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Posts posted by MacLuky
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I've updated my scatterer and found my base partially in water. When I wanted to edit it through CNTRL-K I can see the list of instances but when I click groups KK crashes:
[EXC 15:04:35.826] MissingMethodException: void UnityEngine.GUIText.set_text(string) KerbalKonstructs.UI.MapDecalEditor.CloseVectors () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.MapDecalEditor.Close () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.StaticsEditorGUI.DrawEditorWindow (System.Int32 id) (at <d148da5d5d9249218e63843d11b290e5>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 15:04:40.001] MissingMethodException: void UnityEngine.GUIText.set_text(string) KerbalKonstructs.UI.MapDecalEditor.CloseVectors () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.MapDecalEditor.Close () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.StaticsEditorGUI.DrawEditorWindow (System.Int32 id) (at <d148da5d5d9249218e63843d11b290e5>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 15:04:40.669] MissingMethodException: void UnityEngine.GUIText.set_text(string) KerbalKonstructs.UI.MapDecalEditor.CloseVectors () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.MapDecalEditor.Close () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.StaticsEditorGUI.DrawEditorWindow (System.Int32 id) (at <d148da5d5d9249218e63843d11b290e5>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 15:04:43.466] MissingMethodException: void UnityEngine.GUIText.set_text(string) KerbalKonstructs.UI.MapDecalEditor.CloseVectors () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.MapDecalEditor.Close () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.StaticsEditorGUI.DrawEditorWindow (System.Int32 id) (at <d148da5d5d9249218e63843d11b290e5>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.Inte
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After upgrading my RSS and Scatterer/EVE my game is no longer loading. Observing the logs I can see that KK has difficulties finding the CelestialBody "Earth" but I am not sure why. The definition is there, perhaps the load sequence?
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Edit: scratch that, KK is responding to an issue in Kopernicus
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Imagine WW2 never happened, imagine that the Dutch would have developed a far better relationship with their colonies than that did in our universe. Perhaps rather than consistently marrying Germans, the royal family would marry Indonesian royalty, and rather than speaking of the Dutch-Indies, the economic scale would speak of the Indo-Dutch. Regardless, the world is a different place and we find ourselves in 1951 as we start a new playthrough in the north of the Netherlands as we try to avoid the US and USSR tech lines as much as we can since I've already done playthrough with these.
In this episode, we launch several V2-derived rockets from our new launch complex at Texel Island and discover that film and parachutes do not work well together.
In this second episode the Dutch stretch the performance of the V2 and manage to send a hamster to space. It's about bio experiments and many things break, hence the name
In this episode, we finally make it to orbit finish our Kerbal Konstructs work at Texel Island, and finally get our downrange contracts done. Big thanks to @seyMonsters as we are using a lot of his engines. Go check out his work in "a very British space program". I have taken some inspiration and am making configs from the Delft Sparrow project but that will come much later.
Our finances look grim and we take the program we didn’t want to take: planes! Over more than 20 flights we get our space program back on track, but it will rack the nerves and your bandwidth. We'll call it a plane escape. Skip to the end if you just want to see the last rocket of the year and learn why it is called the “Van Speijk” class.
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On 8/20/2023 at 11:06 AM, olegst90 said:
Currently it's disabled:
https://github.com/KSP-RO/RP-1/commit/50ac1ecca5d3fad784879ef5d08b5cdd0bbb6577
but if you search github you can find a pr that needs testing....
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- you can recolour using part variants, there are a couple of posts on the forum on that talk about that.
- in the past you could assign a different texture in the model section, I've not been able to get that to work sinds 1.7
- texture replacer might be able to do this for you
- I just edit the textures in place ..... dds2png (xnconvert) then photoshop and then back.
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@PART[ROAdvCapsule]:FOR[RealismOverhaul] { @MODEL { // [texture = 'current texture name' , 'path to new texture with name minus extension'] texture = 2K_Pod,000_Chris/Recolor/2K_Pod_white } }
Getting partloader errors, the texture is there though
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Those dock / ship constructs from the picutre on the first page look awesome. What mod provides those assets?
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Not really sure. That savefile is dusted, but perhaps? you can always just try and see what happens. RP-1 has gotten massive updates, so who knows.
Also realizing this is a bit of a necro, but I've started playing another YARP, which you can follow on youtube
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Yes! thanks that works. Now lets figure out if I can set the dimentions to unlimited and it should work as expected
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I'm struggling with adding a launch site. Mine is about 50 meters in the air:
@KSCSWITCHER:LAST[RealSolarSystem] { @LaunchSites { %Site[nl_texel] { %displayName = NL Texel %description = A significant part of the island was transformed into a spaceport. Starting at the original navy marine base de koog %PQSCity { %KEYname = KSC %changeGrassColor = true %latitude = 53.0995532 %longitude = 4.808668 %repositionRadiusOffset = 5 %repositionToSphereSurface = true %lodvisibleRangeMult = 6 //%reorientFinalAngle = 16.4 %reorientToSphere = True %repositionToSphere = True %repositionToSphereSurfaceAddHeight = true %commnetStation = True } %PQSMod_MapDecalTangent { %radius = 5000 %heightMapDeformity = 50 //60 %absoluteOffset = 1 %absolute = true %latitude = 53.0995532 %longitude = 4.808668 } } } }
Every time I change one parameter a bit and boot the game for another 10 minutes. A bit of help would be greatly appreciated
It now looks ok the first time it boots up, but jumps after a scene change
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Thanks! I'll try that. Would that work with the new RP-1? since height and size are part of the new LC scheme
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I’m doing a RP-1 playthrough but am not sure if I should KSCSwitcher or KK to build my second launch site.
Ideally I don’t need to go into the tracking station but pick the correct launch complex in the VAB.
So far I’ve been able to create static items but I can’t figure out how to launch from them
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Amazed to see you kept this flying. Looking forward to trying it (and did you ever got the IVA working?)
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Feel free to revive the old mod
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I do come back every now and then ;-) but if @linuxgurugamer thinks it cannot be salvaged, it can't be salvaged
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Almost there and 100 days to the mars window. But I fear that in 2 years most of the tech will be obsolete
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1972 part 2: getting ready for Mars
After a "dad-build-me-a-minecraft-server-please-hiatus" back in Space. We run a number of missions to prepare us for the Mars window and solidify the Moon base. We also show what should have been the SeaDragon, but is an even bigger monster.
SpoilerOur slingshot manoeuvre is not paying off. We can get a significant boost, but not enough to reach Mars or any other planet. Mission control will have to be content with what the new instruments gather
We did demonstrate that we can boost the orbit, its just that Mars is in the wrong place
The day has finally come for Valerie Pearson. After having spent 3 years in LEO she and Francesco return home.
Slightly too many G's for such a fragile body
No matter, she is back and will probably retire soon
Aquarius 2 launches on a Leo-A class rocket. This monster weights 10113 tons! towers 124 meters with a 20 meter core. Its first stage has 10F1S engines and 8 UA1205 boosters. Followed by a second stage of 2 M1 and is insanely expensive
The boosters actually run a few seconds longer than the core stage
Leading to more fireworks
Pushing onwards
Those are really expensive engines
Precise delivery of a 450 ton payload. The autonomous MTS vehicle. Capable of pushing 90 ton and capture it in mars orbit
Dock is complete
It also carried a detachable supply container, what a wiggle!
Next up is the base. It needs to go now so it can drill up shielding for 2 years and be isolated when the team arrives
Its not that heavy, so that the capture stage can also be used in crashing eh landing it on the planet
There's redundancy for the redundancy
Meanwhile Jupiter 1 arrives at its destination and starts plotting an orbit to one of the moons
Capture!
Liam Leia and Anton head out to MOONPORT for one year deep space radiation sickness test
After TLI
The new craft is very elegant
En route to the station
Housekeeping
Cloe and Alexander can return on one of the last Vega rockets
First flyby
This yields incredible amounts of science
Home again
Going down
Spica 6 is the storm shelter for the moon. Digging up regolith is taking to long for the massive base.
Nice decoupling
Fairly standard approach
It is one heavy capsule
Overshooting target
But we have wheels
It will be a long drive
Arrived. It will be parked in the vicinity so we can get in there fast.
Funny little orb
supply to leo
Refill of RCS was needed
As for the moon port
We should update this craft with new tech
On final approach
Docked, the moonport is thirsty
Dropping garbage back to the moon
Mars 7 is the rover that has to find water, ice and regolith for the base to land
Normal taurus D
Familiar lander design, but it will need a push to get to mars
This is the MTS stage for the base
Note the improved staging
One big engine
Docking is hard
But completed
Storm hits the moon, lets see what this thing is made off
Looking good!
Arrived at a moon where we can capture
Not really close
Transfer stage for the rover is a trimmed MTS
The Taurus-1F is based on the new HG3 engine so we can improve the ignition rate. It also lifts 200 ton
Docking without a hitch
Next up is the MAV Mars Ascent and Descent vehicle
Including the capture stage and not enough dv. Someone in enginering must have been sleeping
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Thanks @Karin I think I used integral steel which is too heavy. I like your approach. Didn’t your launchpad xplode?
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Thats a great idea. I could have saved a bit off weight on the Mars transfer vehicle that way. I thought of undocking and redocking when in storm, but it seems like a lot of work. KAS tubes might be a good alternative.
Btw you can transfer regolith.... but you would need a lot
RP1 patch of the day LanderCan Mk12
Off course I should support my own mods as well ;-)
This is for RP1
Spoiler@PART[MacLuky.LanderCanMk12]:FOR[SHED]:NEEDS[RP-0]
{
%TechRequired = advancedCapsules
@description ^=:$: <color=green>From LanderCanMk12 mod.</color>
%RP0conf = True
}
and this for RO
Spoiler
@PART[MacLuky.LanderCanMk12]:FOR[RealismOverhaul]
{
%RSSROConfig = True
%rescaleFactor = 1@mass = 1.6
!RESOURCE,* {}@MODULE[ModuleCommand]
{
@minimumCrew = 0
RESOURCE
{
name = ElectricCharge
rate = 1.0
}
}!MODULE[ModuleReactionWheel] {}
MODULE
{
name = ModuleFuelTanks
type = ServiceModule
volume = 500.0
basemass = -1
TANK
{
name = ElectricCharge
amount = 16000
maxAmount = 16000
}
TANK
{
name = MMH
amount = 46.9
maxAmount = 46.9
}
TANK
{
name = NTO
amount = 56.1
maxAmount = 56.1
}
TANK
{
name = Oxygen
amount = 700
maxAmount = 700
}
TANK
{
name = Water
amount = 5
maxAmount = 5
}
TANK
{
name = Food
amount = 6
maxAmount = 6
}
TANK
{
name = LithiumHydroxide
amount = 40
maxAmount = 40
}
TANK
{
name = CarbonDioxide
amount = 0
maxAmount = 200
}
TANK
{
name = Waste
amount = 0
maxAmount = 15
}
TANK
{
name = WasteWater
amount = 0
maxAmount = 15
}
}
}
How I hate that forum auto-merge thingy. Is there a way to force separate posts? if not what is the timeout?
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1972 Part 1 Getting ready for Mars
We are aiming for a 1975 manned mission to Mars, with a test run in 1973 which means we must crank up production and learn what it takes to survive in outer space.
SpoilerThe crew in SpaceLab is approaching the 3 year in orbit event, but are running out of Lithium Hydroxide (why are they still using those scrubbers anyway) Capella 19 is the resupply
Next up is Polars 12 which will add new scrubbers and rotate the crew that keep Valerie company
We could use this engine on other designs too
Francesco installs the new scrubber
And they rotate the crafts out, returning home in one of the last Vega class
Still working fine
Next up is a new reactor for the moon base. We lacked power the last time we spent the night and with two reactors we should be good,
A new lander design and a prototype cargo rover that will also be used on Mars
Landing of the spider
Touchdown 2km from the base
Detached and heading towards the base, we crash the lander frame to clean up
It will be parked near the power plant, the next crew can put it into action
After Europa (forgot to take picutures), Io comes around making Canopius 11 the first craft to swing by all of Jupiters moons
At 170t Aquarius 1 is the first part of the Mars mission. It has fully shielded crew and command centers and carries a year of supplies and 3200 m/s which should be enough to return to Earth from Mars
It is launched on a Taurus-0E with 6 F1 engines, 6 J2 on the second stage and 2 on the third
All systems operational. Although.... we seem to have boil off despite lots of layers
Polaris 13 is another moon lander based on the direct ascent design. Goal is 1 year at the moon surface, if they succeed
Landing burn using the discardable descent stage
Landed 2.4km from the base
Rover picks them and 120 days of supply up and drives them to the base
Lorenzo will need to move the tanks first though
It is noticed that power will be a problem, so one of the solar panels is transfered
At the base the supplies are added to the main reserve
And 4 regolith drills will be used to create shielding, though very very slow
Polaris 14 is a maintenance flight to aquarius
It carries cargo like the early Rigel craft did
Since some idiot made a mistake the panels need to be shifted. It takes 2 astronauts to do this
Next up are docking procedures and mounting of the radiators
Working together at a rotating ship is not easy
This is where we picked up a nasty spin
But they get the job done!, no more boil off
Back at SAMBO we see serious boil off on Polaris 11, it is decided to test the ascent profile
If you spent 100 days on the surface you may get back up, but not to earth. Polaris 11 is crashed for science
Robin collects some of the surplus radiators to prevent a similar event on their return craft
Its a tight fit on this rover
a slow and tedious drive
But no more boil off!
Once Mars 6 had completed mapping the Martian surface it was time to descent.
Slowing down takes a lot of dv
But the craft is up to the task
Getting there
Touchdown, only to discover that the decoupler was mounted upside down. The rover can drive and do science, but has the skycrane attached.
Mars 5 heads for the south pole
We steer towards what looks like ice
Landing ! this time the ground crews send a software patch to the decoupler, turning it into a separator
Fireworks
Science!!! and lots of funds (we need those)
As the night falls we notice that the mod updates of simple logistics and kerbalism do not play nice togetether,
Robin saves the day by linking SAMBO directly to the power station. There must be a better way
Luna 26 hopes to provide that, as we are scared of using nucluar power due to radiation
This will bring a 11 ton battery and solar substitute for 16 days of power
Approaching the LZ
Lowering so the rover can leave, I like the new design, it performs better.
It will take three astronauts to move these into position
Soon, solar tower 1 is up and running bringing 4,5 M units of electricity online and a ton of food.
Its great to work together (but a hassle)
SAMBO base is up to 2.7 out of 71 shielding the team may not survive a year. Perhaps we should build a radiation shelter.
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The specs for this are still: i7-8700k/GTX 970/16gb ram? I'll build a PC just for this I am tired of my MacBook melting
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1971 Mayhem at the Moon
Explosions and expansions, the moons of Jupiter and a crew in jeopardy.
SpoilerThe Mars window opens up and we launch 2 rovers to seek out possible landing sites
Mars 4 with a working engine, which will seize to work after the mod update
And its backup Mars 5
The rover uses a new delivery system and better power management
Meanwhile the crew of Polaris 7 gets ready to return. With the night fall power levels are dropping beyond what the base can sustain. Hopefully the next mission can fix the powerplant
Powering up the lander
And lift off...
The crew meets at the station and will spend another week before returning
Traveling home with rock samples
The new Pe is 65km and seems to work fine
Landing in one pass
Polaris 8 is a new crew transport for LEO capable of 5 crew
The Taurus-0L needs a bit of extra oemphf to get off the pad
One engine fails, avionics fail things are not looking good
Feedpressure is too low to make orbit. The C1 will not make orbit. Cloe Frimaut (P), Alexander Hoffmann (E), Eva Larsen (P), Elene Eikina (E) will re-enter in the ocean
Due to delays in R&D the Mars6 recognisances orbiter designed to scan for resources will need 2000 d/v extra
The new booster addition seems to work well
But detaching them takes some of the wings with them
Approaching orbit, look at the huge kick stage, originally designed for Jupiter probes
Mars 6 is en-route
A resupply mission (boring)
The backup of Mars 6 becomes Luna 24. We forgot a fairing half though.
Luna 24 will start with mapping the earth, then head to the moon
Meanwhile Canopius 11 begins its orbital ballet. It will swing by several moons after a small plane change
First up is Calisto
It will be used to change the plane of the craft and boost the orbit a bit
Passing very low over the surface
We will have another encounter in 2 weeks
The last of the Vega class crafts heads to the Luna station
Part of the mission is to install new Vacuum scrubbers
Polaris 9 is the second flight of Block C. It uses a re-designed second stage, still under 700t
This time Eva Larsen (P), Elene Eikina (E), Liam O'Brian (P) get used to the craft
The new stage works just fine!
Orbit is achieved and we have 4 days of supplies before we return
Ablator gets really hot. Why is this capsule less capable than the Mk1? I should not have updated deadly re-entry. After 4 attempts they land safely
Second pass at calisto
Next stop Ganymade
We still have an old probe in orbit of Vesta. Why not try to land it?
No throttle means it is hard. fortunately we have unlimited ignitions
Final descent on RCS, slows us down just enough
To safely land and deliver a crapload of science
Polaris 10 heads to the moon on block B5. A new lander that can house 3
Eva Larsen (P), Elene Eikina (E), Ann Johansson (S) release the lander after the TLI
This is where we discover the whimsy solar panels. "Uh command, this is not going to cut it, we are losing power quickly."
As the craft speeds away a decision to scrap the mission must be made quickly or face the consequences. Elina goes outside to extract the solar panels on the lander that think they are still in the fairing.
That still is not enough, "Power up the LEM" Eva decides to shutdown the CM and move over. That will reduce the power strain.
It works barely, we won't need the CM until re-entry though.
The view is quite different
And they get pulled out of their seats during the correction and insertion burn
The rest of the spacecraft functions nominally, they end up at exactly the correct inclination to land at Sambo
The ship will be abandoned and will need to be powered up after the mission, that means the LEM must do the rendez vous. Some batteries are locked as a precaution.
The new lander design feels slugglish
We are landing 21 km from the base.
The rover is put on auto pilot and takes 3 hours to get there and pick them up.
Finally! but now we discover Elina has lost her tools. She will need to go to the base to fetch some
Ann will start doing science
Elina adds the food reserves to the base
And fetches the radiators, while crashing a solar panel on the rover
Lets hope this works
They drive up to the powerplant to mount the new radiators that each have 50kw of cooling power
There, this should do the trick, now lets get to the base and power the reactor
I'm sure that will be enough right?
Entering the night, we will see. Mission plan is 90 days on the surface
Oh, another moon
Setting up another node, Europa in a few months for 158 m/s
What if we could get to mars faster? Canopius 18 tries to slingshot around Venus to get to Mars
Without a fancy calculator, its just try and see what happens
And .... its on its way. At least we will get a flyby. Doesn't look like we can kick up the orbit enough
Spica 5 is a storage container that allows for larger base construction. It's not completely full because it would be too heavy. However supplies can be transferred into it
Good insertion, we will need to wait for the base to pass under us
The sun is back, it has been brutal. Altair 4's old power cells had to be used to make up for the loss of power, we need at least one more nuclear generator
Elena runs an experiment with old fuel tanks, we might make a fuel depot here
Adding those to the lander
And getting fuel from Spica 3 descent stage that was still sitting nearby
We are having a great time
There, that starts to look like a nice depot (the kraken will eat it though)
Spica 5 starts to descent, plenty of fuel
Forgot to detach the engines, it would take for ever to wiggle it in place
Again some deployment issues, but the solar panel works, it is time to remove the wheels of the lab and hab
If we could find a way to connect Altair 4 to it..... We can probably drag it in place with the rover
Proud arial shots
But with the second night approaching it is decided to head home as Polaris 10 is coming overhead soon and the dv margins are slim
The reduced weight should help though
Lift off. Now our rover is 21 km from the base....
Orbit and rendez vous achieved.
Same juggle. The lander will power the main craft, only switching on avionics when needed
Keep everything pointed at the sun
Slowing down
Transfered to CM, thanks LEM!
Final launch if 1971 Polaris 11 will be an unmanned test of a new lander, using direct ascent
6 F1 engines power the first stage, 6 J2 the second
The transfer stage can also capture, this is unexpected.
A descent stage handles the inclination and deorbit using 3 RL-10 Lunex engines
Killing horz. velocity over target.
Final descent
Just before touch down the stage is jettisoned
Well okay a bit too high up
Great precision landing and we think we can get home. It will stay for 150 days to test boil off
Altair 4 explodes without any reason, this is bad
Mars 4 and 5 have arrived at mars and are put in an equatorial and polar orbit.
So is Mars 6, it will act as an relay and scan for resources where the landers may land
[1.12.5]KIU Chinese Pack
in KSP1 Mod Releases
Posted
I could probably whip up a patch