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OrbitalManeuvers

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Everything posted by OrbitalManeuvers

  1. I had that same error when trying to unzip the 32k moon zip, also from ballisticfox, when using Windows 10 shell. I installed 7zip and that worked.
  2. Yeah that was super general cleanup - I wouldn't really expect it to have changed your initial situation, but that would have been nice If you wanna upload a fresh copy of your ksp.log again, that would be great - since it won't have those issues in it, and should be a little cleaner and hopefully easier to find the real issue!
  3. One thing you could do before LGG shows up, is fix these. None of these folders in GameData are correct. There shouldn't ever be a folder in here with version numbers in the name. You probably need to dig deeper until you find the GameData folder inside these zip files, and then it's the contents there that get copied to your GameData folder. (Don't forget to nuke these folders). Also, I can tell you it takes a LOT of work to get 300 mods to live together with no conflicts. IXS-Warship-for-Blueshift-1.0.7.1 MiningExpansion-1.1.6 Mk2Expansion-1.9.1.4 Mk3Expansion-1.6.1.4
  4. Hi - I'm finding that instantiating either ELA-1 or ELA-2 begins a flood of nullref exceptions that don't stop until the instance is destroyed. Does this not happen for you? If not, it would seem there's a conflict with another of my mods, but given the text of the exceptions, I don't even have a guess. I've also tried this on two different machines, both with version 1.1.1 and 1.2 of the mod - no differences. Do you have any ideas/thoughts? Thanks! Images: Log file: https://drive.google.com/file/d/1R4or0ez1g9V6--_E8y6crwuDMEqwIctd/view?usp=sharing Just for convenience, here's the initial exceptions:
  5. Ohh, whoops then I've misunderstood what Extras\AtlasSurfaceAttach\AtlasSurfaceAttach.cfg does ... likely because I've never used it. Changing attachRules values seemed plausible.
  6. I've just sync'd with Github this morning, and as with the first time I tried these configs, everything is still underground/underwater. Here's some pictures and a link to my log file. I'll add some notes below, too ... This is Kourou, and the Kourou group loaded into the editor. The group center is well underwater at 0 altitude. Here's Vandenburg. All sites have the same issue for me. And here's Vandenburg group in the editor, and raised up a bunch: Any idea what might be happening on my system? My log file is here. This is a pretty minimal install, just solar system, some visual, some QoL. I should also mention that a) I do not have KSCSwitcher installed. b) The space center is positioned correctly at the Cape. https://drive.google.com/drive/folders/1QCUK4V1FaOYMtC_bvQqEvPOcwMUjs8Il?usp=sharing Just raising the altitude of the groups doesn't really fix things, though - the decals are still not right - but I thought I'd start here with these images and see if you had any ideas. I noticed your github has a note about things being underwater - but you have screenshots, so I was hoping that was maybe fixed. Thanks for working on this!
  7. This is literally 500 mods. Nothing will work with 500 mods. You also have things like AtmosphericBeats, which is for KSRSS, but no KSRSS. Imho, your best bet is to start over. This is what I do: the solar system first + visuals, and test. Then add other things that are more systemic, like life support, resources, test more. Then QoL mods like KER, etc. Then finally parts mods verrrry slowly, like 1 or two at a time - since this is where conflicts will really start showing up. Also with about 100 carefully picked mods (TONS of part mods), and playing for an hour, my ksp.log file is about 12-15MB. 20+MB would signal to me that something is really wrong. Yours is 277MB.
  8. Using EngineIgnitor for a few months ruined me forever - I can't un-know that the sustainer has a single ignition, making PVG a must. Now I'm stuck and still use PVG even when I don't have engineIgnitor installed. *accepts nerd award* I've also noticed on my system that leaving the skirt on for too long compounds the shallow ascent issue, but getting rid of it a little earlier adjusts the angle upwards around the same time as that 2nd pitch phase. I'm not sure why Jso picked 4g, and I can't recall if Zorg has said anything about it, but for me 4g is a little too late with PVG. I think I'm about 30 seconds earlier with 3.7g.
  9. Here's what works for me. Engines are -5 variants. Booster skirt auto @ 3.7g, PVG 120k Pe, no Q limiting. launching from the Cape so 28deg. For me the booster skirt separates at about 35k, surface vel ~1190km/s. The tower goes shortly after skirt sep, ~ 40km. At that point my TTA is about 1:30. Highest Ap shown is about 126km. I hit 120x120km in appx 4:22, with appx 432m/s remaining. I would definitely try 120km or 130km and see if that improves things for you. PVG is very sensitive to certain parameters with certain builds, and I think 80km is too low for it to perform well.
  10. Shockingly, I think I can help here. I believe it works like this: Standard Abort action will execute Abort1A if below 3000m altitude, otherwise it'll execute Abort1B. 1A activates both the escape and pitch engines, and 1B activates only the escape engine.
  11. Familiar with this mod, but didn't know they're replacing decoupler sounds. Interesting. It is, however, a bit overkill for what I want. I'm not too interested in a complete revamp of the soundscape, more just replacing/reducing the ridiculously loud launch clamps. In the clip I've linked below, right at :07 seconds, there are 5 F1 engines at full power about to lift the entire Saturn V stack off the pad. There is no hardware on the pad that could even remotely compete with the amount of acoustic energy produced by the engines ... yet the ker-chunk is pretty much just as loud as all 5 engines. Sadness. When I get time I'll take a look at RSE and see if I can maybe borrow something from there. Thanks for the recommendation!
  12. For me, existing craft built before this mod was installed require both enabling staging, and disabling the now-staged RCS thrusters by hand. But for new craft, for me, the RCS thrusters attach disabled in the first place, with staging enabled.
  13. i don't think this will fix your B9 errors but the folder StarstroSpaceSystems-main is not correct. You want its child folder StarstroSpaceSystems in GameData.
  14. pardon the intrusion, but this is almost certainly the correct diagnosis. you have almost every parts mod made in the last 10 years, you have multiple planet packs, multiple recolors, etc. Every one of these has a pretty significant memory footprint. The solution I use (since I need to try every part created by modders) is multiple installs. I group parts mods together into themes. So I have a basic install with all my QoL mods, the solar system as I want it, the visual mods I want, and I start with that as a base, copy it, and then add part mods in sort of a themed grouping. That's just how I do it. Anyway, I've used this mod before and the chutes do work - but I wasn't taxing my system anywhere near how you are. Just a thought from a random user. Good luck!
  15. The problem here is that you've unzipped the master github archive into your GameData folder. To move forward, you'll want to delete that entire folder from GameData. The way to install this from the zip file you have is to open the zip file and navigate to the GameData folder that is within the zip file. That folder "matches" with your KSP install's GameData folder, so you want to copy whatever is in the zip at that level into your GameData folder. In this case I think that's just one folder called SigmaDimensions. You should end up with a path like GameData\SigmaDimensions, and there should be no folder that has the text "master" in it. Hope this helps.
  16. When you're in the flight scene where you can place statics, a static that is capable of being a launch site will have a button on the properties window to make it a launch site. Once you've filled out that 2nd dialog (where you pick a name and the size/height restrictions), and saved everything, your next step is in the VAB. Click the KK button and there will be a list of your launch sites - select one and a 2nd dialog opens where you can open/close the launch site. Once you've opened one you can select it from the launch button drop down.
  17. Hello, and thank you for sharing this amazing mod. May I ask about two specific parts? I've included a picture of them below. First question is about the MOS Control Block, from BDB. Can this be made passable? If I'm not mistaken, I believe their intention with parts like this that have the little window in them is for that to be a crew tunnel. The second question is about the Planetside configurable node PT-M075NB, which is the one that has the docking port on the "top" and another on the bottom, obscured by the PAW, sorry. This could be configured to also have nodes facing the camera and facing the launch pad as well, and indeed the IVA shows all 4 hatches internally, which seems fine to me. However, the two "phantom" hatches on the inside allow EVA access, and if you EVA out of one of those non-existent side hatches, your Kerbal is stuck to the outside of the module (I assume since there is no crew hatch there) and the Kerbal is in limbo - and you cannot control them, or put them back inside, or let go, or anything - they're just stuck on the outside. So my question is: is it possible to block EVA access in some way that's sensitive to the selected variant? This seems quite bespoke for this part, but I thought I'd ask if you had any thoughts. Thanks again!
  18. would love to give this a try, but your kopernicus release zip gives me an extraction error on every file. Tried the latest and the one prior. (Tried both Windows 10 and Windows 11) yet another update: using winzip worked ... annnnd we're in the Eve thread so ... oops. </gumflapping>
  19. I have a couple thoughts. The folder named "Retro" is in the wrong place. Here's a quote from the wiki for Katniss Cape for KSRSS: !!!!! Instructions: Place the Retro/Modern folder into KatnisssCapeCanaveral/Instances !!!!! (there is no Modern folder, so this only applies to the Retro folder) Also, this folder _LOCAL doesn't belong here as it's not a mod folder. Lastly, I would definitely recommend trying your install *without* the KSRSS-64K folder and see if it looks better/the same to you. I don't believe the mod authors have said anything in public but I have definitely seen them say it's no longer supported on Reborn, and indeed it trashed some of my visuals when I had it installed. Should be a quick/simple test to see if it makes a difference for you, too.
  20. Close encounter with Triton on the way to capture into Neptune orbit. Orbiter carries two atmospheric probes which got dropped (at 11km/sec) into the Neptunian soup.
  21. The thing I really like about the Atlas skirt is that since it's triggered by g-forces, it's basically like saying "when we have enough thrust to make it..." which smartparts can't do, since it doesn't have a g-force trigger part. I suppose altitude is an ok trigger, but seems like that might be more dependent on payload mass? You'd know better than I what the trigger or set of triggers was for the Atlas skirt. Maybe just straight up timing? I have the same question about the center F1 on the S1-C, too.
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