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columini

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Posts posted by columini

  1. 8 minutes ago, ss8913 said:

    are you using the right version of kopernicus for 1.2.2?  trying to use a 1.3.0-compiled kopernicus could easily explain it...?

    Well for my ckan install, I used kopernicus 1.2.2-6

    And for the clean install that I did, I used the kopernicus version provided in the IAR file.

     

    Here are the exact step I followed:

    1) I went to steam, right click on KSP, properties, betas, "previous_1.2.2" to get the 1.2.2 version

    2) Moved the KSP folder away from steam because I had some bad experiences in the past with steam auto updating my KSP and thus deleting my moded save files.

    3) downloaded the file from spacedock https://spacedock.info/mod/254/Interstellar Adventure Revived

    4) extracted the files to the game data folder (IA_Revived, Kopernicus, ModularFlightIntergrator and ModuleManager.2.7.5.dll and ModuleManagerLicense.md)

    5) run KSP.x86_64

  2. 13 hours ago, Cabbink said:

    It is Possible That The Mod Needs to be updated. As I see, Your Ksp Version is 1.2.2, and you have 1.2.1. I recomend re-install.  Good Luck!

    Well i tried to get a clean intall of ksp 1.2.2 with just the current IA-revived mod from spacedock and no other mods (except kopernicus and modularFlightIntegrator obviously)  and I have the same bug.

    (I also tried it with ksp 1.2.1 and the mod doesn't work in this version)

  3. I have a really weird bug. I installed the mod through ckan with a few other mods and a lot of planets/moons are missing.

    What's weird is that most of them are here, so I assume the mod got installed correctly but some of them are not working.

    missing planets are : braciaca, all of trappist's planets, eotia, kolasi, dulcinea, galene, draugr. (and some moons)

     

    Any idea how to solve this please? (KSP 1.2.2, linux 64 bits, mod verion 1.2.1)

  4. Could someone help me please ?

    I installed the mod along with some other mods (mostly KIS, KAS, Kethane, Pathfinder, SCANsat, TAC LS and Kolonization but here is a full list of all the small mods : http://imgur.com/uj1KKWu (+wildBlueTools that was outside the screen capture region)) and most of the parts are missing (Magnetometer, launchpad 1 and 2, OMD, etc...)

    The part folders are in the gamedata/ExtraplanetaryLaunchpads but they don't appear in game (I researched specializedConstruction and sciencetech).

    Is there any compatibility problem with one of the mod I installed ? Is it a know bug ? Any idea how I could solve this ?

  5. So I wanted to try this mod and in my first quarter I got 100% satellite coverage on Kerbin, Mun and Minmus with the USSK and I just got 12300 funds for that.

    This is ridiculously low. Is it normal ? Right now it doesn't allow me to play the game without those stupid contracts that I don't want to do.

  6. On 17/11/2015 20:34:11, mrsolarsail said:

    [quote name='Kreole']Greetz and Thanks ...

    First a question on the tutorial. Do I orient the sail so I am looking from the backside (anti-pro grade) of the sail directly at the Sun and have it centered (on all axis) and then set cone to 0 degrees, set then time and lock attitude? This is a point of maximum force on he sail and acceleration. I see that in the numbers.

    Secondly, when you say "command", is the sail supposed to orient in real time as I adjust the cone +- 90 or the clock +- 90? If this so, I am not seeing any kind of sail reorientation occur, even if I time forward. I do see that acceleration persists so that is kewl, it's that I can't seem to get the control GUI to orient the sail real time or planned. I also cannot preview on the map. I can't see a predicted orbit (just flashing on occasion from my icon in whatever the select orbit color is), but I do get final element results. They don't seem to matched or at least they are showing the persistent calculation.

    I'm running KSP 1.0.5 in two different test installs, one 32 bit the other 64. I've done every version combination of solarsailnavigator and persistent-thrust to no avail. Both of these installs are the bare minimum to try and figure this out....

    My base playground in both 32/64 is the following:

    KSP 1.0.5
    Module Manager 2.6.13
    Mechjeb 2.5.4.0
    Haystack 0.4.1.0 (Haystack isn't supposed to have any relationships, but I can't a button without toolbar 1.7.10
    Hyperedit 1.4.1

    Ultimately I want to use Interstellar Extended most importantly, followed closely by Near Future. Of course I dived right installing until I ran into this issue.. tried going backwards and stuff. Then finally started clean with the two above playgrounds... still the same issues.

    Anyway, I hope this helps some. I've never been able to play with solar sailing type sims other than GMAT and that is too antiseptic among other issues.

    ~K

    Thanks for the feedback. Do your controls have a "Lock Attitude" toggle button? If this is active, the sail should follow the controls. You also want to click "Set to Now" button when starting a new command sequence, to reset the start time to the current KSP time.

    A positive "Cone" angle will tilt the sail so the sunlight bounces off of the sail to the left, if you're looking through the sail at the sun. The reflected sunlight will act like rocket exhaust to boost the orbit. A negative cone angle will reflect the light to the right, pushing against the orbit and shrinking it. Hope this makes sense. Once you get the hang of the controls, you can switch to "Map" view and see how different sail angles for different durations affect the future trajectory (check the "Show preview" toggle button).

     

    I have the exact same problem. The mod doesn't work, it doesn't rotate my ship.
    That makes me pretty sad because it looks like a great mod :'(

  7. Is it possible to aerobrake with the whole modpack ?

    I had a small satellite with 2 material bays filled with science parts fly by the moon and come back and I wanted to use the atmosphere to come back to earth, but even with a periapsis of 120km my probe just explode the first time i go trough the atmosphere.

    I didn't expect aerobraking to be easy but exploding at the very edge of the atmosphere seems a bit crazy to me. (I had a heatshiel too and a tail connector A on top to keep the heatshield pointed prograde)

  8. Is it normal that the KVD1/CE75 vacuum engine spins like crazy ?

    I have a perfectly symmetrical satellite with my thrust vector aligned with the center of mass and when I only use the KVD-1 engine it's perfectly stable, but as soon as I start the CE75 small engines (the ones that are supposed to allow me to turn) the ship starts spinning (if I don't press any keys). I have to fight it really hard to keep it straight it's kind of annoying (I don't have SAS on my ship).

  9. I had the same problem too. I narrowed it down to first play after install. When you install it, and play it for the first time, I experienced these issues. So naturally, what I did when I quit the game was to re-install everything again in case I made a mistake, and so I had the same issues again after reinstall.

    But if you play it a second time and onwards after the that first install then it seems to stop with these issues and become "stable".

    Okay, thanks for the tip. Unfortunately after further investigation it looks like it works opposite with me : It's fine the first time but doesn't work the next times.

    Then I though this might be linked to a stock bug that I have since 1.0 (due to my controller apparently) where my settings keep resetting each time I start the game (this bug : http://forum.kerbalspaceprogram.com/threads/118981-Settings-keep-resetting or http://steamcommunity.com/app/220200/discussions/0/620712364031370446/?insideModal=1) and it looks like if I delete setting.cfg from my ksp folder before starting it the mod works perfectly.

    I guess I'll keep doing that until this bug gets fixed. But it's probably up to squad.

  10. May I get some help with a weird problem I have ?

    I tried installing this mod with ckan on linux but somehow I still have the kerbol system. It looks like planet earth's texture when I'm on the ground but when I zoom out the texture switches to kerbin. And when I'm in space or in the tracking station, the system is kerbol system (except that when i mouse over kerbin the name is earth)

    It's almost like I have the kerbol system with a planet earth overlapping kerbin. I don't really know how to describe it accurately.

    I tried going back to ksp 1.0.2 and rss 10.0.1 but it still does the same (the only difference is that my KSC is in the middle of an ocean in 1.0.4 and in the middle of mountains in 1.0.2)

    The mods I have installed are kopernicus, module manager, Real solar system and rss's textures 2048x1024. I've been trying to figure out how to solve this problem for hours but I couldn't do it. Does anyone have any clue about what could cause that ?

    Edit : Hmm, that's weird. I though I was doing it with a clean install but I tried again and apparently it works now. Maybe it was a conflict because of the order I installed the mods.

  11. Hello everyone. It's my first time posting on the forums even though I've been playing the game since alpha but I really wanted to talk about this.

    I've started a new game for 1.0 and I really enjoy it so far, but I find hard mode to be a bit too grindy. I think it would be more enjoyable if instead of nerfing the incomes hard mode would nerf the rocket parts.

    Wouldn't it be better if parts were a little heavier, engines a little less efficient and/or powerful, atmospheric drags a little more powerful and parts a little less resistant to reentry ?

    What I'm looking for when I play hard mode is not to have to do 10 easy missions instead of 1 to get the same amount of cash/science but rather to have to do 1 really difficult mission that would get me that cash/science.

    Maybe we could even get greater rewards than in normal mode because there would be a higher failure rate on our flights.

    What do you think about it ?

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