Jump to content

LTQ90

Members
  • Posts

    107
  • Joined

  • Last visited

Posts posted by LTQ90

  1. On 12/13/2023 at 12:51 AM, LTQ90 said:

    Nice screenshot. I don't have use Global construction yet, just installed in my current game.

    Maybe you can use this mod :

    For me it works very well as i make very bad rocket at the beggining of my game.

    For unknown reasons the other one called "next" isn't working on my 1.12.5 version.

     

     

     

    Sorry a little off topic cause i made a mistake.

    The mod Kerbal Joint Reinforcement Next IS working GOOD. I just don'k take time (so silly) to read the first page as asked by the modder (Sorry Rudolf Meier)

     

  2. On 12/20/2023 at 1:29 AM, Tokamak said:

    Uranium and waste aren't included in that mechanic.

    Oh! Well...I thought that was crazy hack I might have to resort to, not the approved way to do it. I guess I'll do that then! Thank you.

    Also, that post seems useful! I've been getting my info from the wiki.

    Well there seems to be a solutions via KAS as described in the MKS guide at the section called :Refuelling nuclear reactors

     

  3. 9 hours ago, Tokamak said:

    I've been doing a lot of experimenting, and I can't get that to work. To test, I've set up two brand new vessels straight out of the SPH, sitting less than a metre apart.

    Craft 1:  USI 1.25m nuclear reactor with no EnrU

    Craft 2:  empty nuclear waste container, full nuclear fuel container (300 EnrU)

    Level 3 Engineer on EVA

    With the engineer active, I right-click on the empty reactor on craft 2, and the options are "disassemble part" and "repair reactor". No "perform maintenance" option.

     

    Clicking "repair reactor" gives the message "reactor core is too damaged to repair". But since I installed NFE, this option has been on ALL of my reactors, even ones that I know are working just fine, and selecting it always gives that exact message. I don't know why.

    Right clicking on craft 1's nuclear fuel and waste containers does show a "perform maintenance" option, but clicking it does not do anything that I can determine other than giving the message "you perform routine maintenance". No resource levels change in anything.

    So I still have no way to get nuclear fuel or waste onto or off of a vessel. So I still can't use GC to build any vessels that require reactors in the field. I have GOT to be missing something, but I cannot figure out what the game expects me to do.

     

     

     

    Hi Have you try to turn off the reactor ?

  4. My kerbals have a lot to do before making any celebrations.

    Unfortunately, Valentina has crashed her ship on EVE and is stuck.

    three kerbals voluntary go on a mission rescue.

    Kaspard the pilot and his friends scientists Melkior and Kalthazar cause they afraid Valentina may suffer being too long apart on this hostile  EVE planet despite his name.

    So i hope they can soon bring back Valentina home.

  5. 1 hour ago, Tokamak said:

    To elaborate, when I say floppy, I mean REALLY floppy. So floppy the craft is totally unusable...which is making GC unusable because I can't sent big kits anywhere.

    screenshot_2023_12_12_134345_by_thestell

    It actually bent considerably more than that, but that was the best screenshot I could catch. It went as far as 90 degrees at one point...though didn't break, which is odd.

    This *only* happens when I have a kit as part of the vessel. If I launch the exact same craft with a test weight, it's fine. Any flexing is so slight as to not be visible. But just having the heavy kit *anywhere* on the vessel makes parts of it floppy like space noodles. Oddly, not necessarily at the spot where the kit is connected, like you can see above.

     

    Does anybody have any idea what's going on? Or how I might fix it?

    Nice screenshot. I don't have use Global construction yet, just installed in my current game.

    Maybe you can use this mod :

    For me it works very well as i make very bad rocket at the beggining of my game.

    For unknown reasons the other one called "next" isn't working on my 1.12.5 version.

     

     

     

  6. On 12/17/2016 at 2:20 PM, DomiKamu said:

    Bug report about KAC v3.8.3.0 & KSP 1.2.2

    EDITED: tests/investigations from fresh & unmodded KSP (only KAC) + providing files for support (logs/savegames/screen captures).

     

    Hi TriggerAu,

    Firstly many thanks about KAC, it's very useful tool and really I love it!

    However, I have a strange issue when clicking Replace Maneuver Node(s) button (when alarm is triggered just before reaching maneuver node),

    I don't know if I'm alone to have this issue.

     

    Issue description: after clicking the button, I can't remove (nor edit) created node. Also the orange gizmo remains displayed on menus, when I quit game (appears in yellow color, as shown in screen captures).

    I'm using KSP v1.2.2 build 1622, 64-bit version for Windows, non Steam (bought directly from KSP Store couple of years ago).

    This issue is easy to reproduce (the best way is to use "1-Orbiting Kerbin.sfs" savegame, however):

    - Orbit Kerbin, any vessel (I use stock Kerbal X spaceship).

    - Set a maneuver node anywhere along your orbit (any parameters, it's not important, for example add just few "prograde" dV).

    - From KAC, create an alam related to this maneuver node (kill warp, message, 1 minute).

    - Now warp and wait... when alarm is triggered and warp killed (1 minute before maneuver node - as expected), click once on Replace Maneuver Node(s) button, from alarm window.

    - From map view, now try to delete (or edit) created node: nothing occurs. Now quit game to main menu, from menus, the node remains visible (yellow) - as show in enclosed screen captures (PNGs).

     

    Provided files to help support:

    Single ZIP file (with folder structure) containing logs, whole savegame folder (with ship), and 5 PNGs -> here (from Dropbox)

    -or-

    Folder here (from Dropbox)

     

    Of course, I precise this button isn't vital for me (really I don't need this feature yet) and I've discovered this issue only by chance.

    Regards

    Dominique

    (Sorry about some English mistakes, I'm French and I hate online translators).

    With ksp 1.12.5 and KAC 3.14 i ve got this same old bug. A maneuver node stay on the vessel. When i leave for the space center it stay displaye and still exist when i leave for the main game menu.

  7. 23 hours ago, AnFa said:

    Something is very, VERY wrong with this mod. As you can see, I set my maneuver exactly as TWP told me to, and I'm not getting anywhere NEAR my target. What's going on here?

    PNxGswB.jpeg

    HI maybe it can help you.

    I don't remember the autor of this message but i save this years ago (actually i don t play ksp) :

    Download precise node. Create a maneuver node. The PN window will pop up.

    From there you can Type the UT exactly as shown in TWP (or KAC if you saved it as an alarm). Type the Prograde dV and Normal dV as shown as well.
    From there, adjust your maneuver node in your orbit so the Ejection Angle shows as close to the TWP report as you can, this will of course change the UT you typed but that is ok.
    Now Adjust the Ejection Inclination until it matches as well.

    This will get you real close but you may still have to make minor adjustments to find the encounter, it's not perfect, but it gets you in the ballpark.

    Be warned that there is a number display format difference. TWP uses positive and negative, while PreciseNode uses north and south for inclinations. (north is positive, south is negative)
    Likewise TWP uses a 360 degree angle from Apoapsis while PreciseNode use 180 degrees from Ap or Pe. If you see an ejection angle in TWP greater than 180, subtract 180 and that will be angle from Pe.

    EDIT: I may have those backward, I'm writing this from memory. I can't remember which one uses which format but if it's backward, you still have the explanation you need to make it work.

  8. 15 hours ago, Max_Xu said:

    if i use [x]science to collect experiments that require samples(e.g. Mystery Goo Observation, Materials Study),the experiment will become unavailable(scientists cannot reset it)and no science will be collected. when i run it again, it will show 'no more sample can be collected' .

    Hi, with or without [x]science it for me the normal behavior for this two experiments. So i use another mod wich give me 100 % result at the first test.

  9. 5 hours ago, easterlywave said:

    BUG report:

    When I use Ascent Guidance and Smart A.S.S , my rocket start to roll and lost control.

    This bug appear all the time I launch.

    KSP.log→https://1drv.ms/u/s!Av3iukGYy2izpRczm6ACtpViCh3l?e=YfCrdD

    video→https://1drv.ms/v/s!Av3iukGYy2izpRkkwfiZdO1l_gBJ?e=mQ8Dxc

    all the mod in gamedata→https://1drv.ms/t/s!Av3iukGYy2izpRpo6F7Ox002AdO3?e=ZKXvIr

    For the rolling issue here my solution : deactivate the rolling for the elevon at the back of your rocket.

×
×
  • Create New...