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birrhan

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Everything posted by birrhan

  1. Your atmo textures cause my KSP to crash. Running on 16Gb and a Quad 2.5k, I don't think memory is an issue. Nothing in the debug file suggests anything. Clean install, no other mods but yours (and PF CE and City Lights). I can load just Urania + PF-CE, I can load Urania + PF-CE + City lights, but I can't load the Urania textures. Could you suggest a fix?
  2. Quick question: why not just port the values for TAC, and use your skins as really pretty skins? I mean, they're beautiful, but at that kind of weight disparity I'm never going to use them. I tried editing your config files to replicate the TAC values, and the game times out during the load screen (while loading the further modded parts, so I'm screwing it up somehow).
  3. I will one up you: I just deleted RO, and it booted like a charm. Engines were connecting, configurable, as were tanks. It was just RO. MFS and Stretchy always worked in the suite of mods I had. Anyhow, I took your latest releases from today (Stretchy, MFS, RO) and we are GOLDEN. Everything loads, KWR appears normally in VAB and functions as expected, engines can be changed to different fuels (stock and modded), and fuel tanks can be changed. Out of curiosity, what got changed in RO? The engine.cfg file in realfuels is still missing, I never replaced it, and it's still working, for the record. So it's all good. As stable as 0.22. Happy days! I'd buy you many many beers if I could. Thank you!
  4. Well, sweet mother of kerbin. I incorporated each of those changes, and we are much closer now. Got to the title screen, loaded, VAB, all parts appear in the menu! Did you change anything in MFT in the last release? The latest version releases that I missed all happened in the last couple of days (Dec 19 or later), so I'd be surprised if that was an issue. However, now I'm getting an error similar to Velorium117, where only the engine's are modifiable by tech level, but not fuel source, under the options tab. MFTs are not modifiable by fuel source (the window doesn't appear; pressing "G" now changes fuel types to a limited subset, but even matching fuels/engines don't output a dv value in KER).
  5. well, there's a couple of people for whom it doesn't work. Bear in mind, it's not supposed to be released yet, so YMMV. For me, engine config files stall the load screen when they get to KW engine definitions (supplied by MFT within the context of RO), or to the stretchy SRBs with KWR uninstalled. NathanKell: I did install as you suggested. I used the file on p/62 that has RO/MFT/stretchy, and replaced RO with Ro v4rev7 that you posted for jrandom. Installing in the following batch order, everything works as expected: 1: (KWR v2.5.5/Engineer v0.6.1.5) 2: (DRE v4/FAR 0.12.2) 3: (KerbalJoint 1.4.21/KSPX 0.2.5/ProcFair 2.4.2) 4: (Stretchy v7/MFT v4) from RO23, (+engine.cfg from MFT/RealFuels 3.3) 5: RSS 5.4 6: RO 23 <---- Stops working here. In the context of my log files, can you suggest a possible fix? I thought I'd followed all the instructions to a T. I even did a clean install of the game. Somebody suggested bundling the RO/RSS mods into a single batch file. I couldn't agree more. I know each component is still being upped to 0.23, but it really is unplayable without RO and the requisite mods, MFT included, and I think the problem is chasing down which of the dozen mods are responsible. Please take that as a compliment--Kerbal isn't fun anymore unless it's got RSS/RO, so thank you for making it fun, and challenging, again.
  6. https://www.dropbox.com/s/8g41plp8ydmjd2j/output_log.txt https://www.dropbox.com/s/8g41plp8ydmjd2j/output_log.txt Out of curiosity--were these output logs helpful in identifying why KWR engines do not appear in the VAB, or why RO is causing the load screen to stall out? Can someone post an engine.cfg file that does work for KWR using MFT+RO? Starwaster, would you mind posting the RO+MFT folders you're currently using that seem to work for you? Thanks.
  7. Ah. well. Please be patient. The last coding I did was c. 1986, on a commodore 64. https://www.dropbox.com/s/8g41plp8ydmjd2j/output_log.txt UPDATE: Clean 0.23 install, clean install of each mod, made sure each was the most current version, including the three released by Nathan as part of QC (v4rev7) and the missing engine cfg was replaced from MFT3.3, and MM1.5.5 (present in RealEngines 0.2--only transiently installed, and doesn't solve the problem). Everything works until RO gets installed. With KWRocketry present, the load screen stops at the Maverick1; without it, it stops at MFT sold rocket booster 1-1. Most current output log: https://www.dropbox.com/s/8g41plp8ydmjd2j/output_log.txt The problem is most likely in RO, then, but there's bleed over with MFT and likely still an engine config file problem.
  8. https://www.dropbox.com/s/bw3wqgbf58fer18/KSP.log Looked through and nothing glaring popped up. It has RftSEngines from RO already.
  9. Bug report? Bug report. KW Rocketry engines are nonfunctional with the latest MF patch. I notice that under "real fuels" there used to be an engine.cfg file (rather large) that doesn't exist anymore--I gather you're trying to update all the mod engines, yes? Since that file is probably formatted incorrectly, pasting it in from the last version of MFSC stalls game loading out completelyAnyhow, file that one away, for when you wake up. and thanks for burning the midnight oil, man. It's been a sad week rummaging through my Steam library looking for other things to play while I waited for your patch to post....
  10. Sorry if this has been answered before, but how exactly do you make heatshields, um, work in RSS? I am using: DRE, FAR, KW Rocketry, KSPX, Engineer, IonCross, and RSS I've already rescaled the heat multiplier in the DRE config from 25 to 12. But I gather there's an RSS specific heatshield. I don't see it anywhere though.
  11. Here's a fun one. The mods don't like "modded" craft, so I keep having to uninstall and reinstall the module (just move the folder, right?). Well, last time I reinstalled it, the GUI represents as a small 4 tile box with no inputs, like so: http://i.imgur.com/rF19iOG.jpg Last time I had this problem was the last version of KER when 0.21 was released. What is the deal here? no other mods currently installed.
  12. So I didn't explicitly state it, but this is coming back from deep space. Without a retrograde burn we hit atmo at 3600 m/s. I can slow this to 2900 m/s, which puts us in an elliptical ~5,000 x 22 km orbit. This is within the tolerances that Lexif had quoted, and why I was asking him for more specifics about how he worked his magic. It appears you need to get to a point that the heatshield never goes over max temp (1400 IIRC), or if it does, to make sure your craft is balanced to a T. See below. So, while I agree with everything you say in principle, some situations don't allow for ideal reentry profiles. Aerobraking is particularly troublesome for the FAR/DRE combo, and aerobraking is how I imagine it would have been done IRL (and how you are suggesting it be done). That said, even at optimal (slowest) speeds, you need to bleed off around 500 m/s to get into Kerbin orbit (<3100 m/s). Which requires a substantial amount of atmosphere. And heat. Just to get an elliptical supra-Minmus-apoapsis orbit (40,000 km?). Multiple passes are just fine, it's the initial capture that sets constraints on the upper bounds of what's allowed. Yeah, but bleed out the mono, that'll get you to 5.3. Turns out I had 10 units left, I bled out the remainder, and it balanced nicely. That became a non issue, because I found a sweet spot where, even though ablation burned off, I was slow enough to do a suborbital hop up then back down, and temp never went critical (1370 or so--max is 1400?). So the shield stayed put, it never wobbled, and I was able to deploy chutes at ~3000 m altitude, 600 m/s, deployed at 200 m/s, and lost everything to g force damage--except the pod. Razor's. Edge. You were probably right about the slight imbalance though. Good call. Thanks.
  13. I'm not sure you understand. It never gets a chance to deploy; when the shield overheats, the craft wobbles, tipping the (still packed) chutes into the fire, at which point they disintegrate.
  14. So I'm doing essentially this, and it definitely doesn't work. Pod is a Mk 1-2 pod with a docking clamp, 2 radial shields, a tiny battery, an RTG, and a radial mono tank--total weight when the shield gives out is 5.3 tons. Apo=5.0 million km (0.5 mun distance), peri=12 km, speed 2988 m/s. Ablation went out at 13 km and immediately got destroyed by G force damage (speed was 1465 m/s). The pod will actually survive a peri of about 22 km, same apo, same speed (actually a little faster). the killer is that when the ablation shield gives, SAS overreacts, starts pitching into the flames, and the chutes burn up before I can even deploy them. It happens VERY quickly, less than a second, I don't have time to manually control it back, even with Caps lock engaged. I'd say I'm still doing 1700 m/s at around 15 km when the shield goes there. I'm asking you because you've actually done it. Hopefully it's not a problem with SAS being too ginger nowadays in 0.21.1.... and if so, what's a good way to combat this?
  15. This is with FAR as well. As you can see, we're just shy of 3x heavier than a fully kitted Mk1-2 pod (about 5.5 tons)--around 15 tons. So something's got to give.... so I fitted a retrobooster module underneath. it adds about 8 tons, bringing us to 24 tons (eeek!) but GREAT SUCCESS--Kerbal style landing.
  16. Already using drogues with radials. Or just radials. or just drogues. They never get a chance to inflate. For now I want to keep things as stock as possible. There really needs to be a radial drogue. Though I feel like it will run into the same problem.
  17. Understood, it just seems excessive. I mean, ialdabaoth has stated earlier that chutes ought to be deployable below 1000 m/s without damage. And he's also stated that DRE is FAR compliant. Given those two things, I see a bug.
  18. I understand that author is busy with bad stuff IRL, but I'm having some serious issue with FAR compatibility using chutes and heat shields on larger-than-normal craft (16 tons or so). Most times it can get through the firey part of reentry. The issue comes with the chutes. Any combination of chutes induced DBG (death by g force)--drogue or main chutes, in tandem or in sequence. I have deployed at 1000 m/s and at 500 m/s. All induce g force mediated disassembly very very quickly. So. Tips or tricks would be appreciated. I understand that the mod is designed to be FAR compatible, but there are a whole host of issues that still crop up, this being the most recent. (the 6.25 m heatshield is still really buggy too).
  19. Specifically, there was a fuel line that fails to connect when reloading--I check the save file and it says "connected" but not to what (there are several, hard to tell which one's the culprit). So I have two questions: how to edit specific parts in the save file (and does it need to reconcile with the persistence file--if so, how?). Second, I had thought to just launch the craft once fixed in the VAB and paste it into the corrupted craft's place--instead, the only part that exists by that name is "debris"--a docking clamp and decoupler. In my haste I modified the persistent file without backing it up, so woe to me. I'm really really really upset at this, because this specific project is about 80 hours of game time invested, and this is the farthest I've gotten. Anyhow, tips or guides on how to transpose craft files or fix broken parts within craft files would be appreciated. the next time.
  20. So LVNs are notoriously underpowered, meaning that 1000 m/s burn is gonna take 10 or 15 minutes. During which you are orbiting and changing direction. Do you point directly retrograde, at the blue reticle, or somewhere else? For a 15 minute burn, I'll start 10 minutes out (the change in dv making Pe take longer). As it stands, I've tried both retrograde and towards the blue node reticle and I'm wasting about 40% of my fuel, which is kind of obscene, and makes me think this could totally be done better.
  21. Elsewhere yeah. I can guarantee COL is well under COM, and that COM is centered. Spinning happens immediately after launch. Let's say 100 m. I check the flight log and no damage occurs to the rocket during launch. I was able to get it into space a couple of times last night, with some very very very nimble active controlling of the gravity turn whole spinning--done around 5000 m with a speed of 150 m/s, 220 m/s at 10 km and angle of declination of 10-15 degrees from vertical. Spinning dissipates around 70 km--end of atmosphere, and SAS can take control again. Super super weird.
  22. One more problem ferram. Rockets. Spinning out of control. I have tried the following (individually and in succession): 1) fins, of all sizes, with and without ailerons 2) locking gimbal 3) disabling ASAS 4) inline SAS Suggestions? Am I missing something? What are the causes of this? I have had this issue before, and some combination of the above fixed it before.
  23. I imagine at that speed you need each chute. From a 80 x 80 km orbit, setting Pe to ~0, I can get a similar pod through firey reentry, deploy two radial chutes, and decelerate to 160-180 m/s at around 500 m before they fill and come to a near stop. Most things are damaged, and the SAS and/or docking port may get destroyed, but everything else survives. The problem I tend to have with the drogue is finding a place for it on the command pod if I also put on a docking port.
  24. Excellent work! Good to know that 3800 m/s is survivable. I am definitely trying this. For reference, your reentry mass was 6 tons or less, correct (IonCross/DRE equipment, with an SAS and parachutes on an Mk1-2 pod)? No RTG on the command pod? Now that ASAS requires constant power to maintain heading, I never leave home without one.
  25. So from Minmus your speed at Pe will be around 3000 m/s. It is definitely possible to exceed that coming from interplanetary space. You have to bleed off enough speed through drag to get a capture--in other words, it's the difference between your speed at closest approach and ~3100 m/s. Stock aerocapture bleeds off between 1000 and 2000 m/s; this ignores heat and G force. Incorporating that, I don't think you can stop very much. That said, I've seen a lot of questions on the subject, but few answers--so I'd be curious what other players' experience has been. Experiments!!!
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