thunder175

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About thunder175

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    Rocketry Enthusiast

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  • Location Northern Virginia
  • Interests Defense Acquisition and Program Management

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  1. Using the experimental build #20181103.6 on a 1.5.1 modded install, I'm getting the following log spam and and the VAB build list isn't working. Interesting enough, it does display the SPH and R&D menus.
  2. @Beale Any updates to the problems reported by the last two posts? I'm having the same issues with the most current version and 1.3.1. Interestingly enough, if I remember where I left off and edit the file manually after closing KSP, the sequencing starts again as would be expected. It appears that the plug in is not writing any new data to the file, although it is updating the last modified time stamp.
  3. I've seen some odd behavior in my current save. For some reason the VAB assembly queues is only showing two rates, instead of multiple. Apparently its lost the additional queues. On the upgrades tab in KCT, it looks like I should be seeing the additional rates listed but they are blank. Is this an after effect of CustomBarnKit meddling?
  4. Was RemoteTech compatibility ever integrated into the baseline? If not, any chance to add a requirement for a valid connection to mission control via RT?
  5. Just following up from an earlier post. I love this mod with KCT on a new career save. It's really helping keeping the clutter down in the craft files since I'm using a block buy mentality in my spacecraft design. Definitely recommend using the name outside the brackets to differentiate between craft in the KCT construction queue. I know there was a desire to keep this mod lightweight and simple, but I offer a suggestion to expand the mod with a GUI for true program management. Would be great to have a log per program showing all vehicles, with launch date, cost, etc. That would finally eliminate the need for a separate Excel spreadsheet for the truly OCD.
  6. A feature enhancement I'd like to see if possible would be an option to disable the circularization burn after reaching the programmed Ap. Alternatively, how about at least be able to set the coasting time before executing the next node? Very annoying that the craft immediately turns to the circularization burn node and burns up monopropellant if I am not quick enough to shut down the RCS or puts solar panels out of position or optimal charging. Even more elegant solution and feature enhancement I'd like to see for RT users would be to automatically add the circularization burn node to the RemoteTech Flight Computer.
  7. I just tested this with KCT and indeed it does work with a catch. Since KCT basically saves the spacecraft in the persistence file until its ready to launch, the name is still bracketed in the KCT assembly queue. In other words, if you have [ComSat] and click build a couple times, you'll have multiple [ComSat] being built in the construction queue with no numbering. When you roll out to the pad and then hit the KCT launch button, the vehicle is then name appropriately as ComSat 1, ComSat 2, etc. I think this will be especially useful for block production when the design changes slightly. The one thing I would ask is that for those of us adding to existing saves, there doesn't appear a way to get ProjectManager caught up with our current numbering scheme. Does the plugin store the current sequence number somewhere? Or asking another way, is there a way to manually increment the number sequence to start at a higher number? I track everything manually in my own Excel file and would like to utilize this in my ongoing save.
  8. Is this compatible with Kerbal Construction Time?
  9. Then remove it if you don't want all the Saturn parts rescaled to 6.375m/4.25m. The current iteration of the rescale patch only applies to the Saturn components, not Skylab. If you want to use the rescale patch, then I recommend using Procedural Fairings to create an interstage to interface the S-IVB 4.25m to Skylab's 3.75m base. Only other option is to wait for someone to add the Skylab components to the saturn_rescale.cfg file. I'm looking at it now and I'm not brave good enough with the MM patches to try to make it work, so I'll defer to the design team.
  10. @Rory Yammomoto By chance you didn't install Saturn_rescale.cfg in your Game Data folder somewhere did you? This looks like the Saturn parts have been rescaled to 4.25m in accordance with the patch in the extras folder.
  11. thunder175

    [1.5.1, 1.4.5, 1.3.1] RemoteTech v1.9.0 [2018-10-29]

    Seeing the wonderful Commnet Constellation mod has me really looking forward to RT 2.0. I did have a question and/or feature request regarding the ground stations on future implementation of the constellation mod and posting here as it is more applicable to the future version of RT. Any chance we can segment the ground stations by frequency as well as the satellites? Would also be nice to be able to have the color picker work for ground stations dots as well to visually differentiate between ground segment networks. Cumbersome to change the raw RGB value in the MM patch. Not sure if this is already planned. If not and you like it I can submit as an issue on Github for tracking. Also from the other thread I definitely like option 2. Allow us to set frequency by individual antenna for cross-banding solutions.
  12. @magico13 I've noticed something over the past couple days that I want to report. I have three launch pads. The first (default) is still Level 2. My other two pads are Level 3. I like keeping one pad level 2 for lighter launchers. Usually on initial load, the VAB timers are only rolling for the first two entries in the construction queue, everything else is awaiting construction. When I change pads using the buttons, the other queue'd items begins constructions again (up to 4) and all is well. I haven't tried or verified this behavior in a fresh save. When I downloaded your latest dev build you recommended a few posts up, I started noticing this behavior. I'll see if I can get some screenshots next time it happens.
  13. I was experimenting with RSS the other day since I was going to use KSP+RSS for some visualizations and graphics for a project since STK is just plain ugly. I tried out the US Probes pack here. I was looking at all the fully built probes and was fascinated by the TDRS models specifically. Earlier in the thread I posted my simplistic but functional Barquetta based "TDRS" using the small BDB folding antenna's. So my question is this: is it possible to place on your roadmap some new designs for folding and expanding antenna like TDRS A-G and K-M after the conclusion of your current efforts? I've always thought a variety realistic but still Kerbal-style folding antenna have been lacking. I know we got some options by other modders, but I think you are the man for the job with your distinct style and attention to detail, as well being able to seamlessly integrate with your existing series of buses. I think that it might be in scope of the Probes Plus since there could be a variety of uses depending on the configuration. For most of my antenna needs I'm using a mixture of Probes Plus, BDB, and even Contares (antenna only). Thanks for your consideration and as always the wonderful work you do.
  14. @magico13 I reverted back to my changes in CustomBarnKit that were causing the issues, and after installing the new version of KCT with my current (backed up) save all seems to be working fine. The only significant changes to my custombarnkit config were adding levels to the astronaut complex and mission control. So I can't comment on @Streetwind issue with the launchpad.
  15. You know I've thought that for a long time. A few different mods, including AmpYear, are saying max darnkess at 6.4x Kerbin (3840km) at GKO is ~58 minutes. I've even ran this thru the SMAD worksheet. So I've always had to pack my comm birds with batteries to last me an hour. On the small size of the Barquetta they start to add up quick, even with small and efficient antenna assemblies. In my universe my Kerbin has a slight inclination but not enough to avoid the daily eclipse. So I just pack my comm birds with batteries. Looks odd but it gets the job done for continuous comms.