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Rakete

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Everything posted by Rakete

  1. Somehow after clearing the MM cache now it seems to work for the Kerbol-System. Somehow the ressource drainage reduction does not seem to work correctly. I tried extreme values like interstellarResourceConsumptionModifier = 0.0001 and 99.99 but both seem to result in the same distance until the vessel runs out of ressources. Spatial position was interstellar. @Angelo Kerman
  2. @Angelo Kerman Installed REX right out of the box without any changes. Same issue.
  3. Directly after leaving Kerbins SOI heading to Duna: Spatial location: Interstellar (should be interplanetary) Here are my logs: https://www.filemail.com/d/jtpofmwsykalaan OPM is right out of the box with nothing changed. Here is my REX-Config with slight adaptions (scaled a little so that the interplanetary speeds of BS would be sufficient for gameplay reasons). https://www.filemail.com/d/hoabpaslxwrecwp Happens also with all other mods uninstalled except OPM, REX and BS. I have set no interstellar boost, so it mimicks the interplanetary speed. otherwise the vessel would go whoaaaaa upon leaving Kerbins SOI.
  4. Your screenshot: Spatial location interstellar.... what if you are between duna and kerbin? For me it says: Interstellar, but it should be interplanetary ( not left kerbols SOI)
  5. Yes, it works with the stock system. It is made for both cases - you can teöl the mod if stock or rss in the config file by a paramatwr made foe that. In case of RSS it just scales the interstellar distances different. It also has a setting to change interstellar distances to your needs. I found no issue. The issue wasn't there in BS 1.9.5... so something in BS must have changed since then, I guess. Or I messed something up... but I am sure to not have touched it since then. At the moment as soon as you leace Kerbins SOI you always get to spacial location interstellar, even if you just are between duna and kerbin. The spatial location should be interplanetary,
  6. Addendum: It worked in BS 1.9.5 in the same Configuration of Kopernicus... so the issue seems to be in the BS pre-release.
  7. Bug report: Tried to set the last planet for the Stock system as Plock (OPM installed) (i changed the [!JNSQ] - Part from Eeloo to Plock in the config). The current detection of planetary space is broken. In the current pre-release 1.10.0.x the Vessel does not switch anymore from planetary to interplanetary spatial position when leaving Kerbins SOI. :-/ instead it goes directly to interstellar. Using the Blueshift config (last planet = Eeloo), that comes with the pre-release (= Angel's BS config not changed) the vessel goes also directly to spatial location Interstellar as well. So it was not my missconfiguration. It happens with the BS standard config as well. @Angelo Kerman I guess something is broken in the latest pre-releases. You may want to have a look at it. (My kopernicus config is: OPM and REX) Bug report fix confirmation: The missing option to set AG items for the displacement generators in VAB/SPH is fixed. Thank you
  8. I made a mistake.... i typed in a zero too few in my (brain) pocket calculator. 0.02 × 3600 is indeed 72/h not 7.2/h ... my fault by being too tired in the evening
  9. Is this a different pre-release than the one few days ago? the pre-release version number did not change.
  10. Sorry for not having had the time to test the new BS version. Unfortunately my work-free time around xmas is over so I will have to give a try in the next days around weekend - as soon as i find the time. So please be not disappointed, that there's no report on the action group fix yet. Have you had time to have a look? @Angelo Kerman
  11. So in my case I should define Plock (from Outer Planets Mod) as last planet for kerbol. And the others should be straight forward according to their definitions, I hope... uuufff.... I guess I have to learn to read kopernicus definitions e.g. Alpha Centauri has 3 stars on their way around a common barycenter. I guess, this has some name too, which would be the reference for the farest planet.
  12. And this will make BS accept, that Kerbins SOI is smaller than defined in REX and thus enables interstellar speeds? You said it might extend Kerbins SOI extremely far. REX adds separate solar systems. It adds nothing to the Kerbol system itself - at least not on the user side. It could be, that the stars out there techically move around kerbol so slow, they are almost static. Maybe ?! I don't know how REX is defined and how Kopernicus definitions work technically.
  13. Agreed. I de- and re-attached almost every part. Something must be messed up with the vessel. I gave up the whole thing and continued a totally different approach for a kare-driven Warp-capable SSTO (supported by Blueshift etc...) maybe even some of the used stock parts are off, who knows. Strangely this one does not roll to the side, even that i uses the same parts.... just a completely different design,... who knows. I am kinda frustrated, that none of the stock tools helped me to find the reason. Neither CoM, CoL or CoT.... nor the aerodynamic overlay helped... sad. It drives the user kinda mad, if you can't distinguish, where such torque comes from, when everything was built in symmetry.
  14. Alright then. I was just trying to figure out why one of my planes, that use that engine, keeps on rolling to the left while pulling up, even given the fact, that it was built perfectly symmetric. Not even the aerodynamical overlay helped to find the reason for this rolling momentum, when steering upwards. My last hope for the vessel was, that this might be the reason,... so i will give up on that iteration of the vessel, when even this is not the reason. 0.1mm is.... nothing.
  15. 0.1m / 20km ? You mean in an upcoming fix, right? In my last test with current version i could barely keep a steady view on a target several meters wide... from 6km distance while the plane was flying straight and untouched. Not speaking of trying to keep the target in sight when flying a minimal curve. This was definetly not an issue in 1.5.x No complaint, but a wish for a fix. Thank you for your effort. I really appreciate your work!
  16. Sounds great. What does pre-release mean? Are there further changes incomming? The description on github made me smile: yadaYada=true ??? I love such eastereggs in configs. I will try this. I guess you mean the settings.cfg in the Blueshiftfolder, right? So I will have to define a last planet for every Star. Including Kerbol (=Sun?) right? Have you done this for other planetpacks (where the vessels go interstellar speeds), or where do they get their configs from? Or did they configure blueshift for their mods in their configs? I figured out a workaround it i fail to tell blueshift the starsystem config: REX has an option to lower the interstellar distances. As last resort I could tune them down, so that the interplanetary behavior of BS will suffice. I made myself an excelsheet to calculate the warp range of a vessel based on graviolium usage per time, max. Warpfactor and available graviolium on the vessel. I will try out the new BS version as soon as i can. Probably tomorrow.
  17. Sounds great! Before the next BS-release you might also want to have a look on the gravi-usage of the S3 heavy sustainer it uses 0,02 gravi /s (according to the part description in VAB) meaning 7,2 gravi /h where all other S3 parts are at 36 gravi / h. I guess you meant 72 gravi / h for the heavy sustainer? I can only speculate, that the low value is unintentional. I suspect the issue is that Blueshift doesn’t know about REX. If these exoplanets are orbiting Kerbol then yeah, Blueshift isn’t aware of REX. I had to manually define the interstellar SOI of Kerbol due to the way that the game works. My guess is that with REX installed Blueshift will need to adjust the Kerbol interstellear SOI. How can I do that? I'd e.g. aim for Kerbols SOI being twice the size of the orbit of the farest planet (for me Plock, since I use OPM). What do I have to edit? Offtopic: I you are in the mood for bew BS parts,... maybe a S1 Warpcore and S0 coils would be funny for little warp-capable vessel that start from a bigger mothership. Just an idea if you should be in the mood for new parts. Also an idea to go even bigger like Nerteas NF - Launch vehicles mod, thar come with 5m and 7m parts. Such super heavy and super expensive warpdrives might be capbleable of ferrying supergate-parts over to another solar system (Somehow the generarion of alien gates does not seem to work for me. Probably the same reason with REX as on the interstellar speed issue).
  18. @JadeOfMaar Bugreport: Centre of thrust is not aligned correctly for the biggest KARE-engine: Probcore plus Engine induces torque:
  19. Hi, This means they were not intended to be used by the user? I still guess the fault is on my side as user. ;-) How are they supposed to be used? I only understand how IR and Radar guided missiles work and love them in BDA.
  20. @Angelo Kerman I noticed that Blueshift has issues in detecting the active vessel being in interstellar space, remaining in interplanetary mode while using the REX planet pack: I went halfway to another star, but blueshift stills shows interplanetary as spatial position , thus not enabling the muxh higher interplanetary speed limits.
  21. Happy New Year, dear god of most kerbally warpdrives (i really love your mod(s)). Will this be a compatible change, or will have all existing crafts, that use warpcoils already have to be adjusted to keep their look and functionality ? (in other words, will the new multi-length coils be technically new parts while keeping the old deprecated ones in the folders to be found by older crafts? Especially warp-sstos have a hard time balancing Center of mass things for full and empty states, so it would be nice, if the old parts could still be found in the files (maybe just hidden from the VAB/SPH to be not placed anymore on new vehicles) While you are planning a new Blueshift release, could you maybe have a look at the reason why some actions can only be assigned to actiongroups while in flight and not in the VAB? e.g. the aux displ. wave generators can not get their toggling assigned to an actiongroup while building. It can only be assigned to an AG while in flight. Thats kinda odd. Can I repair it myself by editing the config? If so, what so I have to change, to repair it myself? P.s.: Excelsiorclass-Warpcoils should promiss transwarp. And not fullfil that promiss
  22. @Angelo Kerman. I've got a strange issue (Blueshift 1.9.5): Some Action Group Options are only available in flight, not in VAB. Which lines in the config do I have to edit, to make them VAB available? e.g. toggeling the displacement generator on/off (not available to assign to an AG in VAB, but in flight) ? Alternatively: Could you maybe provide a 1.9.6 where it is made sure, that all AG-items, that can be set in flight are also available in VAB & SPH ? That would be fantastic. Thx in advance for any answer on this issue.
  23. For me it ia consistently behaving like that. But I don't know, how those missiles are supposed to be used, that's why asked. I want to make sure, the mistake is not on my side. So can you tell me, what to do to launch e.g. the phoenix missile correctly? Does it need a target lock via radome? Does the target have to be exactly in the green circle projected in front of the plane? I will provide a log, as soon as i get back to my computer. I can confirm. I switched from 1,5,9 to 1.6.9 and built my first ever ground defence stations and they do work.
  24. I meant the jitter while having target lock on. Without the lock on i don't have a chance to target anything. I have a hard time trying to target e,g, a patriot battery from lets say 8km height using maximum zoom. Also: the camera movement on max zooms seems to be so slow, that it hardly keeps up with the movement of the plane and the jitter. I guess, it would be very nice, if you could look into it. In 1.5.x the jitter was not there and the camera hat perfect image stabilizers. @SuicidalInsanity I really love the new features of BdaExtended. But i have some questions. How do missiles with inertial/terminal guidance work? E,g, lets take the phoenix missile as an example. I tried to radar lock a target, but the missile just steered downwards and exploded below my plane. How can I tell the missile the target. It did not seem to lock on anything? I guess the mistake is on my side as user. Is there any guide how to use the newer air-air-missiles with locking types that are new (i mean not the classic SARH like AMRAAM and not classic heatseeker like sidewider... those types a clear to me... but the others, that come with the r3ecent bdaExt. Parts) i come from a 1.5.8 BDA+ install, and those locking types weren't a thing back then)
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