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Miravlix

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Everything posted by Miravlix

  1. I didn't make the OctoSat code, someone else tried to make it AR compatible, but for some reason it was broken, I found out every entry was missing simpleRange, so the Sat only worked while loaded. Anyway that lead me to speculate why it was needed to both write an AR entry and one for this pack. Can you read the range value at all? Then a quick hack to export it into your own list of antennas that could be searched or sorted depending on range? Of Course only as a temporary fix as it's bad to copy, resulting in wasted memory.
  2. You don't have access to the data that makes an antenna AR compatible? @PART[OctoSat_Com_HalfTop]:FOR[AntennaRange] { %MODULE[ModuleDataTransmitter] { %name = ModuleLimitedDataTransmitter nominalRange = 3000000 simpleRange = 9000000 maxPowerFactor = 8 maxDataFactor = 4 } }
  3. Tried it for a short while and it does seem like, it gets my rockets into space in a fairly fuel efficient manner. Unfortunately that's not the same as it being a good launch, had one rocket end up coasting for 10m+ before it reached the edge of space, so I could finally do the worthwhile warp and generally it seems like this solution tend to keep the rocket at sub 70K. The heat model allows it with no problem, I think maybe because the current system at higher altitudes end up cooling the ship faster than it can be heated and I wonder if it wouldn't result in explosions and inefficiency in the real world.
  4. Stock KSP is just too unrealistic for me to enjoy. KER, Trajectories, Kerbal Alarm Clock and a ton of other addons is required to make KSP even remotely feel like I'm pretending to be involved in a space program and not some messed up space sim. Flying by the seat of your pants, is movie stuff, way unrealistic.
  5. ...! I'm very glad some random person didn't have those phone numbers, because you people is freaking sick for calling them. You don't go looking for random numbers in a freaking game to cold call!
  6. I think this is bogus and based on the Op not knowing how to fully check KSP's memory usage. OpenGL on Windows consistently uses less memory than the other two modes, when you fully check all of KSP's memory usage and since all memory usage count toward the out of memory crash, it's kind of pointless to report where it said it used 500 MB, when it virtually still used 2-3 GB. (I've had times the GMP memory report mod thought KSP only used 500 MB)
  7. I did go to space today actually and then promptly crashed my freshly balanced (for getting to orbit) Mk3 Shuttle into it's fuel tank, knocking off the engine. Separating in 60-70k range, result in just enough weight to kill the push away effect of decoupling, so it will float up with you to your circulating burn.
  8. I think you intend for the mod to not effect flight, but I also seem to have encountered some really weird behavior due to uninstalling it. I installed RBA a while ago, created my Learstar A2 and flew it to space just fine, but due to reverting causing VAB to loss categories and giving me all parts in one big list, I was uninstalling mods to narrow down the issue. When it came to uninstalling RCS Build Aid, my Learstar A2 tipped over on launch, install it and it flies straight as an arrow. Might have other situation where flight isn't the same with or without RCS Build Aid installed, but I've not yet started to test those, as I fully thought RCS Build Aid was a VAB only visual add on, so I was not investigating it for flight issues. BTW: With RCSBA uninstalled it seems the game stopped having the one category issue after returning to VAB. Whatever directly or due to RCSBA breaking another mod, it is involved in some weird behavior.
  9. PARAM { name = ReachState id = ReachState state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = V-2 title = Reach a suborbital situation notes = allowStateReset = False targetBody = Kerbin biome = situation = SUB_ORBITAL minAltitude = 30000 maxAltitude = 120000 minTerrainAltitude = 0 minSpeed = 150 Can't get this to complete, once I got the 150 m/s completion when doing way faster, but most of my tries at suborbital result in neither 150 m/s completion or suborbital. Unmanned and destroying the V-2 get's completed.
  10. I think the Sun has a magic zone, where it explodes anything. http://forum.kerbalspaceprogram.com/threads/39440-Lowest-kerbol-orbit?p=505596&viewfull=1#post505596
  11. Just build bigger rockets, so you don't need refueling.
  12. Actually, I think the latest version is not supposed to use 9001 anymore. I know for a fact that crew is still marked as being on vacation if I change 9001 to Available. If I leave them at 9001 they are simply gone, not shown as existing in any tab in the astro complex. After a few days of missions, my Astro Plex has zero nauts left and I have to go edit my save to get them all back.
  13. Lord Aurelius' Mod Stock Science Tweaks used to refer to them as Probe Reports but changed them to Telemetry Reports. Only one problem with that, I'm not using Stock Science Tweaks. I'm fairly sure I don't use any mods that change stock science parts or add them. Note: Scansat, not sure if FR detect one of the orbital scan completion science analysis as a probe report, as that is the only thing with any Science stuff, I have installed. Note 2: I did have RoverDude's PackRat rover installed, it has a Camera, but I think FR correctly detect that one as camera.
  14. Why does my 200K Orbit Station insist it's better to go through whatever I have floating around in the 199 to ground level bracket? The logic for deciding what route to take to Mission Control, seem to have been reversed from what would be natural behavior. You don't jump to 20 other ships because they happen to be in between you and the target, you check Max Range and move towards Min, not the other way around.
  15. Badlands Biome Mission. Probe Report - Uhm, Probes doesn't do reports, also the mission requires crew reports, not very logical to have probe and manned mixed up.
  16. I think the 9001 crew issue is triggered when you revert a flight. One way to correct this issue is Edit the save game, Search and replace " 9001" (Space is important, since the save file contains a lot of numbers and at least some of them is going to be 9001. With " Available" and the missing kerbals will show up in the Astro Complex.
  17. Life is to short to be upset about breathing. So why does everyone keep doing it?
  18. 2 Lander Can (With four side chutes and a big one on top, four solar arrays and some batteries) Cargo Bay, With scientific stuff. Fuel Can and four thugs with landing gear attached to the thugs. Some ladders. All stock. Only non stock parts I have installed is USI Colonization stuff, but I haven't really gotten around to using it much. The rest is just display mod like KER or quality of life mods. I try to avoid anything that modify stock game behavior, Antenna Range is the most radical mod I have installed at the moment.' No heat shield, why would I waste time on that in a stock game, even at 120% heat, it's not needed for Kerbin.
  19. Multiple times, two Mun Lander missions in a row right now. It's not most of the time it occurs, but that might be because in all my gaming so far, I really hate Mun lander missions, but in this career game, I'm putting a lot of effort into Mun science farming missions. Trajectories red line, seems to follow a more scientific model, but it put's the actually "You WIll Hit Here" marker, right where the full stop landing ends up.
  20. Situation: Return orbit from Mun. 30ishK Insertion. Vehicle: Simple 2 seat lander. No wings, no drag items, no airbrakes. Just a fuel can with 4 thugs with a 2 seat lander on top. I hit 70K and my 3k+ m/s speed is right away dropping, I never hit the heat, because the vehicle is below 1K before I hit 40K. To make it even weirder, speed keeps bleeding off, until I'm down to 60m/s. At 20ishK 60m/s is a really really slow trip down to the surface, but strangely popping a chute and the craft speeds up to 200m/s or so. Even better Trajectories actually predicts that my craft is going to bleed of speed that fast and land right on target.
  21. 1: It's totally weird to launch a MPL and time warp several months. 2: See 1 It only takes a Minmus mission that hits a few biomes to completely fill out the tech tree, so why your wasting your time with even launching and setting up a MPL is weird.
  22. Early Game, two person rocket, Landed on Kerbin and I take Val and the other Kerbal out to do eva science stuff. Recover the other Kerbal and leave Val and the Rocket to be recovered, except as I enter tracking, I can't find Val. Recover the Rocket and check the Astronaut building and she is listed as K.I.A., uhm, I have "missing, not killed" on in this game. In the save file, at the end of her mission log, she has the stuff from the mission, but it ends with # killed and then she entered another glitch mission, where she was killed too, the game really wanted her dead.
  23. Time Warp for Months/Years. Makes life interesting keeping track of all the missions, I end up having going on at the same time, especially avoiding that all the missions don't need attention at the same time. If only Kerbals could do nodes on there own, but I don't think we even have mods that allow non-focused ships to do stuff.
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