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lemon cup

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Everything posted by lemon cup

  1. I don’t see any way this could be remotely feasible unless some sort of pusher-plate were involved.
  2. I’m a little way into my new career save and currently having a blast with Gemini/Titan/MOL parts. But apart from the capsule and equipment module, I’m not seeing any internals for the crewed parts...? For instance the “Dorian” lab references Mobile_Processing_Lab_Int, but I can’t find that file anywhere in the BDB directory, along with other IVAs that I remember were present before the update.
  3. Well I can only speak for myself, but at a certain point I figure willfully ignoring bits of offered lore is as much a gameplay mechanic as a legitimate play style, the author even encourages it. Many parts of stock KSP urge you to ignore it’s own set narrative and the more you mod the more this becomes true. I mean heck, one of my all time favorite mods supplies exact replicas of historical American rockets, to play in a game about a species of little green men from another star that have never even heard of Earth. That seems like a really really hard contradiction to ignore, but we all do it anyways, because that mod is awesome. And that’s how I currently feel about Beyond Home. PS: also, thank you for curating the code that makes mods like these possible
  4. FOR ANYONE USING SIGMA FOR RESCALE: You've probably encountered a serious issue when trying to land on any body besides Rhode, clipping through the terrain and exploding, despite all mods being installed properly and all terrain settings turned up to max. If you have have successfully landed on multiple bodies with no issues, pay this no mind. If you have, like myself, I finally came across a solution from Sigma88. Here is a link to the GitHub discussion: https://github.com/Sigma88/Sigma-Dimensions/issues/95 Here is the fix: -Navigate to GameData/Sigma/Dimensions/Configs/ReDimension/resizePQSMods.cfg and delete the following line of text: &minDetailDistance = 8 @minDetailDistance /= #$../SigmaDimensions/Resize$ -Save the .cfg and boot up KSP I was finally able to make my first landing today thanks to this, and hopefully this helps anyone else with this issue. Armstrong landing with 3.5x rescale
  5. I think that would be a good idea as well. Maybe for those interested in the mod because they’d like to have a cleaner screen when on-orbit, and not necessarily because they are running mods with external altitude readouts.
  6. On the first pic, is that Rhode? As far as the small visual breaks where the terrain seems to peek up through the top layer of atmosphere, yes that happens to me too here and there, but I minimized it a bit by turning down the "landscape" setting in the Sigma config. As for the atmosphere thickness I did adjust mine slightly. I can't speak for the author but from my experience with various planet packs, mod authors that provide scatterer configs meticulously tailor them to look good in as wide variety of situations as possible. Scatterer is a great tool but it's not perfect, and what looks realistic from afar may look slightly off in low orbit. I personally play a very large amount of KSP in low orbit so I tend to tweak the scatterer config to look very good from there, which is easy to do using the in-game Alt+F11 interface. Also using TUFX to boost color and lighting.
  7. Just stopping by to pay respects to the mod author and yourself - I ended up using your Sigma config and I have to say, as a veteran of JSNQ 1.8.1, you really hit the nail on the head. Lot's of stuff I didn't think about for rescaling Rhode such as surface pressure, gravity, atmosphere height, etc that your config really came in handy for. Thank you! As for Beyond Home, I am truly taken aback by my experience so far. I hesitated for a long time upgrading to 1.10 but after eye-balling this mod for a good minute, decided to make the switch and I'm very glad I did. The hands-down best part for me is the performance - it's superb. I never would have dreamed KSP could run so smoothly loaded down with a heavy planet pack, all the visual bells and whistles, AND parts mods galore. Hats off to the team! I've taken some sneak peeks at all the planets but for now I'm still puffing around in LRO in my new career game, not that there's anything wrong with that! Keep in mind this is with 3.5x rescale:
  8. The wing has two switchable variants and you place them one at a time, not in symmetry. Select the wing from the part menu and stick it in the left side. Then grab another wing and right click it, then select the “Right” hand configuration and place it in the right side. The same is true for the rear landing gear and the two wing flaps. The landing gear is correctly placed if when extended, the gear door is facing outboard, and the wheel is at the back of the bay.
  9. Almost all the parts on the Soyuz are from Tantares, except for one cherrypicked decoupler (the green chord laying across the capsule) from this mod: All of the parts are scaled up for RSS so what I do use from that mod are resized with Tweakscale.
  10. I've been working on a rather cursed crossover. Please forgive me. Something seems a bit off with this Delta II... Dear God, there is something under there. Ew it's disgusting!
  11. That is some very strange behavior, I see now what you mean by the maneuver indicator going up in dV cost, without you moving your craft at all. My advice would be to select a spot that is much sooner than 1 year out, since you are dV constrained this may involve time warping 1 year, then attempting to plot the point. MechJeb could be struggling with the extra calculations involved with something that far out. (As for the disagreement between KER’s predicted transfer window and MJ’s, that looks normal to me). If that doesn’t work, MJ maybe be confused about something on your craft engine/fuel related, perhaps some modded parts that are behaving in a way not expected. Otherwise you might be experiencing a glitch related to mis-matched versions of KSP, MechJeb, and ModuleManager. But I’m afraid that is not my area of expertise. You could try posting what versions of these you are running, as well as a picture of your Game Data folder, and someone else might be able to go from there.
  12. Based on your video, looks like you’ve decided to go to Eve and told MechJeb that you would like to do so. So what Mechjeb has done is find you the cheapest dV option to transfer. You can see that the readout next to the Navball says -411 days, that means you would have to time warp 411 days and THEN make the burn. If you were to burn now, you would see the burn indicator start to increase because you are not in the correct spot. Default MechJeb is programmed to find the cheapest option, even if it means waiting a year. If you want to go to Eve sooner, choose the “advanced transfer to another planet” option in Maneuver Planner, then choose the “porkchop” option. You will see a rainbow graph come up. If you then press Create Node it will again plot you a maneuver in 411 days, by default, but you can use your mouse to hover over spots on the graph and manually select when you would like to leave and how much fuel you will use - that information is displayed right below the graph as you move your mouse across it. Look for blue colored spots on the left of the graph, those represent the cheapest and soonest times to leave. You can use the mouse wheel to zoom in on the graph for extra precision. When you have found a good spot, click that spot once and then hit “create node.” Wait for the correct amount of time and then make the burn. (Anti)Pro Tip: I see you have Kerbal Engineer as well as MechJeb. I do too. I have found that if you use Kerbal Engineer in the tracking station to predict transfer windows to other planets, it is best to leave a few days early. MechJeb might not agree, and might tell you to wait a whole extra year. Manually choosing with the porkchop fixes this, but getting to orbit a few days early gives you extra time to find the right spot, and more blue space to choose from.
  13. Hello everyone. I just wanted to piggy-back off what @BumbleBeeJBG has been getting at: I am using a (very awesome) planet pack that roles it’s own Scatterer configs. Just like what has been described above, Kerbin’s atmosphere is saturated blue to the point that from orbit, land-masses are not readily distinguishable with hardly any detail. If I were to dive into the config files, what value or set of values would determine the atmosphere’s apparent “thickness” when viewed from orbit? EDIT: Sorry just noticed @djbcut posting some values on the last page, looks like exactly what I am looking for. I’ll fiddle with those, but if anyone has anything else to add, feel free to chime in.
  14. Whoops, I’m referring to some of the hinted 5m station parts, which I now see is in the SSPX thread, not NF. As far as methalox updates, weren’t there plans to formally bring the deprecated engines from NFLV (Eaglet, Kite, etc) into cryoengines?
  15. The Methalox update and some of the new designs you’ve got cooked up for NF Spacecraft are my most eagerly awaited mods at the moment. Keep up the great work, Nert.
  16. Just confirming I am experiencing same exact issue. Only difference is I am in 1.8.1. I have v2.0.6 and it seems to be working as intended, whereas 2.1.0 has all the issues listed above.
  17. So you are using the SOCK and reDirect mods, or something else that provides gimbaled SRBs? What mod, and what is the name of the SRB? Troubleshooting Shuttle problems can be very frustrating and sometimes leads to dead ends, but they can all be overcome with enough thought and tweaking. But for me to give any really good advice you need to provide more pictures and descriptions. What mods, are you using MechJeb or KOS, or any other autopilot? Ferram Aerospace or anything else that might affect aerodynamics? My first thought given the limited information is control point problems. Make absolutely sure your starting control point is the Shuttle’s cockpit. Easiest way to do this is go to the VAB and select the Reroot tool and then click the cockpit. If it is the SOCK shuttle, right click the cockpit and make sure one of the options says “Control Point: Forward”. Evidence that your control point is correct is when your shuttle is sitting on the pad, the Nav ball is showing you are at full 90 degree pitch, and is solid blue. Any brown means your control point is jacked up somehow. Again, pictures and descriptions are needed for anything further.
  18. Are you using a shuttle mod, such as Benjee’s SOCK, or trying to recreate/kitbash with stock parts? If it’s the former, not much can go wrong other than having an errant control point selected when it should be the cockpit, since the gimbaled SRBs can manhandle the whole stack effortlessly despite small COM imbalances. If it’s the latter, it could be a whole myriad of small things, especially if using non-gimbaled SRBs, at which point getting the shuttle to launch properly will be a true feat, but it is doable. There’s a ton of variables, pictures of your Shuttle would be helpful to get you on the right track.
  19. I’m not exactly sure whether mentioning the Alt+F12 menu around here is a social faux pas or what, but have you ever thought about using it to cheat funds? That way you can stay in your current game with all of your hard work in the form of bases and stations still in place, without having to worry about grinding for cash. But at the same time the contracts and science points are still there if you ever feel the urge.
  20. I have no relation to the mod author in any way but I have a lot of game time with the shuttle. Have you made sure to right click the cockpit and change the control point from “Forward” to “-15 degrees”? This is crucial for operation of the OAMS engines. If that’s not it, it could be an issue with MechJeb itself, I’ve been having some problems with the Rendezvous function. To get around it I’ve been using Maneuver Planner’s “bi-impulsive Hohmann transfer to target” option. Works just the same.
  21. Thank you, now that I know others are running Sigma Dimensions just fine on 1.7.3, I will try again and post any future issues in the dedicated thread.
  22. Force roll only has two settings, what you want to roll to right after the engines ignite, and what you want to roll to as soon as your gravity turn begins, which occurs at a certain altitude. You can manually set the altitude to be whatever you want, but 10km is too late. Instead, set the Turn Start Altitude (in the edit ascent profile window) to anything between .1 and 2.0 ideally, then check the Force Roll box and put 0 in the first block and 0 in the second block. Then monitor your ascent and when you get to 10km altitude, type 180 (or whatever you want to roll to) in the second block. So if you did exactly that, your rocket should take off from the pad and immediately roll so that the nose will start to pitch “down” as the gravity turn progresses and continue to do so until you change the second block to 180, at which point it will roll over on it’s back and continue the rest of the turn “upside down”. Hope this helps.
  23. I know this has been mentioned and discussed a bit in the dedicated rescale mod thread but I have not seen a definitive answer or heard about possible alternatives. Are there any mods that rescale the Kerbol system compatible with 1.7.3? The only ones I know of are the Sigma Replacements mods and all of them crash my game on launch.
  24. Are you flying with SAS on? If so, try turning it off and setting pitch trim to about +20 or so (depending on your planned flight profile) to keep the nose up, instead of letting SAS use all of your control surfaces to do it and applying yaw when you don’t need it.
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