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Nobody6

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Everything posted by Nobody6

  1. Right now I was in the process of creating a clean logfile, but now it works?!? Both left,right and middle mouse click plus Alt open the "Blocker Menu" now... I have saved the logfiles (which are insanely big: 20 to 30 MB), but I don't see an option to append/attach them here. Are you're interested in them anyway? I could send them to you by email if you give me some contact information via private message or something.
  2. Unfortunatly, no. Left, right or middle click, with alt, cntrl, shift or any combination of those. Wether it is in the VAB or the SPH. I even tried the Research center. None do open the "Blocker Menu". They only (de-)selecting the part or extending the infobox as normal.
  3. Hello, yesterdays update made me read the manual in the first post. And was surprised to find that it opens a menu with an ALT-click. I tired that and nothing happens (well the part gets selected as normal). I also tired Cntrl-click and various other combinations, but no menu shows up. I checked the console(Cntrl-Alt-F12), but nothing shows up there either. So, how do I remove a part from the list via the menu then, or what am I doing wrong? Do I maybe have to revert to the previous version? I'm running an RP-1 build on KSP 1.8.1. Best regards
  4. I've a annoying problem since yesterday. I can no longer ignite some engines (the A4 and XLR41 are the ones I have access to) instead I get an "insufficient resources to ignite" messages. I'm puzzled why it doesn't tell me what is supposedly missing? However the strange thing is, that the very same rocket was working just fine the day before and I didn't change anything or install any updates in the meantime. Help or suggestions to find out what's going on would be very appreciated. Update: After deleting half a dozen shorthand key combinations I was able to access the debug console and find out that I was missing electric charge... ? Turns out my batteries had vanished or were empty. Still strange but I can at least fly again.
  5. I'm running into the Problem of Peenemünde having no radio-station again. Except that things have moved on and RP0 evolved into RP-1 and RemoteTech is no longer used. Plus the syntax and scripts seem to have gotten more complex, so I'm not confident in just changing e.g. RealSolarSystem.cfg which does contain some ground stations. Some help or confirmation would be appreciated. I'm also surprised that the KSC ground station doesn't automatically move to where the launch site is. I'm playing the current version of RP-1 which is version 1.4.1 for KSP 1.8.1. P.S.: I decided to try anyway and edited the ..\RealAntennas\PlanetPacks\RealSolarSystem.cfg by adding: City2 { name = DSNTrackingStation objectName = Kap Arkona isKSC = False lat = 54.67964 lon = 13.43261 alt = 75 enabled = True The coordinates are not perfect, but it works! (The idea was to use a historic listening station in the area - https://en.wikipedia.org/wiki/Cape_Arkona_Lighthouse#Navigation_tower)
  6. Thanks for clearing that up. So then 2 4M antennas with a 0.75 exponent should be enough - right? Except it isn't I checked on the launch pad this time and the contract still says it's not enough :-( Any suggestions? How is the range/antenna rating calculated exactly anyway? EDIT: Never mind that, the antennas just don't seem to count while they're inside a fairing!
  7. I might have a similar problem. It's my first time using this mod and my first attempt - and I didn't notice the "antenna rating" requirement until now... Anyway, the contract says: "Relay antenna rating (combined): At least five". My probe has HG-5 Relay antenna, rating 4M. Well 4M is more than 5, so that should be fine. Except, it doesn't work and why is it written as "five"? Do I maybe need 5 antennas in total? Or five satellites fulfilling the requirements? Either way I have a nice 100% connection to the KSC so I think it should qualify. I'm only using a few mods besides this one. None of which should effect the com system.
  8. It's fixed. Sorry for suspecting ReStock, but I really thought that the only thing I changed between game sessions. I was in the middle of compiling the logfiles ect. when the update dropped. At least I know how to do that in the future. Something else I just noticed: Are some engines supposed to appear multiple times in the tech tree (with slightly different properties)? This was a thing in RP-0 where you would get better versions later on - are you doing the same? Is there a way to tell which mod installed/added/changed which component? Thanks to all involved for the quick response.
  9. I seems I cannot upload an image...? It's doesn't appear to be as bad as I first thought. It still works, but it's near unusable because the text of most buttons and many other elements have been replaced with placeholders like "#ScienceAlert_label1", "#ScienceAlert_button5" and "ScienceAlert_toggle6". Which is not helpful unless you know from the location what it is supposed to be.
  10. Hello, just had my first look at it ingame and while in some cases I prefer the original old KSP look, most parts look awesome. Since they reskinned many parts beyond recognition, this is a great chance to start using this mod. I believe I have to report 2 bugs though: - one part (I think it's the small reaction wheel) has a non-english name and description with lot's of broken/unsupported characters. If I had to guess I would bet on Spanish or Portuguese - it's incompatible with or rather it breaks "Science Alert Realerted" Thank you for your efforts Nobody P.S.: I'm running KSP 1.8.0 on Win7
  11. Hello, it's been quite some time since I played RO/RP-0, so things might have changed. First, I have just recently read something very interesting about the A4 engine development and was wondering it that was already implemented in RO/RP-0 and if not whether I should suggest it here (in the RP-0 thread) or in the RO thread (I believe https://forum.kerbalspaceprogram.com/index.php?/topic/155700-131-realism-overhaul-v1210-29-apr-2018/ )? I remember there was at least one upgrades for the A4 engine, but I believe this/those were post-war upgrades by the Americans (some description texts would be nice). I read about 2 (maybe 3) upgrades that were worked on and partially tested in Germany: They weren't happy about the injection heads used (article mentions 18 of those). Apparently they were working on something I would translate as "Ring-injector" which was supposed to better mix fuel and oxidizer. Due to lower injections losses this "Ring-injector" would also lead to an increased chamber pressure. According to the article they expected to achieve lower fuel consumption and longer burn times using this "Ring-injector". I assume that meas that thrust was not supposed to change. Switching from alcohol/LOX to Gas-oil(aka Diesel) and Nitric acid (HNO3), basically without any other changes. Abandoned because of low initial accelerations (0.3G, meaning a TWR of 1.3). Nevertheless they expected a range of 400 to 500 km (about double I think) just by changing the fuel. A combination of the two. Either way, I think those could be interesting option in the early game if placed before what I believe are "upscaled copies" of the A4 build in America (NAA75) and Russia (RD-101 and 103?).
  12. Hello and welcome back to Peenemünde! This rather short episode was originally supposed to be part of episode 7 and recorded at the same time. Anyway, I start by looking at the parts that were just researched and then design a rocket using some of them. The episode finishes by flying said rocket. # Launched Name Outcome Details Altitude 10 September 20, 1951, 14:38 Able-Explorer I Success 539 km
  13. Wow, it has been a long time indeed. Welcome back! I have moved this game to 1.2.2 which causes some confusion throughout the video. There a two actual launches this time, and clouds to work in the new version as well: # Launched Name Outcome Details Altitude 8 June 30, 1951, 8:27 WAD HFR III Success Probe recovered 209 km 9 August 8, 1951, 12:23 A4 Super Sonic Crewed Test 1 Success Crew (Jeb) recovered 233 km
  14. After those funny missions are done, we proceed with some proper contracts. We have offers for making a radar map and setting up a communications-network. Let's do these two at same time, shall we? Of course at this point the more skilled players will notice that these two contracts require largely different orbits and cannot be done simultaneously. Oh well, can't hut to have a polar orbiting repeater, right? Any useful ideas about what to do with that capacitor thing?
  15. Hello, and welcome back to Gael! I start were I left of - doing some contracts. And while I do manage to put most of them into the same rocket I fail at doing more than 1 at a time - guess it shows, that I haven't played for 3 months? At least I got some odd locking vehicles out of it and I also put my very first rocket into Gael orbit - only to loose control immediately. I case you're wondering: for the remainder of this playthrough the version of the game and all mods are frozen. I won't even attempted to update them anymore. I don't want to risk breaking things.
  16. As a gift at the end of the year I present you episode 2! My skills have apparently become quite rusty which causes quite a few mishaps and explosions. Although the unusual selection of available parts probably doesn't help either. Happy holidays!
  17. While playing your mod I thought i might as well record it. Maybe I some of you will be able to teach me something that way (or someone might learn something from me, who knows?). If you have suggestions or ideas, or just want to keep me motivated, leave me a comment on youtube or the corresponding forum thread.
  18. Hello and welcome to my second career mode play-through (which will run in parallel if I find the time for any). This is Gael, the Kerbal's home in GPP (Galileo's Planet Pack). The planet is the same size as Kerbin, but pretty much everything else is bigger or more complicated in this modpack. To up the game a little more I'm also using remote tech in this game (because I wanted to know how it works in conjunction with KSP's own kerbnet) and the engineering tech tree. I will also have to pay for the research cost of every part I want to use. In this first episode I fight a bit with the mods until I make them work. I then proceed with a few launches to fulfill contracts to proceed from out starting tech. Turn out one can make a Stayaputnik go surprisingly far, while only using Sepratrons - our only available forms of control and propulsion.
  19. After many delays it's time for episode 6! Well, this might be quite boring as I start a monologue about what I want to looking at available contracts and the research. To investigate if I can reach 3000 km with my current technology I design a rocket (offscreen I believe) and then start simulating it. Half a dozen times. Kerbal typical mistakes aside I fail to achieve this goal. Since that gave me plenty of material, there is no actual launch this time. Now to the viewer questions: Should I continue to make videos from the full material, or should I switch to highlights only? What do think I should prioritize in regards to research? Bigger rockets or better technologies (for smaller probes)?
  20. Thanks @grosser_Salat That particular "tutorial" didn't help me, but PhineasFreak apparently just released his RSSVE-mod which as far as I can tell makes everything work magically ^^. I'm looking forward to making episode 7 now. It's too late for six though, which should be rendering right now. https://github.com/PhineasFreak/RSSVE/wiki/Installation
  21. For launching they will probably be to small. However, they could be useful for a controlled final descent (like Curiosity's descent stage). Or to give a rover the ability to jump over obstacles. Anyway, given the same method you used before - how much thrust would the small engines produce?
  22. It may very well be (considering the minimal weight of a lander, higher gravity and lower ISP). While at it, given its small size, don't you think that the Terrier would make a much better atmospheric engine instead of being vacuum optimized? ;-) Would probably be useful for launching smaller/cheaper rockets from Kerbin, too.
  23. No biggie, I knew that before I updated. However, one of the things you added in 1.0.2 was a RT config file, was it not? And even that says the body is 1, while it isn't anymore (it was in 1.0.1), but it is 5 now.
  24. I just tried to play the first time since the update to 1.0.2, but my game was broken. As expected missions underway were transferred to other bodies and the contract were all wrong as well. No matter, let's start annew... except, that the RemoteTech ground station is nowhere to be found... Gael still has BodyID 1, doesn't it? How do find out where my ground station is, and how do I get it back to Gael? - Actually, found it. It's on Icarus, but how do I move it to Gael now? EDIT Apparently Gael is now Body-ID = 5 ?
  25. Nice idea (found this through the Galileo's Planet Pack thread). I would like too see a modified Spark though - or would that be too weak to be of any use? Oh and shouldn't the engines be slightly lighter due to the smaller engine bell? CKAN support would be great, too.
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