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DeadJohn

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Everything posted by DeadJohn

  1. I suspect Kerbal Attachment System is contributing to your problem. KAS can act weirdly during timewarp and in other situations. My general rule for using KAS is to temporarily attach things to assemble bases, tow ships, refuel, etc. After the job is complete, retract the pipe or fuel line before changing scenes to a distant vessel or the Space Center. I might be incorrect, though. Something else might be going wrong for you. Maybe KAS changes over time have fixed those glitches I remember from years past.
  2. I think the mod Tweakable Everything can disable solar tracking. I've never tested it, though.
  3. Tagging @HebaruSan. Hopefully Windows is giving a false virus alert, but maybe today's CKAN release v1.34.4 was compiled on a compromised PC.
  4. That's big but not unheard of. How long have you had your game session open? The size of the log files reset every time you restart the game. If you've been playing for a very long time, have lots of mods, have mods that conflict with each other, and/or have a bugged mod the log files can become enormous. If you play career mode and use the strategy building, be warned that strategies which translate one form of "income" (funds/science/reputation) into another form can spam the log file. It's a KSP bug. Save your progress, quit, restart, then keep on eye on how rapidly the log file grows. If it happens again, find an editor that can open your large file and look for repetitive spammed messages.
  5. @Beale and the larger Tantares community, what fairings do you recommend for the Fregat upper stage on Soyuz lifters? The real name for that rocket is Soyuz-U or Soyuz-FG. I don't think Tantares includes such an SAF-style fairing. I see a a 1.87m SAF-style Soyuz Hamal fairing that is correctly too small for Fregat, and the next largest fairing is made for Zenit. Have I stupidly overlooked another Tantares fairing? Freehand shaping the stock-style fairings has not worked well for me. I can make Fregat fit but it looks ugly. That's a critique of my artistic skills not of Tantares. This mod is great! Maybe some other mod has an appropriate SAF fairing? Or perhaps someone who managed to freehand a stock-style fairing can share a craft file?
  6. I noticed the user you asked didn't reply, so I'll take a guess based on the image. It might be KW Rocketry Simple Adjustable Fairings. Great fairing mod. You can find it on CKAN. Just install the fairing portion, not the other full KW Rocketry mod.
  7. Which version of Scatterer do you have? You need the version named like "0.07..." not 0.08 or newer. Scatterer underwent a syntax change between versions and JNSQ is locked into the old syntax. I'm on mobile with limited search capability. Earlier posts in this thread can tell you the exact Scatterer version if my info is too vague.
  8. @theJesuit What are your thoughts on using TETRIX with Tantares parts? I searched the thread and saw it discussed 3 years ago but probably never implemented. That's ok; I'm not bugging you to change TETRIX. I fully accept that Tantares is not officially supported so I assume the risk. However, many tech trees do reasonably well with any part mod as long as those parts work with the stock tree.
  9. Inspect your log files for anything obvious, then share log files online for more help. See this thread for how to share the logs.
  10. Right-click the capsule, pick Collect All from the menu. It can be tricky to click on the capsule when it's beneath the heat shield. I can usually zoom way in during orbit to see the capsule probe. Assign an action key from VAB to Collect All if needed.
  11. My Kerbals celebrate with "fireworks": strapping themselves to large single-stage rockets, going suborbital, and parachuting back home.
  12. If you are asking about the screenshots with a mission flag and vessel name overlay, that's the Historian mod.
  13. [TLDR if I understand Kerbalism correctly per-biome orbital scans have some unintended consequences. It might not be practical for Skyhawk to do anything about it. It's not game-breaking.] Thanks for your full reply. Regarding the part I quoted, though, I am talking about orbital per-biome experiments. For the atmospheric biomes, sure, build a plane and do some tight turns along the shoreline to stay within a biome; that's fun flying. It's not possible to fly that way when the experiment has to be run in orbit. The stock gravioli experiment is an example. With Kerbalism Skyhawk and specific tech tree nodes it becomes a high orbit experiment that needs a lot of time above every surface biome to complete. Staying in control of one satellite timewarping for years isn't fun and neglects other events, but it seems like background processing doesn't work perfectly for biomes. This is a consequence of planets that have detailed biomes. A planet with 12 equal sized biomes and a per-biome experiment that takes 90 days to run will need roughly 90d * 12 = 1080 days to scan the surface even if there are no KSP or Kerbalism glitches. The 100% scan time gets more extreme when some biomes are small rather than being a perfect 1/12 of the surface. A tiny biome that only covers 2% of the surface would theoretically take 4500 days to fully scan from orbit.
  14. @Gupyzer0 Your fork doesn't seem to have "issues" enabled so I'll comment here. These are my observations while using KSP 1.12.5, BDB prod release from CKAN, Skyhawk Kerbalism prod release from CKAN, and KSRSS Reborn fork installed manually. I am playing in Science mode. I'm dumping a big list on you simply because you are considering adopting the mod. I don't expect you to take responsibility for fixing any of this, and I don't know whether this belongs in Skyhawk Kerbalism or individual part mods. Work on whatever interests you. Some of this might be user error, too. Several experiments from the BDB "Surveyor" lander probe (soil scoop, alpha spectrometer) did not work properly. They animate and give a stock-like science popup but do not seem to provide Kerbalism science. I think these parts recently came into BDB from the Coatl probes mod, so maybe all science parts borrowed from Coatl need work. Solar storms IMO happen too often and are too strong with default settings. I just unlocked Apollo style capsules (other branches of the tree lag behind) and it looks like can only do one Moon missions then retire; a 2nd visit would likely be fatal due to the high frequency of solar storms. (I'll admit I have no idea whether these storm settings are solely in Skyhawk Kerbalism or partly within KSRSS configs, but I can dial them down within Kerbalism settings). SCANsat functionality might need attention. Visual/altimeter/biome parts of the SCANsat map properly update but I don't think they are transmitting Kerbalism science. Maybe this is a bug or a design decision made for game balance. (the BDB keyhole cameras *do* provide science when their film is returned, but their SCANsat modules have the same behavior noted above) Experiments that are orbital per-biome with lengthy data collection times take unreasonably long to collect. As an example, the stock gravioli detector has multiple experiments that gradually unlock, some of which take 90 days or more to fully run. "Shores" and "mountains" need 90 days of time above those tiny biomes. Furthermore, I think the biome detection only works for the current vessel so I can't let the experiment slowly run in the background while doing other missions. (radiation belts and magnetosphere experiments work fine in the background, I think it's just the biomes that are an issue, and maybe only for the very small biomes that get passed over between checks). Modular Launch Pads work less well than stock launch clamps. I can use high time warp with launch clamps. If I warp too fast with a Modular Launch Pads base, though, timewarp cancels and I see a brief on-screen message about electricity generation and timewarp compatibility that I think is generated by Kerbalism. I've never encountered that timewarp limitation with MLP outside of Kerbalism. I suspect this one is a CKAN issue, not Skyhawk: I tried adding Rational Resources but got many errors in an MM B9PartSwitch popup on startup. Removing RR fixed things. I didn't try diagnosing that any further because I don't intend a resource intensive playthrough. CKAN insists on installing a config pack with RR and perhaps any config pack overlaps on things that Skyhawk Kerbalism does. I'll add that some things discussed earlier in the thread seem to be reasonably ok in the production release of Skyhawk Kerbalism: Stock science parts appear to be properly adjusted for Kerbalism. They generate science over time, the barometer only works in atmosphere, gravioli and seismic sensor gradually unlock new collection modes in the tree. I haven't unlocked the atmospheric sampler yet to test it. Relatively new BDB parts show up in the Skyhawk tree even if they aren't explicitly in Skyhawk's whitelist of parts.
  15. [Deleted. I replied before noticing the thread necromancy; someone replied to a post from 5 years ago.]
  16. With respect to newer BDB parts and the final official Skyhawk release, won't those parts still show up in some node even if the part is not explicitly supported? Or is it a worst case of new BDB parts being invisible with Skyhawk? I thought there was a Skyhawk feature added to allow use of unsupported mods as long as the parts work with the stock tech tree. There's some sort of mapping from stock nodes to Skyhawk nodes. So, as long as a BDB part has a stock node listed it should work in Skyhawk. Corrections appreciated.
  17. Why reducing the fuel in the Booster stages? Reduce thrust of the center stage. @BorfoandShnogs Depending on your payload mass, preferred playstyle, and difficulty settings, here are some other options to reducing center thrust: Add crossfeed. During liftoff the 2 booster tanks will power all 3 engines. Jettison the boosters as soon as their tanks empty, or if that gives you a dangerously low TWR in the middle of ascent delay the jettison and let the center tank temporarily power all 3 engines until it's safe to jettison. Stretch the center tank or shrink the booster tanks. The resulting rocket won't look exactly like the diagram, but those diagrams were only concepts and may have changed before actual flight. You'll be able to have all tanks filled, all engines at max throttle, without crossfeed.
  18. -800km, negative 800. A steep dive where you'd impact Earth even without any atmosphere. You'll heat up faster but also decelerate sooner.
  19. I'm a first-time RP-1 installer. While following the wiki directions, CKAN never asked me for a career choice; it went from #6 to 8 in the steps copied below. I continued with the install and followed other parts of the wiki to start my first career playthrough. Things appear to be working but I'd like to rule out hidden problems before I spend too much time playing with a bad install. Is this just a simple case of the wiki being a little outdated? CKAN v1.33.2 KSP v1.12.5 Windows 11 CKAN shows 93 mods installed. I picked High graphics and kept all the default recommendations.
  20. Here are some things to consider: Start your investigation with mods that are supposed to affect resources, background processing, electricity, etc. I think some KSP mod settings can trigger problems when ISRU runs out of electricity during local night. ISRU shuts down and doesn't know how to turn back on at sunrise. Share your logs so interested parties can do a deeper dive is they are so inclined. Copy your entire KSP folder to a new folder so you can experiment without breaking your current save. If you are using solar power, test what happens after adding a bunch of RTGs or other non-solar power to your refinery. That would let you know whether it's a solar panel issue or something else. That prior folder copy suggestion also lets you try brute force by uninstalling half your mods. Test. If the problem continues re-copy to bring those mods back and uninstall the opposite half of your mods. Once you find which half triggers the issue, then cut that half in half, repeat, and after many copies you'll get to a specific mod that triggers the issue (if you're familiar with computer science terms, it's like a "binary search").
  21. I'm not nagging for the release but reading "(November 3rd)" in the thread title tricked me. Consider this a minor request to include the year whenever you do a release.
  22. Probes Before Crew is already linked above. I'll add that a few other tech tree mods focus on probes first, so search around the forum a bit, or if you use CKAN search it for "tree". I've been playing other games and haven't touched KSP for a while, but working from memory Unkerballed Start and Skyhawk Science System were each fun in their own ways.
  23. Time until impact assumes no intervention. The vessel will continue to accelerate by gravity and crash in that much time if you take no action. Timer until burn start is longer because you'll be slowing down after you activate braking engines.
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