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4x4cheesecake

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Everything posted by 4x4cheesecake

  1. Well, that's strange because I've tried it before to be sure it is actually working and my booster still sits on the ground after switching back to the second stage. I'm out of ideas
  2. Uhm, it should be possible just to hit 'jump back to main mission' after landing the booster which will 'stich' the savefiles together so you got the booster on the ground and the second stage in orbit. The second stage need to be the main mission though, so you need to fly the second stage to orbit before you jump back to the booster to land it.
  3. @Geonovast There is a setting called 'Auto Recover Landed Crafts' which is enabled by default and can be accessed through the difficulty settings in game. Maybe you just need to disable this feature. If it doesn't help: Where do you land the booster? IIRC, vessels are removed from some KSC buildings as soon as you switch to another vessel which is far away (and I assume your upper stage will be far away ). So maybe try to land on the grass next to the KSC, at least once for testing purposes. Not quiet sure about this one, I think it is not possible to create a jump back point in another jump back point..that would be jump-ception
  4. I just checked the configs of 1.5.1 and this is indeed what happend Kinda strange that these parts appear in your Advanced Construction node anyway, but maybe it's somewhere saved in your savegame. Well, I hope the parts will unlock properly after you've researched the (now) correct nodes
  5. Is it a modded TechTree? The EP-50 Engineplate should be in Metamaterials and EP37 Engineplate (this is actually the EnginePlate3) in Composites, not in Advanced Construction
  6. I'm sorry, totally forgot about the next step Two things: 1) I'm not quiet sure if this is a bug which needs to be fixed by SQUAD or by the mod makers and was hoping for some responses on the bugtracker 2) If you want to fix it right now, you can inform every mod creator about the issue and wait for an update or do it on your own. There are two possibilities to fix it on your own. If you want to get it right, you have to check each part config for the entry and if it is missing, add it and assign a category that fits for the part (like size0, size1, srf...) Or, a quick and dirty solution, would be a ModuleManager patch, that adds this entry with a fix value. This will cause the NRE to disappear but some parts will not be sorted correctly. The patch should look like this: @PART[*]:HAS[~bulkheadProfiles[]] { bulkheadProfiles = srf } Create a textfile somewhere in your GameData folder, name it however you want (but it must be a .cfg file), copy&paste the content from above and save it. This patch will add the "bulkheadProfiles = srf" entry to every part which doesn't have any "bulkheadProfiles" entry at all which will cause this items to appear in the 'surface attach only' section in the editor. This might not be the place where each of these parts belong but you will get rid of the NRE and can use the cross section filter again.
  7. Yep, that's the reason, especially for the look The stock aerodynamics doesn't care about this stuff, that's right but I'm not quiet sure if I understand your idea of a narrow swept wing. I thought about removing some tiles from the bottom wing so it would actually look like a curled swept wing. Is that what you mean as well? Have to test how the curved side tanks will fit to the design (and sidetanks in general) and if heat will be an issue during reentry since the side tanks are actually small 1,25m LFO tanks, covered by structual tubes of MH but I don't expect the tubes to shield the tanks from heating.
  8. That explains a lot...I bet, Bill and Jeb found it but instead of returning it to her, they ate it...poor Barbara
  9. What the kraken happend to Barbara Kerman on this flight? Why does she looks like she want drink a bottle of wine, curl up under a hot shower and cry all night long while Jeb and Bill having an obvious unobious face expression? What have you done @Kerbolitto?!
  10. Testflight of the 5th or 6th iteration of my (rough built) boxed wing prototype (I stopped counting) and I get the feeling, that orbiters are not meant to use boxed wings The CoL is just way to far in the back On the bright side, the amount of dV is almost perfect^^
  11. Hey look, it's the emperor porridge Uhm...what was this about again?
  12. It works fine for me though. Next door in the support subforum, I've read a lot of corrupted gamefiles in the 1.6. download so you may want to reinstall the game and try it again.
  13. Depends on where you've uploaded the pictures. I don't know what the 'googleusercontent.com' url comes from, it's not google drive afaik. A popular image hoster would be imgur (afaik it doesn't even need a registration) and there are some tutorials on how to post screenshots using imgur as a host, for example this one (includes cubeupload as hoster as well): Or this one: You can probably also put everything in a folder hosted by dropbox, google drive, or any other cloud service and share a link to this folder here
  14. Hey, a new pilot arrived I'm sure that michal.don would like to reward you with a badge but is kinda difficult to see anything on these stamp-sized screenshots. Can you provide some pictures in a better resolution?
  15. @sturmhauke I've used the 'Kaboom' mod for this, it's the perfect solution to create a controllable explosion Maybe the explosion will be a bit smaller, depending on how many parts you're going to destroy
  16. Try the latest official EVE release instead of my unoffical one. In 1.5.1, SQUAD messed around with some lights (you can see at least two relfections in the visor of the Kerbal in the main menu but there shoud be just one: the sun) but it looks like these changes got reverted or at least modified, in 1.6.0 so probably my recompiled version of EVE for 1.5.1 got some issues with 1.6.0. I just tried AVP in combination with the 1.4. build of EVE and I cannot see anything wrong with the clouds or shadows (even in the main menu). If you have installed the LightChanger I've published to get rid of the additional light sources in KSP 1.5.1, you should uninstall it as well since these lights doesn't seem to exist anymore
  17. @Y_Afaneh Which version of EVE do you use and which config (stock, SVE,...)? I just tried the latest official build + SVE with high-res textures and it looks totally fine (one minor glitch in the main menu parts of the text appears to be behind the clouds but that's not really a big deal).
  18. Ok, I got curious now and checked the numbers for the Terrier in KER. The result: At 10.1km altitude, the ISP equals 297.3s which is ~86% of the max ISP. At 20.0km altitude, the ISP equals 338.4s which is ~98% of the max ISP. So yeah, you're absolut right there. (It's not like I wouldn't trust your knowlegde, but I had to proof me wrong on my own because I was pretty sure it is 20km....now I wonder why I thought this...probably mixed up a number/topic here )
  19. I see. Well, I wouldn't expect an update without any major problems (like no clouds at all or huge visual glitches) but if it can be solved by recompiling, maybe I can release another unoffical build. But if code changes are required, someone more skilled than me is required...the visual stuff is complicated and EVE is very complexe^^
  20. It is also possible with Editor Extensions Redux Anyway, it's always nice to see different approaches (and different programm languages^^) @buguniao Proably my python skills are too basic to understand your code completely but do you respect parts which doesn't allow autostruts? There are quiet a few (some solar panels for example) which will cause a NRE if you apply autostruts to them anyway.
  21. Other question: did it stop working or did you experience huge issues?
  22. Have you tried this? Source: https://bugs.kerbalspaceprogram.com/issues/20479 It was reported for 1.5.1 but maybe it's still a thing in 1.6.0 Also, there is a thread pinned to this subforum just for mac users, maybe there is something useful in there: Otherwise: Have you already tried something or is a log created?
  23. Welcome to the forum I want to add a few things to the already really detailed explanaition of Snark. It can be still a valid option to use a lower pressure value then the default one, depending on your craft. If it is really heavy and doesn't slow down enough it can happen to you that the parachutes will open too late to slow down your craft before you reach the ground. But for the beginning, you should at least keep in mind that this option exists If you play on the latest version of KSP, you got already the stock deltaV (dV) readout in the editor. As soon as you add parts to your craft which doesn't provide any fuel for the engines, your dV will be decreased. If you want to know more about calculating dV, I would recommend the ksp wiki article about this topic. And if you want to know how much dV you need for your rocket: Well, after some time you will get a feeling for it but the deltaV map is always helpful To read the map, start at the bottom and add each number you come across on the way to the planet/moon you want to go but keep in mind, that these are calculated values, so you should always add some more fuel to spare. And if oyu also want to return to Kerbin, just do the same thing but backwards. Since Kerbin got an atmosphere, you dont need to perform a powered brake, so you can also save the fuel for circularization and launch, but it depends on your ship and your mission It is probably pre-calculated for the tutorial ship and if you want to know it for your own ship, all you need is to watch the dV numbers (or you can calulate it via the rocket equation which is explained in the linked wiki article). For the beginning it should be fine to keep in mind that adding non-fuel-mass will reduce the dV of your ship. (In this case, you will actually still get some more dV for your RCS thruster but the amount is usually tiny compared to your main engine(s)) Apropos RCS thruster: Try to place the close to the Center of Mass (CoM) which can be displayed in the editor via a button in the lower left corner, above the symmetry buttons. If you want to use more thruster, place them in equal distance to the CoM. Also, as soon as you build a big ship, you may want to add RCS thruster just to assist the reation wheels, so it becomes easiert to change the orientation your ship in space Of course, this works for small ships as well but it is less necessary. Regarding engine ISP: It's is already perfectly explained but AFAIK it is 20km
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