oxide and add a small tank with nitrous oxide, thinking this will provide me with control. However no such luck, the thrusters seem to refuse to fire, and there is no use of NOx shown in the resource panel. Initially I thought it might be a problem with the avionics package I am using for the upper stage (the early 0.813m package) so I tested the whole thing sitting on the pad with the big A4 Guidance Unit, which provides full control for my first stage, but the thrusters still refuse to fire :/ Any help/pointers would be greatly appreciated
  11. You can disable racking for certain vessels in the tracking station, I think it's possible to do the same in the orbital map, however I must admit I can't recall how to do so. Maybe jsut move your mouse around the 4 edges of your screen and see if any hidden menus pop up.
  12. Well you might have found this out by now but the best place to ask this might be the respective mod threads. I am no modder an I don't know about antenna range as a mod but what I can give you is this. BEFORE you try switching mods ALWAYS backup your save file. I have had many saves die due to stuff like this :/ 1. Does Antenna Range have any seperate mod parts? If so removing it will make KSP delete your sattelites on loading your save however it shouldn't break the save itself. 2. Assuming the answer to 1. is no let's go on. What are the ranges of the stock antennae wiht Antenna Range and what are the corresponding ranges for Remote Tech? If the ranges are bigger than with Remote Tech there might be a problem, depending on how close to the limits your relay sats are. If the ranges are however smaller than with remote tech everything should be fine. Edit: If the answer to 1. is yes but you still want Remote Tech you might want to check out HyperEdit as a means of quickly rebuilding your sat network since you already went to all the trouble of putting it up in the first place.
  13. Well, if you're into calculations and all that I would suggest heading over to the Wiki and looking up Duna, then doing all the math required. If you are more like me and like planning and playing but not calculating things then I suggest getting Kerbal Engineer (this gives you dV readouts even for complex staging) Transfer Window Planner (this will provide you with travel duration, dV requirements with and without aerobraking etc) and either Hyper Edit or Kerbal Construction Time to simulate going to Duna, landing, lifting of etc. Note that Hyper Edit is in fact pretty much cheating and if you forget to revert you will have kerbals stuck wherever you left them since everything you do with tha is actually happening. I would reccomend Kerbal Construction Time, since that provides you with a Sim Only option where you won't have all the actual construction time but it provides you with the option to simulate key parts of the mission (such as landing, lifting off and transfer burns) in a simulation enviroment (meaning you don't risk killing anyone because everything get's reverted automatically) and also at a certain cost, which I think is actually kind of neat since money is never a real problem in KSP anyways
  14. Real heat is listed as a dependency for Realism overhaul though, so would removing it not break RO? or is that jsut me knowing next to nothing about modding... *shame over me* I'll try it anyways If I can help you find the bug I'd be happy to do so, let me know if there's anything I can do
  15. 1. Mhhh, I'll check that again, however I assumed everything would be fine since I am using CKAN 2. I know, however when I go fast (<600m/s @~14000m) everything is fine, the problems show up when I am sailing to the ground on parachutes or sitting there spooling up my engines. :/ I guess I should really head over to the individual mod threads huh? Thanks for the help :=)
  16. Soo I have this weird issue where all the early RO B9-Procedural Wings start overheating when I am sitting on the ground. Also, things seem to like randomly exploding when quickloading in the atmosphere, but I think I remember having that problem before as well so it might not be fixable. I could not find any solutions, nor anyone else with this problem on google so I decided to post this here. My main question is whether this is a common bug, and if so whether there are any standard solutions to it. For reference the mods that I though are most likely to have somethign to do with this are: RO with dependencies RP-0 with dependencies FAR Deadly Reentry RSS B9-Prcedural Parts Procedural Parts
  17. Ok thanks, all clear now thanks for the quick responses and your patience ABZB and Free Thinker. Awesome mod you got running here, I wish you success and many beautiful explosions in your future
  18. Wow thanks for the fast reply that's good news, I think? I am criminally unaware of what mods use which modules I'm afraid so one more dumb question. I assume ModuleFuelTanks is native to Real Fuels yes? Your patch includes tanks with IFS enabled, so I could just install KSPI-E, your patch and RO and everything "should" work fine?
  19. OK so this might just be me being thick, or just very out of date (haven't used KSPI since 0.90), or both ^^ but I didn't quite understand the OP. It seems to me that KSPI-E now adds fuel switch options to all tanks yes? So that I can use any tank and add in the KSPI fuels? Is that correct, and if so does it apply to Procedural Parts tanks as well? What I have been trying for the last few days is getting a heavily modded install set up with RO, RP-0 and KSPI-E (plus some others not relevant for this). Now RO includes real fuels and if I understood the OP correctly Real Fuels does not work with KSPI right? Or does it just not with this patchset? I'm sorry for wasting your time like this but I'm just really confused since in the KSPI-E thread it says something about realfuels as well...
  20. First off, Congratulations, the first munlanding is indeed a glorious thing, I never tire of seeing what people come up with to manage this. Well, from an efficiency standpoint your ship looks absolutely fine, although I think you might be loosing a little dV due to the slow TWR after booster ejection. From a looks and realism standpoint, well, that another story entirely, but I guess that's not really important for you and indeed it is not what really counts. The slighly clunky looks come from those external tanks. While they are efficient, they do make it look a little silly, especiall with those SRBs attached. To reduce the complexity I would reccomend stacking three of those X-200-32 tanks (four if you can still get TWR>1.1) and then adding two T-800fueled liquid boosters with crossfeed lines feeding the centre tank (if you really need them). If possible just drop the external tanks completely (reduction of air resistance) and use four SRB's. When building larger rockets add heavy liquid boosters. One thing you might to try out is putting stronger, lower ISP engines on the boosters and a lower thrust higher ISP engine on the centre tank. Also, watch your TWR, going over ~1.5 at launch quickly gets inefficient due to more air resistance in the low atmosphere, going lower than ~1.2 results in bigger gravity losses.
  21. Haven't tested but I guess it adjusts how much heating is produced by friction with the air, so yes what you said is correct (I think) although it is not only for reentry, going fast enough anywhere oin the atmosphere will kill you :p Just an idea to test this out. Slide it to max, then stick a stayputnik on a hammer and launch it, it should explode at some point, if it does not simply add a decoupler and another hammer with fins then launch at an angle. Jot down the time that things go explody. Then slide it all the way back and repeat. Or just wait for someone smarter than me to come along :p
  22. What Scarecrow said. Also note that it is possible to drag the manouvre node around the orbit (essentiall changin the time of the burn without changing the pro-/retrograde radial or normal components of your node). That way you can just add a manouvre anywhere and drag the prograde marker until your predicted orbit crosses (or gets very close to) the orbit of the mun. Set the mun as your target and then just drag the node around you orbit until you get an encountre. Of course this is assuming you actually have a relatively circular orbit to begin with. I am currently not on my main PC so I can't test this craft in 1.0.5 since I built it quite some time ago. But it was built specifically for the purpose of getting new players to the mun (not back). It has oodles of dV, probably more than enough for a grand tour of the system if you are good enough at flying, so it's extremely forgiving. Edit: Forgot to add the DL-Link >.< [url=https://www.dropbox.com/s/yne0ejuqkf7r593/Flag%20Planter%20Mk%20II%20non%20ts.craft?dl=0]Get your free lander here[/url]
  23. Mhhh no I must have missed that, or maybe I wasn't here yet Also I second Van Disaster's point, that may well be an issue. Edit: Of course if you were using FAR yoou would have those lovely simulation tools to help you figure it out
  24. You shift around heavy parts (and light parts) that don't contain any fuel to change your dry CoM. Also structural fuselages in front of your tanks can help by using the relatively heavy cockpit to shift the CoM. In addition to all that you can add smal fuel tanks to the front of your plane, lock these and then tweak fuel levels (dunno if RCS build aid actually detects locked tanks though) or experiment in the editor a little. Remember where your CoM is when full (maybe mark it with a massless part) and then empty most of the fuel, simulating how much you have left upon reentry. Then shift the fuel around to find the fuel configuration puts the CoM back where it should be. Then after your reentry burn but before reentering the atmosphere use TAC-Fuel Balancer to dump any excess fuel and pump the fuel to where it should be. I used to have an enormous SSTO (~380 tons on the runway) that could get 60 tons to orbit. To make it fly with any payload weight I stuck the wet CoM dead centre of the 24m long cargo bay. When leaving the atmosphere I pumped fuel around to shift the CoM, thereby pitching the plane (similar to the SR-71 Blackbird) because I had nowhere near enough pitch authority. Upon reentry I had a few disasters until I figured out that I had to pump ~7000 units of fuel right to the front to make it stable when dry. This had the added benefit that I could send it into a controlled crazy and uncontrolled spin if I overshot KSC by too much, dumping about 1000m/s in a few seconds, and then pump everything as far forward as possible to make it superstable and let it recover itself. Pump it around a bit again and I could fly it down to the runway safely. Good 'ol times hehe
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