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algeo

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Everything posted by algeo

  1. I figured as much, which is why I didn't quote you.
  2. The thread is almost three years old.
  3. While RVE isn't 1.1.x yet, the old linux version works perfectly on 1.1.2 (windows) 64bit if you just follow the advice(s) on the last few pages in the RVE thread. Just thought I'd mention it if you're waiting for a new RVE version.
  4. Isn't that the rescaled fin bug? Or is there a new levitation bug? If it's the fin bug, all you really have to do is increase their mass (strength) to offset the negative weight until the dv with the part is lower than without it.
  5. Isn't Bobcat's stuff pretty much dead? The only Soviet rocket mod I know of for 1.1.2 is this one. I'm sure someone will correct me if there's another up-to-date one.
  6. Thanks alot! Working clouds and no exceptions. I'll be sure to sacrifice a kerbal in your honour by launching them right at kerbol.
  7. Doh! I can't believe I missed that despite sifting through the last 5 or so pages. Thanks for quoting yourself instead of scolding me for missing that. Anyway, it removed all the NREs but now my clouds look like a blocky disaster. This time I didn't miss anything, did I?
  8. I'm getting some NREs that have me confused. They fill up the log whenever I'm in flight. At first I thought it was an issue of mods being incompatible with one another, but then I narrowed it down and found that it was SVE causing the exceptions. Testing on a fresh install with only SVE/EVE/Scatterer/MM (i.e. the SVE package) I get less NREs, but still quite a few. It's worth noting that I have no immediate issues in-game (crashes that might be farther apart without the exceptions, I suppose). SVE looks just like it should... spectacular. Modded log No additional mods log Any thoughts?
  9. The edited video is quite possibly one of the most beautiful things I've seen.
  10. I try not to biome-hop or use labs at all. I never launch anything that won't bring me a profit in career mode. Sometimes I do have to set up an infrastructure that isn't initially profitable, but in the end it has to bring in some net gain. I try to avoid using parts from heavier mods (like Interstellar) until I've unlocked all of its nodes. Sometimes I break this rule. When playing RSS, anything I accomplish that doesn't seem feasible in reality is immediately aborted by crashing into the nearest planetary body.
  11. With FAR it really depends. If you happen to make the most aerodynamic craft known to kerbalkind you'll probably get to orbit with much less dv required, but generally I think FAR adds some Dv required for orbit (especially if your craft isn't a perfect rocket-shape as more course corrections will likely be needed, and you'll be slowed down by any flat surface). What I mean to say is that it can adjust the dv needed both negatively and positively... it really depends on the craft. With something like this it might add some at least, since it is far from symmetrical with the shuttle on one side and nothing else balancing out the drag and weight on the other side. If it were just the shuttle it'd get to orbit with far less dv required than with the shuttle and the carrier. It's fun though! And you really have to build on feeling. Generally I use the VAB/SPH FAR tool to get all my numbers just right for all elevations and velocities, but with something as asymmetrical as this, all that window tells me is "EVERYTHING IS RED! WE'RE ALL GOING TO DIE!" I also forgot to mention something funny in the album for the Ablator. I wanted to go for a KSC landing with the second landing, but with clouds in the map view I completely misidentified the continent and landed somewhere else entirely. That's far more of a nuissance than FAR, but I know people have complained about this so maybe that'll be toggleable at some point in the future.
  12. I went straight on to the next one. This time with mods. Mods used: Mechjeb (info window only), FAR, SpaceY, Tweakscale, Fuel Tanks Plus. Mods installed: Many others, none of them used for this mission. --- Craft specifics: Name: Space Shuttle "Ablator" (Because it amused me since I put a fuel tank nosecone on the shuttle, knowing full well that it would explode as soon as I tried to re-enter). Left-hand stats are with carrier. Right-hand stats are shuttle only. Weight: 1,704.353t/170.214t Parts: 65/53 Delta-v: 3718 atmo / 2217 vac Cost: 977k/110k -- Unlike my stock shuttle, this one flew like a dream (and looked nice - except for the tanks in the wings... I wish the wings could carry LF and oxidizer). I did have some amusing problems, though. For instance, I didn't notice that the sub-assembly had solar panels and decided to deactivate batteries on it to allow a trip to apoapsis without draining the charge. Unwittingly I deactivated the charge in the probe core . And all potential fuel concerns were, of course, thrown out the window with such a large carrier. In fact, during my test run I went for a 100km orbit with a gravity turn and realised that the carrier had to be dumped with lots of fuel left in it and I needed less than 500m/s in the shuttle for circularization, maneuvers for the sub-assembly, and de-orbit. That didn't feel very challenging so I decided instead to go as high as the carrier would allow me. This challenge really renewed my appreciation for mods like Tweakscale when making wings and stuff. --- Images:
  13. I thought I'd try my hand at this. Mods used: MechJeb (only for the info window seen in the lower right hand corner of the images), FAR (because it's installed and I didn't feel like deactivating anything) Mods in install: Maaaaaany. However the only ones that had any effect on the mission were the two mentioned above. I consider it stock with an info window and a more annoying atmosphere (didn't use the FAR info window as that would've made keeping the shuttle stable on descent easier). I went out of my way to make sure I used no modded parts and never rescaled anything. I have no other mods that affect the atmosphere or anything like that. --- Craft specifics: Name: Space Shuttle "Wonky" (a well deserved name, though "Wobbly" might've been more accurate). Left-hand stats are with carrier. Right-hand stats are shuttle only. Weight: 391.928t/123.083t Parts: 81/62 Delta-v: 2319 atmo/ 3390 vac -- This is kind of pointless actually. I used all engines both in atmo and vac, and both separately and together. Around 5.5 to 5.8k in total anyhow. Complete overkill which just gave me problems on descent. Cost: 302k/123k --- The craft was wobbly and awful (mostly due to having the COM way too far back), but I had fun doing the challenge. As you may have noticed... I'm more of a spacecraft-person than a plane-person... that's what made this challenging for me I suppose. I may consider doing the more difficult ones, but if I do I'll go modded instead of stock. Some SpaceY and Tweakscale would probably result in a much more stable craft. --- I'm not sure if siphoning fuel from the carrier is against the rules. I couldn't find any such rule. Anyway, as you can see from the images I hardly needed the fuel I siphoned. I'm just a bit paranoid. --- Images:
  14. I normally have it set to only update when I play (and play without steam on), but I needed a fresh install for troubleshooting, and steam offers no new installations of old patches as far as I'm aware. @NecroBones I'll have a go and report back! Edit: Everything's back to normal with the new FTP update. Thanks for all the help.
  15. Just made a fresh KSP install (albeit 1.1.1 rather than 1.1 - I'm on steam so I can't help getting that new patch) with only IFS downloaded from this thread (1.24), FTP from Necro's main thread (1.8.2), and the MM bundled with FTP (2.6.23). Everything else is completely fresh from steam. Still having the same issues. All FTP tanks are affected, stock tanks remain unaffected of course. I feel like I must be doing something wrong since no one else is having this issue. But with a completely fresh install I just can't imagine what that would be. Hopefully you have some other ideas; IFS and FTP are two of my favorite mods. Edit: Log if you want to have a look. Edit 2: No Z-fighting with FTP+Firespitter. I guess that's something of a solution, but I'd really prefer to use IFS if at all possible.
  16. Yep. All of the relevant mods have been reinstalled in the hopes of the installation being faulty. I find it very curious how I'm having this problem while it seems to be fine for everyone else. Normally I'd reinstall everything... but with the switch to 1.1 so recently (I haven't even started up a proper save yet - only a sandbox for checking mod compability) it hardly seems likely to help. I'll do more experimenting when I get home this afternoon.
  17. Right, of course. I'm sorry for not including a log. I've already attempted to delete the MM cache, but I forgot to mention it. Here's a log with only MM, FTP, CCC, and IFS active. https://www.dropbox.com/s/diqng30qbrneiko/KSP.log?dl=0
  18. I'm still having some z-fighting issues and have been led to believe that IFS may be causing it (from browsing other threads), despite using the latest versions of IFS, CCC, FTP, and module manager. Any tips would be much appreciated (and I apologise if I'm barking up the wrong tree).
  19. I couldn't agree more. When I first saw the open letter on KerbalStuff I nearly shed a tear; I thought I'd have to go to Curse for that which CKAN CKAN't provide. I'm incredibly glad to see that the community isn't just going to let a great site like that die.
  20. Clearly cantab's Kerbin is being sucked in to a black hole.
  21. Does that fix the timewarp kraken though? KJR really helps with that by doing whatever it does when it says "stabilizing physics load(or something similar)" when you go out of timewarp. I've only had it happen like twice during all the time I've used KJR (since 1.0 or so), and I used to get it all the time. Edit: My bad, didn't actually read through what you said properly.
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