Jump to content

m4ti140

Members
  • Posts

    346
  • Joined

  • Last visited

Everything posted by m4ti140

  1. So... there are still some gremlins with the LM IVA, the RotateInternal module seems to fix it but I had it revert to backwards orientation on crew transfer. Switching vessels or saving/loading fixes it again. It could be the Reviva mod interfering though, will check without it.
  2. Yeah, I play on 3.2. And so far overhauled Apollo didn't need any boosts to parts, it's just the SLA that had an issue (and the regular one was fine in the first place). I'll check out the repo. I think I'll just do PRs for the cfg file stuff I mentioned above.
  3. I did some testing on this on the release: the jettisonable SLA doesn't just fail to shield the payload, it itself seems to be a massive source of drag. I'm playing on a 3.2 scale system (which seems otherwise perfectly suited for the new Saturn parts) and with jettisonable SLA I was not able to reach orbit in Saturn IB without a stage 1 extension, it wasn't lofting the trajectory high enough for S-IVB to have time to circularize. I wasn't carrying any payload other than the CSM itself (open top version obviously, in case that makes a difference). With non-jettisonable version I could get into orbit just fine with otherwise identical config (SM in ASTP config, empty bay with just a docking target). Looking at flight recorder revealed that drag losses with jettisonable SLA were more than doubled, over 800 m/s against 300 m/s with non-jettisonable one. I will look if the latest changes in repo fix this scenario. Other, problems I noticed with the overhauled Saturn/Apollo: 1. The heatshield and CM do not have the body lift disabled. This is bad, because the body lift vector is opposite to the lift surface vector, resulting in completely bogus aerodynamics: at reentry no lift is generated without extreme pitch angles (because the body and lifting surface lift cancel each other out). At subsonic airspeeds the pod gets completely overtaken by Kraken (especially with offset CoM set) and starts to attempt doing loops, because for some reason the body lift completely overwhelms the lifting surface. This is thankfully a very easy fix, just set disableBodyLift = True in ModuleLiftingSurface for both CM and heatshields, increasing the lift coefficient for the heatshield might also help but haven't tried it yet. 2. Less bugs and more design considerations (some are probably bugs though): The lunar ascent module needs an additional, forward facing control point, this is thankfully a simple cfg edit The CM experiment storage container doesn't have canBeTransferredToInVessel = True and canTransferInVessel = True, as a result experiments can't be transferred from ascent module without EVA A stretch maybe, but S-IVB IU could use an additional control point too, this time rolled inverted, (0,180,0) as the reference frames of launch vehicle and spacecraft are rolled 180 degrees from each other - the rocket flies the ascent with the CSM facing heads down, but for the launcher that's actually a heads-up attitude. Not really necessary though, this can be accounted for in kos/mechjeb
  4. @PART[bluedog_Apollo_CrewPod,bluedog_Apollo_CrewPod_5crew]:NEEDS[ComfortableLanding]:AFTER[Bluedog_DB] { MODEL { model = ComfortableLanding/Models/BDapollo/AirBagBDapollo scale = 1, 0.88, 1 rotation = 0.0, 0.0, 0.0 position = 0.0, -0.05, 0.0 } MODULE { name = ModuleAnimateGeneric animationName = CL_BDapollo startEventGUIName = Deploy endEventGUIName = Close actionGUIName = Toggle //restrictedNode = bottom eventAvailableEditor = true eventAvailableFlight = false eventAvailableEVA = true } MODULE { name = CL_ControlTool } MODULE { name = CL_Buoy buoyancyAfterInflated = 1.5 COBAfterInflated = 0.0, -0.2, 0.0 playSoundPath = ComfortableLanding/Sounds/Inflate_B volume = 1.0 animName = CL_BDapollo animLayer = 0 } } Here's my version of the patch, with some additional edits I didn't test yet to CoB position and max buoyancy. I also rescaled it to fit the model better (with additional last minute changes that I also didn't check yet, will update if they end up being broken. I also removed all the bogus, gamebreaking changes to ModuleColorChanges and removal of existing ModuleAnimateGeneric - turns out neither of those changes are needed for the mod, I have no idea what they were doing there.
  5. They're not supposed to be lined up like this. The original was accurate to how it looked IRL, they were too far away from the center axis, not at a wrong angle. IRL each bag is attached in 2 points, not one, to both neighbouring flanges, and stowed underneath the main parachutes. For it to be truly accurate you'd need a new flotation bag model
  6. I have same issue (it's not just ship icons, the whole map screen is jittering and even planets in high orbit become weirdly smeared), the only mods we have in common I think are Scatterer and DOE, but you should post ALL of your mod list, literally just print dir to file using console. I'd add that it started after I updated both of those mods. It could be a rendering issue.
  7. Does anyone else have the issue where using modular launch pads completely throws off delta-V calculations in mechjeb, breaking PVG?
  8. How did you get it working? For me it's doing nothing. EDIT: Nvm, it seems that it's doing something, I think it was another mod
  9. This is some pretty disgusting misinformation... That's not what happened, these mods were in works and were being showcased long before the official remakes were even announced. This. Things like scatterer/EVE/parallax, kopernicus and planet packs. There are lots of places where the axe could fall.
  10. "BoulderCo" is your EVE config folder, without it it shouldn't work unless you have another one from a visual pack.
  11. Too bad this is the last update, cause the same steering functionality would be EXTREMELY helpful for actual aircraft control surfaces. All aircraft capable of supersonic flight suffer from exact same issue, as you accelerate the control range becomes to large. It's so bad that beyond a certain speed SAS tuning is so off it causes catastrophic oscillations and needs to be turned off.
  12. I'm just going to recursively yeet all MiniAVC.dll with PS, didn't realize people were still including those, thanks for warning. Sorry if I sounded rude, it's just that from my perspective it looked like a visit at a clerk office, where I ask the clerk for help, they tell me to do something and then refuse the original request because somehow doing what they told me made me illegible for it.
  13. Read the whole post. We were talking about 4.3.2 the entire time, which is why I gave you link to the zip you were asking about, as well as logs with that version installed, then explicitly said that the same happened with the update (i.e. 4.3.3). Also I managed to fix it already, the problem disappeared after installing Click through blocker and Toolbar controller, neither of which was listed as a dependency.
  14. From your github, literally this file: https://github.com/linuxgurugamer/RATPack/releases/download/0.4.3.2/RATPack-1.8.0-0.4.3.2.zip Issue still occurs with update. Directory structure: Volume in drive X is Seagate Backup Plus Drive Volume Serial Number is 2870-DD25 Directory of X:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData 06/03/2021 20:56 <DIR> . 06/03/2021 20:56 <DIR> .. 02/25/2021 00:58 <DIR> 000_AT_Utils 02/19/2021 00:59 <DIR> 000_TexturesUnlimited 02/18/2021 21:31 14,336 666_ModuleManagerWatchDog.dll 02/18/2021 21:31 5,120 999_Scale_Redist.dll 02/18/2021 21:37 <DIR> AnimatedDecouplers 05/30/2021 18:39 <DIR> B9PartSwitch 05/28/2021 08:34 <DIR> B9_Aerospace_ProceduralWings 02/18/2021 21:27 <DIR> Bluedog_DB 02/11/2021 01:00 <DIR> BoulderCo 02/18/2021 21:37 <DIR> CommunityCategoryKit 05/30/2021 18:39 <DIR> CommunityResourcePack 02/24/2021 10:40 <DIR> CraftManager 02/11/2021 02:05 <DIR> DistantObject 02/24/2021 10:28 <DIR> DKSalvage 02/18/2021 21:27 <DIR> DMagicScienceAnimate 02/11/2021 01:00 <DIR> EnvironmentalVisualEnhancements 06/03/2021 20:56 0 GameDatadir.txt 02/18/2021 21:36 <DIR> KAS 02/19/2021 00:59 <DIR> KerbalFoundries 02/19/2021 00:59 <DIR> KSPWheel 02/24/2021 10:28 <DIR> KXAPI 05/30/2021 18:38 <DIR> Mk2Expansion 02/18/2021 21:37 <DIR> ModularLaunchPads 05/30/2021 18:39 141,312 ModuleManager.4.1.4.dll 06/03/2021 20:30 18,100,232 ModuleManager.ConfigCache 06/03/2021 20:30 842,539 ModuleManager.ConfigSHA 06/03/2021 20:30 9,164 ModuleManager.Physics 06/03/2021 20:30 31,262 ModuleManager.TechTree 02/18/2021 21:31 <DIR> ModuleManagerWatchDog 02/11/2021 02:03 <DIR> PlanetShine 05/30/2021 18:54 <DIR> RATPack 05/28/2021 13:35 <DIR> RealPlume 05/28/2021 13:35 <DIR> RealPlume-Stock 02/10/2021 23:47 <DIR> ReStock 02/10/2021 23:47 <DIR> ReStockPlus 05/27/2021 22:11 <DIR> scatterer 02/18/2021 21:27 <DIR> SimpleAdjustableFairings 05/28/2021 13:35 <DIR> SmokeScreen 01/01/2021 16:44 <DIR> Squad 01/01/2021 16:44 <DIR> SquadExpansion 05/28/2021 03:02 <DIR> StockWaterfallEffects 02/21/2021 21:33 <DIR> Tantares 02/21/2021 21:31 <DIR> TantaresLV 02/21/2021 21:30 <DIR> TantaresSP 02/19/2021 20:56 <DIR> TarsierSpaceTech 05/29/2021 16:06 <DIR> ThrottleControlledAvionics 02/18/2021 21:31 <DIR> TweakScale 02/09/2021 21:09 <DIR> VesselMover 05/28/2021 14:10 <DIR> Waterfall 05/28/2021 14:10 <DIR> WaterfallRestock 02/18/2021 21:31 <DIR> __LOCAL 8 File(s) 19,143,965 bytes 45 Dir(s) 20,990,181,376 bytes free Volume in drive X is Seagate Backup Plus Drive Volume Serial Number is 2870-DD25 Directory of X:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\RATPack 06/03/2021 20:56 <DIR> . 06/03/2021 20:56 <DIR> .. 05/30/2021 18:47 14,812 LICENSE.md 05/30/2021 18:47 44,032 MiniAVC.dll 05/30/2021 18:54 241 MiniAVC.xml 05/30/2021 19:42 <DIR> Parts 05/30/2021 18:47 <DIR> Plugins 05/30/2021 18:47 217 RATPack.restockwhitelist 05/30/2021 18:47 379 RATPack.version 06/03/2021 20:56 0 RATPackdir.txt 05/30/2021 18:47 9,041 README.md 05/30/2021 18:47 <DIR> Sounds 05/30/2021 18:47 <DIR> Textures 7 File(s) 68,722 bytes 6 Dir(s) 20,990,177,280 bytes free log https://1drv.ms/u/s!ArMDWm49dN3Cgs4DL230o7oJTeWjWA?e=pEQfxr Screenshots:
  15. for me there was no way to activate them, neither through UI nor through action groups
  16. Is there any way to use the nozzle position in J-404 as a controller? Would be really useful for afterburners.
  17. Not sure if any of those have been reported up to now, but gonna drop these just in case: 1: With AA off the refraction goes stupid to the point of hilarity, displaying what seems to be the contents of the kerbal camera in the bottom right. 2: Not sure if it's on Scatterer or ER side of things: volumetric clouds visible from couple hundred meters underwater. Had it happen in older versions but I don't remember if I reported it. Using DX11, 1.11.1, scatterer+Eve redux with default Eve configs + waterfall (though nothing in the scene uses it), DOE, Planetshine and restock. Disabling the latter 2 didn't fix it, haven't tried completely uninstalling them yet.
  18. Danny is going to have his way with this one... I expect ships with mass effect cores.
  19. Ah, ok then, I thought it was gonna be spread between nodes. It makes sense then.
  20. Imo the ring one should be the cheaper, earlier one, as it's much less wieldy than the coils and is closer to our physical understanding of how one would work, while the coils are pure far future sci fi design and leave much more design freedom. Also I like how reminiscent the Mk2 ring is of the Jedi starfighter hyperdrive ring.
×
×
  • Create New...