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milbournosphere

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Everything posted by milbournosphere

  1. Do you know when you might be updating your CKAN repo/manifest? The source links are still pointing to KerbalStuff: $ ckan install RandSCapsuledyne About to install... * Taurus HCV - 3.75 m Stock-ish Crew Pod 1:1.5.3 * BahamutoD Animation Modules v0.6.2 Continue? [Y/n] Y Downloading "https://kerbalstuff.com/mod/13/Taurus HCV - 3.75 m Stock-ish Crew Pod/download/1.5.3" (libcurl) Downloading "https://kerbalstuff.com/mod/321/Adjustable Landing Gear/download/v1.2.0" (libcurl) 0 kbps - downloading - 0 MiB left - 100% Installing mod "RandSCapsuledyne 1:1.5.3" Unhandled Exception: CKAN.FileNotFoundKraken: Trying to install RandSCapsuledyne 1:1.5.3, but it's not downloaded or download is corrupted . . .
  2. I'm having issues with SDHI in 1.0.5, probably due to issues with the decoupler dependency. The primary faring does not fire when toggled, and when triggered on the pad, the faring fell down to the ground through the ship and exploded.
  3. I've been trying something similar and have succeeded with a mk2 pod, but am having trouble getting a mk3 vehicle similar to yours into orbit. The ramjets have MORE than enough thrust, but I can't find an engine combo that is compact enough with enough fuel to bring my vertical ssto into orbit. I'm guessing that you have an engine centrally mounted on your heavy lift shuttle...how are you propelling your vehicle after the ramjets flame out?
  4. Any tips on counter-rotation balancing for the hub part? I'm using counterweights to account for the weight of the spinning parts but am still getting a slight rotation of the ship as a whole. I have three arms rotating on the hub, each weighing 3.1t. I attached three 3.1t weights to the counter-rotating hub, but the ship is still slowly rotating. Perhaps I'm doing something wrong?
  5. I tried waiting for the cooldown period but a button never appeared in either the click menu or the control window. I have not tried with a Kerbal on EVA; is that a requirement for the plasma reactors?
  6. I found what I think is an issue with the Dusty Plasma reactor's menu/control window options. Once shutdown, the reactor cannot be re-activated. There is no 'Activate' button in the Control Window and no button on the right-click menu for the part. I discovered this when I launched a ship with the reactor de-activated within the VAB. Once I was in orbit, I discovered that there was no way to activate the reactor. Should I open an issue on github?
  7. Hey FreeThinker, much appreciated for picking up Interstellar maintenance! I picked up the mod after seeing that it was getting regular maintenance again and installed it on an install of KSP 1.0.4, and I'm getting a lot of NaN outputs both in the VAB and in flight mode: I get NaN on many of the KSPIx parts, not just the turbojet and reactor pictured. I'm also getting some strange behavior with the thermal power generated by the reactors. The generated numbers fluctuate greatly and the throttle goes all over the place. I did re-install KSP and that did not resolve the issue. I didn't see an issue reported on github...is anybody else having issues with thermal power on v1.0.4? I was playing around in the log and am seeing these messages when resizing certain parts: [Warning]: [TweakScale Warning] No valid member found for powerRequirements in InterstellarFissionPBDP TweakScale.Tools:LogWf(String, Object[]) TweakScale.MemberUpdater:Create(Object, String) TweakScale.ScaleExponents:UpdateFields(Object, Object, ScalingFactor, Part) TweakScale.ScaleExponents:UpdateObject(Part, Part, Dictionary`2, ScalingFactor) TweakScale.TSGenericUpdater:OnRescale(ScalingFactor) TweakScale.TweakScale:OnTweakScaleChanged() TweakScale.TweakScale:Update() I'm wondering if it's related to #11. Up until I resize, the numbers are fine. Reactors that display this symptom: Dusty Plasma Pebble Bed Reactor The NaN values from the screenshot above in of the Turbojet menu seem to show up when attached to either of the two reactors listed above.
  8. So I installed interstellar after being away from KSP and this mod for a while. I'm running 1.0.2 with a fresh install of KSPI-E. I can't seem to get any power to the thermal nozzles. They create no thrust and have no fuel flow, despite the engine icon in the stack ui showing a full tank. I've tried with a few different reactor combinations and have gotten nowhere. One thing I do see in the logs is this output: Has anybody else had this issue?
  9. I'm still working on landers and such, but the main ship itself is powered by two of the DS-02 engines. With no lander attached, and with the large hydrogen tank holding ~6700 fuel units (max capacity of 40k units), it has around 2225 delta v. I haven't fully fuelled it yet to see the total delta v possible. I think I'm going to wait to do large missions until I can research the VASMIR engines which provide more power and thrust. Right now it's doing laps around the mun for testing while waiting for my Duna transfer window. I'm mainly focusing on the lander at the moment.
  10. I read through your mission when I was considering building something like this. Your SPR is awesome! I started out trying to build an interstellar ship with a modular design. I saw the MTV with its interchangeable layout and figured I'd try to model if off of that. Whereas with the MTV plan the lander will be shipped in a separate cargo vessel, I'm going to try to build a self-contained interplanetary vessel, hence the underslung lander. MTV with a kerbal twist I suppose.
  11. My first attempt at an MTV-type craft. It'll be destined for Duna but the idea is to make it modular. I'm working on the design now with tests to the Mun; I'm using the near-future packages after dumping Interstellar, so I'm mainly learning the engines at this point. Lessons learned thus far: TWR is too small and I didn't bring enough RCS. The craft is more stable with the underslung lander than I expected. It's my first craft post in this thread... thoughts, comments?
  12. The only source of SAS is the gyro module. I'm using the slim probe body that came with the mod which, per the part description, has no torque generation. I have been using the SAS target mode to help, but the reticle doesn't always match up with the planet, so that's not always a solution.
  13. I downloaded this mod, and overall it's superb, but I'm having a REALLY hard time taking photos even of Duna or Eve. I hone in, set the gyro (the advanced model, purple band) to near 0% or at 0%, and once I zoom in enough to actually make out the planet, the sensitivity of the keys is just insane, even with CAPS lock on. I'm finding it very hard to take any decent photos or keep the planet in sight long enough to click the 'generate science' button. Perhaps you could add a key or two to the GUI to allow very fine adjustments? I have my scope in geosync orbit around Kerbin, at about 30 degrees, with the wide angle 2 processor. I haven't researched the third yet. Would that be why I'm having a hard time?
  14. I've been working on a focus for my latest game, and I figured it'd be fun to design crafts/programs with an approach similar to NASA's MTV/Deep space exploration plans. I've been working on a Duna Transfer Vehicle based on plans for the MTV, and have been working on plans to send a mission similar to NASA's plans to harness an asteroid. However, with my research I haven't really been able to figure how space stations play in to NASA's plans. So far I've been using an ISS-type space station to hold Kerbals and supplies as they move from Kerbin to the ship I'm building in orbit. I've also taken a short spin to the Mun with my first DTV version, and I'm wondering if there are plans to put stations anywhere to support their program. Right now I'm planning on using unmanned transfer missions to build a station in orbit around Duna and potentially a base on Duna's surface, but I'd like to try to track closely to NASA's plans, if possible. Does anybody have any resources that might provide some insight? Posted in the spacecraft exchange as it pertains to the DTV and support craft I'm working on Thanks for any insight.
  15. From what I've learned it occurs when loading a ship. Most times it's after ~5 times in a gaming session that it occurs. I have a log that records me loading a ship in orbit around the mun. I switched to the ship after playing for about 20 mins or so. There are a bunch of 'co-routine couldn't start' messages and then TweakScale freaks and starts throwing NPEs. I then went back to the space center and to the main menu, where I got yet another NPE. Link to log file, on Dropbox: https://dl.dropboxusercontent.com/u/11629505/KSP.gfx.glitch.log I should note that this log is from a modded install, but I saw the bug in my unmodded install as well.
  16. Subd. I am also having this issue. Mac Pro running an ATI 5770 card. I just got back into game after not playing since .23.5 and was surprised to see that the Kerbals had moved into the disco era.
  17. Is there a way to get information about terrain that is not directly under the vessel in question? I see that one can easily get the terrainAltitude via the value in this.vessel, but I was hoping to be able to that information for a few terrain points near the vessel. In anybody aware of how to get terrain data in the vicinity of one's vessel?
  18. Yep, the problem was in the part config. Had the module name set to the part name, not the module name. That's what I get for coding at midnight. Thanks for the assist!
  19. I'm trying my hand at creating my first KSP part mod, but I'm hitting a stumbling block right out of the gate. I found a tutorial here and have tried to complete the first step: create a GUI window for a part module. So here's my newb question. I'm following this video here: ...which is essentially taking the stock RCS block and rewriting its functionality to bring up a basic GUI window. The problem is that when I start KSP, I see that the module loads successfully in the log, and I can add the part to a craft in the VAB. When I go to launch it, however, I get no GUI whatsoever. In fact, I don't even see the print statement that I put into OnStart() that I should be seeing in the log. My concern is that this video tutorial set is for a vastly older version of KSP, but KSP's own wiki tutorials follow the same general syntax. I'm kind of beating my head against the wall because I can't figure what I'm doing wrong. Does anybody have any suggestions or see something wrong with my helloworld code snippet below? using System; using UnityEngine; namespace PluginTutorial{ public class PluginTutorial : PartModule { private Rect _windowPosition = new Rect(); public override void OnStart(StartState state){ if (state != StartState.Editor){ print("[PluginTutorial] start: live"); RenderingManager.AddToPostDrawQueue(0, OnDraw); } } private void OnDraw(){ if (this.vessel == FlightGlobals.ActiveVessel) _windowPosition = GUILayout.Window(10, _windowPosition, OnWindow, "Title!"); } private void OnWindow(int windowId){ GUILayout.BeginHorizontal(GUILayout.Width(250f)); GUILayout.Label("This is a label"); GUILayout.EndHorizontal(); GUI.DragWindow(); } } } I should also point out that I am new to C#. Thanks for any advice or support.
  20. So far I've had success using this mod in LKO, and I'm ready to push a station out to the Mun so I can do science there, as well as handle Mun samples. Can you tell us more about how the multipliers are structured? You mention them but I can't seem to locate any values in the thread.
  21. That was indeed the case. I read the fine manual again and found that statement in the wiki this time. Thanks for dealing with the basic question.
  22. Forgive me if this has already been asked, but this thread is worse than a subreddit at this point (can this mod get its own subforum already?) Anyways...I have a question regarding the thrust I should be seeing from the thermal nozzle. According to the wiki, i should be seeing ~1264kN of thrust out of an basic 3.5m fusion reactor attached to a 3.5 generator. I've just reached the antimatter node of the research tree so I should have the upgraded fusion reactors, but I'm only getting 650kN of thrust out of that setup. Is the chart wrong, or am I doing something wrong? The nozzle is attached directly to the reactor, which is attached directly to the generator. It's running on liquid fuel. Any input would be appreciated.
  23. I like the twin boom design. I've been looking for a cool SSTO to move crew/experiments off of an interplanetary ship i'm working on, I think I'll play around with your idea. I am HORRIBLE with SSTOs and spaceplanes thus far.
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