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r_rolo1

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Everything posted by r_rolo1

  1. KSP: 1.0.5, Windows Problem: Can't transmit science in 1.0.2 legacy career game Mods installed: ( Long list is long ) KER (current dev build for 1.0.5 ) EVE overhaul KAC Alarm NavBall DockingAlignment Indicator Field experience Planetshine ( unofficial 1.0.4 build , that is currently giving some error messages in the log ) RCS Build Aid Active texture management Precise Node Distant objects enhacer Science Alert Scatterer TAC Fuel balancer Texture Replacer Trajectories ( yeah I know it doesn't work for 1.0.5 at the moment , but I forgot to take it out ) Transfer window Planner Issue: As said in the title , I can't transmit any science in a legacy career save that I started in 1.0.2 in all the ships I tested so far. A typical transmission attempt gives this result in the log: While I listed the mods I have above, I have pinpointed out the issue to this particular save AFAIK ( a fresh minted career save with the same mods installed will not give any issues ). Other point of interest is the messages the log gives when loading the ship in question: The parts in question are the parts that have science stored in this ship, so I guess some issue in the part loading is in the origin of this problem. I don't know of any change in the logic behind this from 1.0.4 to 1.0.5 so I'm somewhat stumped ... and any help would be welcome Anyway, here is the output log ... and thanks in advance
  2. Now that you ended your final stream, Max .... Be well and Fly safe.
  3. There is Arrowstar KSP Trajectory Optimization Tool, that unfortunately is not a in game too :/
  4. The tutorial that the OP links is for 0.25, so yeah, this ship was not designed for the 1.0.x atmo. I'm betting in too much drag in the top part of the rocket as the culprit for the flip as well ...
  5. I got one so far, to change orbit of a Mun sat. It should be pointed out that the probability of getting one of those increases with the number of vessels up there ( NathanKell said so , atleast ), so I would not be surprised if they would be rare if you have only one or two ships active ...
  6. Good rep gives you better rewards for your contract proposals ... and bad rep does the oposite Back on topic, first things first. no one is forcing you to acept all the contracts... you're just being punished by giving a bald face "No" to the proposals. That leaves you with the option of simply letting the proposal to die out, that so far is not punished ( IMHO this is a unreasonable situation, but well, it is what we have ATM ) Second, if this game career mode is about managing a space program ( sort of Space program Tycoon ) like SQUAD used to say in their site ( since 1.0 than that reference is not there, mind that ), then this measure is a step in the good direction, but given the lack of other features ( like , say, a coherent contract proposals system ), it sticks out like a sore thumb because it punishes a player by weeding out bad outputs of a flawed contract system actively ( in spite of the 1.0.5 contract system being better than the previous ones ) and because it offers the player the option of simply time warping out the problem ( and, let's be honest, encouraging the player of your game to skip the game it self is a strange idea IMHO. It is one thing to be forced to enable time warp due to the game context ... but encouraging the player to do so ... ). In other words, I'm ok with the measure in itself, but I'm not OK with this measure in the current game context :/
  7. Hum, now that you talk about this, how do the female kerbals put their hair like that? It is not like their hands reach the back of their heads ... Do they have special coiffeur officers to do the female kerbonauts hair ?
  8. Well, if you're putting it outside, you're probably going to make it worse due to added drag P.S I do not know if this is 100% true. That is how it was explained to me during a twitch stream of one of the KSP-TV regulars. But it would make sense P.S II From what I heard from NathanKell in one of the previous weekend KSP-TV streams, the passive radiators ( like the one you have in here ) will only draw heat from up to two parts away ( in other words , from the part they are attached to and the parts that are attached to that one ). Maybe the best solution is simply to put more parts in between the fairing base and the radiator?
  9. Thrust damage was upped ( better said, it was made to follow a law more closely related with RL, a thing that makes that if you're close of a rocket nozzle, you're going to have a bad day ), so if you decouple and activate at the same time, the lower stage will most likely get damaged . The best way to solve this is to either activate the engine in the upper stage after decoupling and gaining some distance ( like most rockets in RL do ) or simply hot stage ( aka decoupling and lighting the engine at the same time ) and forget about reusing the lower stage ( also a thing in RL )
  10. AFAIK as I understand , it is not that the radiator is heating from the atmo in 1.0.5, it is the fact that in 1.0.4 radiators could radiate to the outside while inside a fairing ( a thing that, if you think it right, doesn't make much sense ). In 1.0.5 the radiator is trying to dissipate the heat generated by the fairing friction with the atmo , but it can't do it because it is enclosed, so it heats up. If you staged up the fairing , the radiator would most likely cool down ASAP.
  11. Farewell Miguel Good luck on your new place ... and maybe, just maybe, you could go finish your Biochemistry univ degree
  12. Well, IMHO this is a bad...simply because there is a way to avoid those rep hits scot free: just wait for the contracts you don't want to expire. And it is not that the game needed yet another reason to warp out ...
  13. You don't find them, they find you Seriously, Scott streams pretty much when he feels about it and given that he has kids and a day job, that is quite understandable . That said, he seems to prefer to stream at tuesday night, San Francisco time
  14. Option 1 can be run in Hard mode, Option 2 can't
  15. Ok, I came around to a most peculiar situation: I discovered Atlantis! Long story short, I was flying around to test the new water around KSC when I tried to land in the ocean. Then at roughly 150m of altitude the City lights appeared below my plane. Apparently this has a altitude cutout ( maybe 1000 m from the bottom of the ocean ) .See it disapear when I got airborne again: Any idea of how to fix this?
  16. Well, no matter how high the number you put there, the number of contracts will never be truly unlimited I have my own opinion about this issue, but that is quite a tangent to the subject of this thread That would actually be a good idea, but I doubt that the stock game will every diferentiate stuff by their origin ( mods OTOH ... )
  17. Indeed, we did, Red Iron Crown That said, I don't think we can actually have balance in all the game modes at the same time and it has been clear from the side of the devs that they prioritize balance in Career over the other modes ...
  18. Probably true. But, besides the fact that some people would prefer doing things that way, there is also the fact that, unlike the misleading adverstisement in the tier 3 of the Mission Control building, we don't get unlimited contracts and it is not exactly uncommon to have weeks or months in between fulfilling contracts in late game. In those conditions , this might be cheaper and faster than waiting for one of your contracts to finish to get a opening for another one
  19. Well, I should had said fully functioning vs completely non existant. The parts take damage, true, but that is not visible in most parts in both terms of functionality and performance ( IIRC the only one that shows diferences according to anything resembling it's state are the ablators and even then ... ) until they go poof.
  20. Now that we have something far more close of boats than previously, you can even mine somewhere else and transport it to KSC via ore/fuel tanker. KSC is even at almost sea level, so it would not even be hard to set that. Hum... I think I gave myself a idea
  21. Well, cantab was not defending cutting down the Mammoth AFAIK. He was just saying that the LFO engines of the 0.23.5 update were far stronger in comparison with the SRB of the same update and that even if the Mammoth was scaled back, that would still hold true.
  22. Well, yeah, true And neither the 0.90 or the 1.0 version were doing it right Again, all true. But the issue about this is not exactly that one, but the fact that apparently simply activating a engine via staging at the same time you decouple will destroy atleast the decoupler, no matter how low the thrust is. Like I said some pages ago, from what I understand of Nathankell explanation, this might be because of a improperly set inverse square law ( added to the fact that parts in stock are in a binary state of fully intact/completely destroyed ) giving quite high values of thrust damage to parts that are by definition very close to the engine nozzle ...
  23. Well, all of this discussion about the Vector vs the Swivel makes me remember other 1,25 m engine that is sorely underpowered ( compared with RL stats ): our dear friend T1, aka aerospike, that had it's thrust nerfed a long long time ago due to gameplay considerations that don't make sense nowadays. Everytime I see the thrust they have in game and remember the almost 1 MN at sea level of the real life XRS-2200 I shake my head in disbelief ... Well, on the Vector itself, I agree with the posters that say that the Vector itself is not ( that ) overpowered, but the transition between the early 1,25m engines to the more high tech and recent ones is way too abrupt. It would make sense to have something in between. EDIT: Oh, and the SRB we have in game are few and in general underpowered compared with the RL SRB. That also does not help
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