Jump to content

g0tchas

Members
  • Posts

    45
  • Joined

  • Last visited

Reputation

0 Neutral

Profile Information

  • About me
    Rocketeer
  1. I think you might be on to something. I noticed that parts auto resize based on the size of the part it is being attached to, rather than maintain its stock size. I'll update my tweakscale and do another test. On a side note: I started a new game and am not having this issue any more, but rhat means I'll have to redo my 10 comsat network around Kerbin and Mun. Update: It appears Tweakscale was the problem. Updated my Tweakscale and no more spectacular explosive vessels :-)
  2. Thanks, Jacke. Admittedly, most of this has gone over my head, but thanks to the wonderful MS Excel, I've set up the formula in a spreadsheet and just need to plug in the relevant values to calculate the required A to have an orbit of a specified time. - - - Updated - - - I must be going blind as I can't find any μ value on the KSP Wiki. It shows the Standard Gravitational Parameter and Mass though, which, IF I used the formula correctly, equates to an μ value for Kerbin as 186,877,414,558,800,000,000,000,000,000,000,000.00. Considering that the μ for Earth is only 398,600.4418, it doesn't look right. - - - Updated - - - Doh - had a blond moment. Standard Gravitational Parameter = μ So, if my P = 75km and I want to set a 2 hour orbit, I need to increase my A to 2,060.20km.
  3. Forgive me if I'm being daft, but is there a way to create a maneuver node that will set my apoapsis/periapsis for the orbit to be a certain period of time, .e.g 2 hours, rather than distance. I can't seem to figure out how to do it with either the maneuver planner or the maneuver node editor (the later is way over my head). If this isn't possible in the current version, may I be so bold as to suggest it as a future feature?
  4. There's still something wrong in 0.90. As soon as I drop RT into my install and I go to a vessel, the RCS fires and the vessel is ripped apart in spectacular fashion. This doesn't happen if I don't have RT installed, so it's got to be where the problem is. This is from a 0.25 save game, but the same thing happens in a new games started in 0.90. I can send you a copy of my save game if that will help you trace the cause of the problem.
  5. I have the same probles with both a new game and a migrated game. RT seems to be brpken for 0.90 - for me at least
  6. It doesn't want to work for me in 0.90. Whenever I change active vessel, the new active vessel's RCS thrusters fire and literally rips my ship into tiny pieces from the force. To make matters worse, my whole game then becomes unresponsive. I have a couple of other mods installed - all updated for 0.90 and this only happens when I add RT to my install.
  7. Sorry for the late reply - somehow I didn't get notification that there'd been replies. I think I understand what my problem is. For each connection there must be a 'sending' dish on one end and a 'receiving' dish on the other end. I only had 'sending' dishes set up, assuming that the signal would be 'received' without having a 'receiving' dish set up. But I'll have to wait for 0.90 update to test this.
  8. Hi, I've been dabbling with RemoteTech for something different and ran into a problem that I can't figure out what's wrong. I have 3 short-range satellites in geo orbit around Kerbin and 1 short-range satellites in a lower (faster) orbit). Then I have two long-range satellites in synchronous orbit around Kerbin at 4k. In orbit around Mun I have 2 long-range satellites and 1 short-range satelite. Here's my issue. When either of my two long-range satellites around Kerbin is the active vessel, it shows a connection to at least one of my satellites in orbit of the Mun (see screenshot below). However, when I switch to that same satellite around Mun, it shows I have no connection back. Can anybody shed some light as to what I'm doing wrong? Thanks, G0tchas
  9. That's awesome. Looking forward to it. Will it be save game breaking update?
  10. I don't like the CLS plugin very much. What impact will it have on this mod if I got rid of the CLS mod?
  11. I've recently switch back from 64-bit to 32-bit KSP and now all the icons on my toolbar are tiny, and I mean so tiny that they're a white spec on the button. (those appearing on the stock toolbar from 0.25 are also fuzzy, like it's a low-res image shown blown up and shown in hi-res) Any suggestions?
  12. This is one of my favourite KSP mods. Any chance of getting a version that is not dependent on Modular Fuel Tanks and ModuleManager? Their developers disable them if you're running the 64-bit version of KSP (the 32-bit is completely unplayable due to the memory issues), so your mod doesn't work for me :-(
  13. Unfortunately for those modders, people like me then simply don't use their mods. My KSP constantly crashed under the 32-bit version because of the memory issues. Since using the 64-bit version of KSP, I've only had problems when I used mods that weren't updated for the 64-bit version. If I take out those troublesome mods, I have no crashes at all. I may just be lucky, but I don't experience any of this so-called instability of the 64-bit version of KSP.
  14. I'll need to recreate the error to get you a current log file. Hahaha - that's so funny. I'm a Kiwi too by citizenship. Used to live in Auckland for almost 6 years.
×
×
  • Create New...