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OrbitalManeuvers

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Everything posted by OrbitalManeuvers

  1. I guess I was asleep or in a plague or something, but somehow I missed the updates from a couple months back. Anyway, big thanks to whoever knocked out all the RCS fixes.
  2. It means not tumbling end over end. The "activate engine" action ignites 4 thrusters facing downward, and two thrusters facing sideways, so it flips several times and doesn't pull the capsule away very far due to losing so much energy from flipping, due to the sideways thrusters. Other people are not seeing this when used from the launch pad? I can make a video if need be.
  3. I didn't see any replies to this, and am having the same issue myself. Any advice for not having the capsule tumble end over end?
  4. you might try changing your scatterer quality preset to something higher. i was having a lot of shadow shading issues, and that's what fixed them for me. The latest scatterer release changed the default quality value to be lower, so if you're like me, you started seeing these when you updated to the latest scatterer. sorry if it's not that - but that's what worked for me. you can see my pictures in the scatterer thread.
  5. yeah, it does. *sigh* the hours I spent trying to figure out what I did to cause this... and it's gone with one click. Life with mods, boys.
  6. Hello. I'm having some shading issues with 0770 that do not happen with 0632. For the images and log files below the only change was a full swap out of the scatterer folder, between 0632 and 0770. Here's the shading issue, this is 0770: And here I've tried to re-create the first shot as closely as possible, on 0632: Is there a default setting change between 0632 and 0770? All I'm doing above is swapping out the entire scatterer folder, and I've never changed any scatterer settings. Also, just to throw more info out there, this problem shows up much worse on other, non-stock parts. This installation has been pared down to my bare minimum for KSP, but still shows the issue. This folder has log files for both versions: https://drive.google.com/drive/folders/1B0Lj1t8ukVlmknyqNuppxIMy2H5KVeRt?usp=sharing Thanks for any advice!
  7. Hmm, skinMaxTemp is set to 2400, which is the same as BDB capsules, and the same-ish as stock capsules. I also noticed that the parachutes heated up, and they're on top of the capsule, so it seems to me like there is something happening with the aerodynamics maybe?
  8. These parts are fun - thanks to all contributors! I'm having one issue though - the capsule overheats on re-entry on JNSQ, KSP 1.11.2. Last flight profile was Ap 850k, Pe 32k. Ablator was still in the high 100's when the capsule overheated. I'm not using any re-entry/aero modifiers, just JNSQ. I looked back several pages and haven't seen anyone have the same problem, but maybe someone has some idea?
  9. I'm able to confirm that without any planet pack, the sky is black in the daytime. But this same build works fine with JNSQ. Here's the log from the black sky install: https://drive.google.com/drive/folders/1wz1LdB-o3NgSrWF_pZWCZW2eC87czhMI?usp=sharing
  10. Hello, I am hoping someone can help identify which mod is writing this type of message to my log. Here is an example: [LOG 09:14:27.950] [PartSet]: Failed to add Resource 386854434 to Simulation PartSet:231 as corresponding Part Leo-B1G-SM "Matisse" Service Module-1662533314 SimulationResource was not found. I have a fairly large log file in this install: (There are very few nullref exceptions in here, for its size) Sometimes it can take upwards of 5 minutes just to exit KSP. That's what I'm aiming to improve. So my plan is just to start with the most often repeated message in the log, and the one above is a representation of the winner. It repeats for many different "resource" numbers per part, and seems to list every part I have, on every flight maybe? So this is my starting point - and I have no clue which mod writes this. I have grepped through the source of several of these mods, without any luck. Here are the clues I have. This is the full mod set of the install that creates the above log file: CustomConfigs just has flags. MechJebUnlocked is empty, and probably voodoo/urban legend. The rest are regular ole mods you all prolly have, too. Oh TriggerTech has KAC and TWP inside. And here is the I AM STARTING OVER directory, so it's probably not one of these. This install runs perfectly, exits immediately, and leaves behind a 1MB log file. It's basically the QOL and visuals from above, plus restock. I need to figure out which mod this is before I can figure out how to appease it. Thanks for any help!
  11. I'm very excited to put one on there when the time is right! Thanks for this addition - this looks great!!
  12. Ah, sorry for not putting in all the details. That's the current build of the KSRSS dev branch from gitlabs, on KSP 1.11.2, with Sigma's Rescale at 2.5.
  13. Hello, and thank you for this work. I'm excited about the possibility of it working for me, eventually! In the meantime, I'm having issues that maybe someone will have a brilliant idea about? Higher res pictures if you click. So here's my Kourou - and as you can see the KSP buildings and my KK statics are living happily together in terms of where the ground is. This is how my Cape has looked since starting to use the dev branch. The runway and buildings are all on the same plane, but the ground decal is elevated. So, it's not surprising that I get these results: The interactions between the planet packs and KK and Rescale and Kop are a deep and lasting mystery to me.
  14. Welcome to the forums. It sounds like you have some boo-boos with the install. You should never be placing anything into the Squad folder. Mods go into the GameData folder, each in their own folder. You'll usually find a "GameData" folder inside mod zip files, and the contents of that folder go into the contents of your GameData folder.
  15. Bill fixing stuff on EVA. At the moon. Crew of 5 attending to a lunar version of skylab, Lunarlab! (expanded later by the addition of the deep space telescope he's fixing up)...
  16. huh, never even thought about this. definitely going to move mine out to my custom directory, too. shall report back in the event this makes something different happen
  17. Always both, due to paranoia and not looking at the code. I always save from the instance editor with Save and Close, then the main dlg with Save (which seems to sometimes be highlighted and sometimes not?). But yeah always both.
  18. So I have two pads out, both behave the same. I started KSP, colors are wrong, so I saved off all the files in the NewInstances folder. Then back in game I fixed the color, and, just in case a grass color change doesn't mark the settings dirty, I also bumped the position of both pads just a click. Then saved everything, and here's a compare of one. The other is the same. tldr; maybe grass color changes aren't getting written to the cfg?
  19. Greetings. I have a minor issue, wondering if anyone can comment. Basically, the JNSQ grass color on statics is not being persisted between KSP runs. My steps are that I place a static like an OSS launch pad, change its grass color to JNSQ, save the static, save the main KK window, and everything is peachy for the rest of the KSP run. But on next KSP restart, the grass color is back to the default neon green. It's simple to launch a probe and fix it, but just wondering if there's anything I can do to make it stick? I'm on 1.11.2. Thanks!
  20. I just checked and it does have effect for me, albeit verrrry subtle. AO requires certain geometry to show up, I think? If you put a capsule on the pad, I find AO changes to be fairly noticeable on the grating the pod is sitting on. Checked it in EVA too. I have edited both the flight and eva configs, though ... so maybe we're adding ao to different settings and therefore it shows up differently? dunno!
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