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dababykerman

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Posts posted by dababykerman

  1. 16 hours ago, Xaned Kerman said:

    i want YOU to update your mod compatibilities i have favorited to 1.12.5! mods: OPM visual overhaul, OPM parallax support, KSC extended, collison fx, destruction fx, minor planets expansion, water sounds, hullcam, scansat, waterfall, feline utility rovers, custom asteroids (including alt opm config, kuiper belt analog, inner and outer stock system data), (volumetric clouds EVE) and reentry particle effects

    i need members who are good at modding and are not inactive to make them compatible.

    when you good modders are done chhanging it's compatible version to 1.12.5, make a download link.

    balisticfox. you don't have a mod topic on parallax for OPM so...: balisticfox! update the mod's compatibility to 1.12.5!

    (help me this is slowly turning into a nightmare)

    All (or most) of these mods work in 1.12.5. Try following install instructions correctly.

  2. 1 hour ago, septemberWaves said:

    Use the following flight profile (all distances referenced are height above sea level):

    1. Start by ascending directly up.
    2. Starting at 1200m, turn 1 degree towards the east every 200m (5 degrees every 1000m) until you reach 45 degrees above horizontal, which should happen at 10000m (this is easiest accomplished using MechJeb's Smart ASS).
    3. Starting at 16km, turn 1 degree towards the east every 1km until you reach 15 degrees above horizontal, which should happen at 45km.
    4. At about 60km, point prograde until the second stage burns out.
    5. Once the second stage burns out, keep it attached to use its built-in RCS thrusters for control.
    6. Make sure you are facing east and are fully horizontal at about 30 seconds before you reach apoapsis; at this point, separate the second stage and allow the decoupler's built-in spin stabilization motors to spin up the payload.
    7. After the spin-stabilizing decoupler detaches itself, ignite the solid rocket motor before you reach apoapsis (the lead time should be about 1/3 of the total burn time of the solid rocket motor).

    This flight profile should let you orbit any of the Vanguard payloads. Some variation of this flight profile (with the first 4 steps more or less the same) will work in a 2.7x scale system for almost any launch vehicle in BDB (the only exceptions that I've tested are Juno I and II, which require you to attain an apoapsis above the atmosphere with just the first stage and thus require a different turn rate).

    Would that be easier than just using MechJeb?

  3. 1 minute ago, OrbitalManeuvers said:

    I'm a little unclear about your current state, but is it only this mod that isn't working? And is it only the statics? Wondering if you have the Retro folder copied to the path GameData/KatnissCapeCanaveral/Instances/Retro? 

    So I reinstalled KSP as a whole and that seemed to fix it. I'm installing a few more part mods and I'll let you know if it works.

  4. Heya, I installed this mod with KSRSS and it was working, then I moved all the KSRSS files + this and the dependencies to a separate folder on my desktop and installed GU, but when I uninstalled GU, this mod stopped working. (Not many buildings show up, VAB gone, textures look messed up, grey and white)

  5. 52 minutes ago, dababykerman said:

    heya, so it appears that the mercury abort system and other abort systems look like they're firing even though they're not. I have the latest waterfall and the corrected version of RSMP and it still won't work

    sorry, not firing, the burnout effects are constantly going

  6. 3 minutes ago, Cheesecake said:

    I think that is correct because Mercury is not designed for high orbit. As far as I can remember, the Atlas just goes into a low orbit.
    But it is important to fly optimally and to jettison the booster engines in time.

    I figured out what I was doing wrong. Something with the coast and I jettisoned the skirt too late.

  7. 7 hours ago, benjee10 said:

    That's odd to say the least - unfortunately I can't replicate it. Is there anything in the log when it happens? Does it happen every time? 

    I'll take a look and see if I can provide a patch to fix it if it is an issue with Photon. 

    Funnily enough I am just working on other payload mount options at the moment, to go along with the default 2.5m option:

    1.25m:

    Screen_Shot_2022-09-21_at_14.41.43.png

    0.625m:

    Screen_Shot_2022-09-21_at_15.28.33.png

    Flat fairing base-style:

    Screenshot_2022-09-21_at_22.39.01.png

    (these are all still unfinished & pending normal maps etc)

    A 1.875m mount seems like it would be a good idea too. I can probably kitbash it out of what I have already. 

    These will be variant options for both the USA fairing base, and the new 5m and 6.25m (flared) Simple Adjustable Fairings I'll be adding. 

    There's nothing in the log when it does happen and it happens every time.

  8. 3 hours ago, benjee10 said:

    Just on this point, I am fairly sure that in KSP the thrust value for RCS is per thruster rather than overall. As the double aux engine has two thrust transforms it should provide double the amount of thrust as the single version. Definitely going to rebalance mass and cost on these parts - initially I was using a much higher thrust value which is why their price/mass was increased, but it turns out the real aux thrusters have about the same power as the normal RCS

    It is slightly larger than 3.125m to match the bottom of the Orion Service Module Adapter. There is another adapter included (same you would use to connect the Orion SM adapter with the ICPS) that will adapt to exactly 3.125m. 

    I haven't encountered this - at what point in flight is it happening? Are you sing one of the provided craft files or building your own? 

    It seems like we have similar thinking but in completely opposite directions XD 

    You're right that redundancy isn't necessary in KSP unless you have part failures, but I would argue that what the dual fuel & aux thrusters provide is redundancy for mission planning. First, unless you use KER you don't have a good idea of how much RCS delta-V you have, so separating the manoeuvring fuel from the RCS fuel allows the player to be sure they have enough delta-V for the mission they're flying.

    Keeping the fuels separate also makes the whole flight experience more forgiving. Any docking trouble (docking seems to be the number 1 thing players struggle with once they're able to reach orbit successfully) won't cut into the return-home budget. Conversely, if you do muck up your mission profile and run out of fuel, you have a decent amount of backup fuel and an additional set of thrusters to make the process less painful. As it's KSP the fuel values are quite forgiving, so the spacecraft has roughly the same performance you would expect even with the extra monoprop. Most players won't notice they even have more of it than they need - just like with the big buffer on the amount of Ablator in heat shields - but more experienced players who do want to optimise and are confident in their flying abilities can always tweak the amount down. 

    Overall there's no perfect option, but I think I'll stick with what I have, at least by default. Once I'm a bit further along some optional extra that patch for just monoprop or the BDB hypergolic option sound like they might keep everyone happy!

    I'm getting no performance issues at all on a fairly low-end machine, but then I don't use TUFX - could you try a couple of things for me:

    • Clean reinstall of the mod with a fresh download from github - I did make some changes to the EUS last night so you may not have the latest version
    • Try removing TUFX and see if the problem persists
    • If those don't do anything, could you send me a screenshot of your reflection settings in-game and the contents of your GameData folder

    It's happening around 20-35 seconds after I leave the atmosphere, the interstage just decouples like when I have 20-23 DV left in burn 1, and I'm using one of the provided craft files.

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