Jump to content

bigyihsuan

Members
  • Posts

    540
  • Joined

  • Last visited

Everything posted by bigyihsuan

  1. I updated to 1.11 and now the custom categories are missing, is there a reason? Log (zip file, since the log file itself is >45MB): https://www.dropbox.com/s/cgelpp6czon46t7/KSP - Copy.zip?dl=0
  2. Play session #4 Some successes, some failures We managed to launch more TaylorHamRadio 1.1s, with 2 on their way to orbits specified by contracts. Also, a Nimbus weather satellite was deployed for science. However, when trying out manned flight it was quickly determined that parachutes are near useless in Frontier's thin atmosphere; either a landing stage is needed or more drogue-like parachutes are needed. RIP in peas Jeb, Val, and some third pilot kerbal, you will be missed until you respawn in 24 hours. https://imgur.com/a/ggjnkc0
  3. Play session #3 A new TaylorHamRadio 1.1 with improved fuel capacity and solar panels: one on an Atlas, and one on a Delta-ish rocket, . Also launched the BearlySunny solar observation probe. The Atlas one didn't have enough dV to get past low-Frontier orbit. The Delta-ish one got farther, with an apoapsis at geosynchronous altitude, but couldn't circularize. My current goal is to get communications at Frontier-synchronous orbit so I have constant probe control. https://imgur.com/a/3SKS5lw
  4. I've used the page, but I'm using Real Fuels, so I'm not sure how much the changed performance will differ between the graphs on that page and the actual capabilities in-game.
  5. mmm, but I never really liked how I had to fiddle with draining the fuel with just the sustainer to find where 1.0 TWR is when the boosters are on, and making sure the skirt jettisons at that time. Granted, the auto-sep feature on the skirt really helps (before that I used Smart Parts on a timer to stage). However, MechJeb's dV readouts and such don't account for this kind of change at all, which makes it inconvenient at best and "blindly shooting in the dark" at worst when building missions launched on Atlases. Thing is, I have no problems with Centaur, Agena, Transtage, S-IV, etc, only just the Delta upper stages. I have no idea why.
  6. What are people's thoughts on each launch vehicle in your saves? List going by order on Friznit's wiki: Scout: Never used, the tech trees I play with don't have everything in Scout unlocked early enough. Vanguard: Only useful for the first few probes. Redstone: Meh, only ever used it for launching the first Kerballed rockets. Jupiter: It just melds into Thor/Delta when I get to this point. MX/Minotaur/Athena: Never used. SRBs are not flexible enough. Thor/Long Thor/Delta: A real workhorse in the early-game before unlocking Titan parts. Though, the Delta upper stages (Able, Able-Star, Delta-P/K/DCSS) have not enough TWR for my liking. I only use Agenas for upper stages, they're that good. Atlas/Large Atlas: Good, but the half stage is too fiddly for MechJeb's ascent guidance. Only usable if you're flying manually or if you can't get Titan parts yet. Titan: The real workhorse. Have a larger payload? Slap larger/more SRBs and call it a day! And a large variety of upper stages to choose from as well. Staging is simpler than Atlas as well, so MJ doesn't complain as much. Titan 1 is very quickly superseded by 2-4, though, since I usually get the UA12xx SRBs with the rest of the Titan. Atlas V: When you get the Atlas V you also have the ETS Saturn parts, so not really used. Delta IV/Heavy: The regular version I never really used; as said above the Delta upper stages have way too low TWR for my liking. For the Heavy, the fact that the center stage starts at 60% and then goes to 100% after booster sep makes it hard to work with using MJ. Titan LDC: Good if you need to send Saturn-sized payloads but you don't have Saturns yet. I used this frequently with Big Gemini and that Titan-Centaur-Agena-Gemini Iota mission I did: Saturn I/B: Good for the first Apollo missions, but the dV budget is too slim for my liking. Saturn IC: An amazing workhorse of a rocket, easily extendable. Slap SRBs, slap LRBs, extend the core, add a third upper stage, so much you can do with this thing. Also very low part count as well. Saturn V/MLV: A good base for payloads that need super-heavy-lift capabilities. Also very extendable, see my Apollo-Saturn-based trip to 2.5x Snarkiverse Dres, where I took a maxed-out Saturn V, added a methalox-powered S-II stage and 4 AJ-260X SRBs: Saturn II: Not used.
  7. I've been getting B9PartSwitch errors with BDB's Castor SRBs. Looking at the KSP.log, it seems to be coming from RealFuels-Stock. Is there a way to fix this? ZIP file containing the log: (the log by itself is 89MB) https://www.dropbox.com/s/l1510jemxc2u34u/KSP.zip?dl=0
  8. I've been getting B9PartSwitch errors with the Castor boosters. Here is the log: https://gist.github.com/bigyihsuan/10ac6ffcc613b90c182f2f80328d9594
  9. Play session #2 https://imgur.com/a/aCmVvcN The inaugural launch of the TaylorHamRadio v1 communications satellite, which is majorly lacking in power generation.
  10. Play session #1 Did some contracts, struggling to get sufficiently powerful engines to shove things larger than ~0.5t into orbit. I also designed a "Secondman" launcher, pictured below with an early version of the TaylorHamRadio communications satellite, which unfortunately doesn't have enough antenna range (or I didn't set the range/DSN multipliers high enough). https://imgur.com/a/B0a1soO
  11. Once again I'm playing KSP again. And once again I'm playing on a non-stock, rescaled system with BDB (this time it's Precursor's Planet Pack Beyond Home at 3.2x scale, with Real Fuels).
  12. the joys of wanting to play ro without ro I want to scale ALL parts by 1.6x. Is this patch correct? @PART[*]:NEEDS[TweakScale]:FINAL { %rescaleFactor = 1.6 } It's simple enough that it feels correct enough to work first try.
  13. Procedural Parts, as usual, is good for getting tanks of any diameter. I recommend this patch so it's a little easier to get tot the sizes BDB uses often (0.938, 1.835, 3.125, mostly) @PART[*]:HAS[@MODULE[ProceduralPart]]:AFTER[ProceduralParts] { @MODULE[ProceduralPart] { %diameterLargeStep = 0.625 %diameterSmallStep = 0.15625 } } This patch will make the size changes based on 1.25m. Small step is 1/8th of 1.25m, and large step is 1/2 of 1.25m. For the Sarnus/Saturn parts, you will need to manually change the size to 4.25m since it's not a multiple of 1.25m, but for all other parts it will work great.
  14. I'm looking to scale the min and max dimensions of all Procedural Parts by some factor MIN_SCALE and MAX_SCALE (for a 10x rescale system I'm playing). I want this to work on all parts' starting size limits, as well as all part upgrades. Here is what I have so far. Does this look correct (enough)? @PART[*]:FINAL // all parts... { @MODULE[ProceduralPart] // with the procedural parts module... { // set constants %MIN_SCALE = 2 %MAX_SCALE = 5 // change the mins and maxes @diameterMin /= #$MIN_SCALE$ @diameterMax *= #$MAX_SCALE$ @lengthMin /= #$MIN_SCALE$ @lengthMax *= #$MAX_SCALE$ @volumeMin /= #$MIN_SCALE$ @volumeMax *= #$MAX_SCALE$ @UPGRADES // pick the upgrades... { @UPGRADE:HAS[#diameterMax] // that has this field { // modify the value @diameterMax *= #$../MAX_SCALE$ } @UPGRADE:HAS[#diameterMin] { @diameterMin /= #$../MIN_SCALE$ } @UPGRADE:HAS[#lengthMax] { @diameterMax *= #$../MAX_SCALE$ } @UPGRADE:HAS[#lengthMin] { @diameterMin /= #$../MIN_SCALE$ } @UPGRADE:HAS[#volumeMax] { @diameterMax *= #$../MAX_SCALE$ } @UPGRADE:HAS[#volumeMin] { @diameterMin /= #$../MIN_SCALE$ } } } }
  15. 10x Precursors Pack + RealFuels + BDB = Vanilla Gemini on a Transtage + Centaur D + Titan LDC... https://imgur.com/a/IcNVvLy ...10x rescale is really hard (I need over 10km/s just to get to a 100km x 100km orbit...)
  16. I want to play with RealFuels for a 10x system. Can someone confirm that these are the folders I need to remove to keep the SSS Kerosene, Hypergolics, etc and the tank switching from patching, so that RealFuels can take over? Inside SkyhawkScienceSystem/Patches: Hypergolics Resources TankSwitch If not, I'll switch these back on and swap RealFuels with SMURFF.
  17. You could have the black hole system completely replace the Kerbol system, and force a home switch to Elif or Suluco.
  18. I'm using @Galileo's RESCALE configs from here: https://github.com/Galileo88/Rescale/releases I'll try using @Profiremu23's Rescale configs (https://github.com/Profiremu23/RescaleContinued) later today, and report back if anything happens. EDIT: Used RescaleContinued, got a full-on game crash this time. KSP.log: https://privatebin.net/?7511d6622183bdb7#Fmv6WD2CSpqfBEFTSGHMCuGS5ivrRHLuXfkTtGLckKMD
  19. How interesting. This is Rescale = 10, HomeSwitch = Efil. I don't have any other planet mods installed, and no RESCALE mod either. EDIT: maybe I do need to install 10x RESCALE, since the Kerbol system still exists and is at 1x. EDIT 2: installed 10x RESCAL, set Rescale = 1, now the game's not loading into a fresh save. Very fun. EDIT 3: I did not scroll far enough up and just saw the posts above. Uninstalling RESCALE, trying again with Rescale = 10, HomeSwitch = Efil. EDIT 4: Would it be possible to completely replace the Kerbol system instead of switching the home? I think that would help (a little) with the KSC drifting from its actual position.
  20. I had this exact problem; the fix is to turn off temporal anti-aliasing (TAA) in Scatterer. The cause is the outdated version of Scatterer that GPP requires. This specific bug is fixed in a later version of Scatterer that is not compatible with GPP (yet). See here:
  21. It's not possible to run SSS without BDB, as mentioned before, because SSS was built around BDB as a hard dependency. As mentioned before, you can use Janitor's Closet to filter out BDB parts. However, some nodes will be empty because of the hard dependency on BDB. But, I highly recommend playing with BDB, as the progression in SSS highly matches the IRL progression of American space rockets (orbit, then probes, more probes, Mercury, Gemini, interplanetary probes, Apollo, modern day rockets).
×
×
  • Create New...