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Charlie the Kerbal

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Everything posted by Charlie the Kerbal

  1. Quick question here, excuse me if it is RO related: My setup is standard KSP + RSS/RO. All latest available versions from CKAN. When I look at this line of code: https://github.com/KSP-RO/RealismOverhaul/blob/master/GameData/RealismOverhaul/Engine_Configs/LR79_Config.cfg#L288-L302 I expect thrust for LR79 to be 850 in the game, when I search my config files, there is nothing else modifying LR79 thrust in my GameData folder. So I apply this patch: @PART[*]:HAS[#engineType[LR79]]:FINAL { @MODULE[ModuleEngineConfigs] { @CONFIG[LR79-NA-11] { @minThrust = 50 @ignitions = 20 @throttleLocked = false @description = Main engine for MB-3-II propulsion system - xyz } } } Basically, I am trying to enable throttling, but none of this config gets applied, including the description. I also would like to do for LR87, so I head to https://github.com/KSP-RO/RealismOverhaul/blob/master/GameData/RealismOverhaul/Engine_Configs/LR87_X2_Config.cfg#L402-L409 This one is more confusing, it specified a min/maxThrust of 1016, but in the game it is 2032, no idea where the multiplication happens, in any case a similar patch has no effect on it at all. I appreciate if one of you can clarify the confusion.
  2. Thanks for all the answers !!! Learned new things today
  3. Odd issue here, not many mods, MechJeb2, EVE, Real Plume. KSP on latest version as per steam, mods are also latest as per CKAN. So I launch to an altitude, and go to map "M" to check something or pick up a target. "M" again to go back and my ship is not there !!! It seems like I am looking at the right location but there is no ship, no rocket sounds either. I can do many MechJeb2 manoeuvres with my invisible vessel and all works fine but so far only way to make it visible again is go back to map or tacking station and switch to my ship again. Has anybody seen something similar, I am just checking if I am missing something obvious like loosing focus/direction for some reason. Many thanks, Charles
  4. I use MechJeb2 and a big rocket to land into a 200km orbit (repeatedly due to ongoing space station build). All good, first burn takes me to 65-70km, with 2300m/s horizontal velocity. Then I wait until 200km and make a small burn to circularise. Nothing to complain really but I am wondering if all can be done at one go ? I mean how can I adjust MechJeb to fly to 200km at once and keep firing to complete circularising ? I feel like there must be an ascent profile such that correct vertical velocity is achieved at the desired altitude. Hope it is not a silly question. Thanks, Charles
  5. Thanks, I was about to, but I just noticed that it was MJ remembering previous Launch to Target Plane setting ! I need to check it a few more times but surely not an RO issue.
  6. It was working perfectly fine with RO in 1.0.5. I still suspect I am doing something silly. Time will tell
  7. Having an odd issue with MechJeb / RO working together and hesitantly sending this to RO forum as the issue started after installing RO (and FAR as a dependency). MJ's RO mode is on. MechJeb was working fine before RO. Now regardless the rocket design and MJ Ascend parameters it starts pulling to rocket towards 180 degree some time after the launch. I though it might have been performing gravity turn with a different inclination but it keeps turning rocket slowly but surely to the point the nose points below horizon. It is not a badly balanced rocket flipping over, I try to correct it manually (which works) but MJ applies the turn again turning rocket to the wrong direction. I usually end up simply turning it MJ off and fly manually, lots of ComSats in arbitrary orbits as a result. Any idea on what I might be doing wrong ?
  8. Various diameters, I am using procedural tanks. I wonder if it was Editor Extensions Redux doing the trick on 1.0.5, I'll test and report back.
  9. Sorry for this lame question ! On 1.0.5 I had this very nice plugin, allowing me to attach multiples of an engine of choice at the bottom of a fuel tank in a nice, symmetrical fashion at once. I am sure it wasn't a "multiple engine" plugin, it had come with either an engine pack or editor extensions kind of add-on. Can anyone recall what this plugin might be ? Best. EDIT: Found it, AIES Aerospace, but so far I couldn't manage to replicate the old functionality. Anyone with a different experience ? Managed to attach multiple engines once or twice but they attach at a distance from the tank.
  10. Hi PTNLemay, My very similar initial response upon installing Real Fuels, I remember that I just wanted to check with the forum one last time before uninstalling it if there was a way to disable it. Then before even Nathan responded I noticed that it was manageable and actually making the game much more realistic. I must admit, after a while I went onto slightly modifying my copy of MechJeb to fire RCS for 6 seconds before maneuvers to ullage the fuel (but that was more to compensate my laid back gaming style where I was forgetting it all the time). I'd say, give yourself some time.
  11. I've been trying this for the last hour or so, no success yet.
  12. This is so true. For some of us, KSP is not complete without RSS (well RO as well). I was really hoping for KSP to switch to RSS/RO after changing Kerbin time to Earth time, but perhaps they left something for 2.0
  13. @aramilIs it possible to add Hype as a new resource type ? Each mission starts with a given units of Hype and slowly reduces. It can then only be mined at Duna if the mission to last years.
  14. Is it true that 1.1 lets you switch between Stock and RO/RSS through the realism toggle ? It's a one way switch anyway, sometimes I am thinking if I did the right thing installing these mods All started with RealFuels, it was so unplayable on the first go I even sent a post to the forum asking if it was possible to disable ullaging. Figured out how it worked shortly after, among other things from propellant types to cyro tanks... After that it was a one way street to RO and RSS. Now cannot even imagine going back. I hope mods will work seamlessly on 1.1
  15. I wasn't around on 1.0 relate, but on this one my browser can ping as many times as it likes. I am only getting 3-4 pings a day now, does this mean we are far far away from the destination ?
  16. @Darkona where did you get this counterfeit ticket ? Let me fetch you a proper one : http://imgur.com/J8iGGuZ
  17. I heard it is going to be compatible with Connected Spaces mod, so Kerbals will be able to roam freely. Even if it is not, it would be great to see which module Kerbal(s) are in especially for a crew transfer.
  18. Hyperspace of course Here is another first class ticket http://imgur.com/J8iGGuZ
  19. Cutaways are amazing, I want them now. It will be great to see in which module my Kerbals are. @jediminer543 here is one of the few first class tickets left : http://imgur.com/J8iGGuZ
  20. I've got a spare ticket for you, here: http://imgur.com/J8iGGuZ
  21. @Aladran There are rumors that Unity 5 Physics Engine supports multi-threading. I have high expectations, really hoping for 60+ FPS on my crappy desktop ! http://imgur.com/J8iGGuZ
  22. I was almost late. Can someone please tell me how long it is usually take to Beta Release station ? Can't wait anymore. http://imgur.com/J8iGGuZ EDIT: Is there an easy way for me to put the image into my post instead of the link ?
  23. Any hints on where the string might be hiding ? All I can see in UllageSimulator is public double GetPropellantStability(), but that doesn't seem to be accessible from MechJeb (not being static).
  24. I am trying to modify MechJeb a bit to handle ullaging. So far I managed to get it fire RCS Thrusters forward for about 5-6 seconds prior to main engine start and it seems to be working fine. However this approach firing RCS regardless of stability of the propellant, and always for a fixed period which on some occasions may be too long or too short to stabilize the propellant. How can I access ullage status of the current engine from MechJeb code ? Perhaps something I would figure out looking into ullaging code (I tried) but quite new to KSP code so a few quick pointers would help greatly. Is there a part.ullageState or similar property that Real Fuels update ? And if yes, how can I pick the right part for the currently active engine ? Many thanks Charlie
  25. I was wondering the same. I understand fly-by-wire concept and how to set Main Throttle, but how can I simply do a "H" key equivalent ? EDIT: Found it; FlightCtrlState.X/Y/Z
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