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MedievalNerd

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Posts posted by MedievalNerd

  1. Downloaded and installed all essentials. MS19E tweak pack installed as well. Unlocked all the free nodes, none of them had command pods, just a warhead.

    What I could have done wrong was during installation of some of the essentials. Dont know if that may be the case, but I will take some time to double check everything. If you got any info that would allow me to pinpoint the problem I will be grateful.

    BTW: There is a couple of huge tanks from FASA that are available from start. Out of place if you ask me.

    You must have missed a step. After unlocking all the free nodes, the one furthest to the north will have a few antennas and the WAC probe core.

    I'd suggest reading over the OP, and the subset of instructions for RSS & RO.

    The RPL Tweak pack either uses existing models from both stock & mods. The WAC Probe is a modified nosecone from AIES if I'm not mistaken. (or KW)

    Does Module Manager give you any errors on boot? How many patches is it reporting?

    You can also share your output_log.txt file so we can see what's going on during boot, and what not.

  2. Hi, I have downloaded all the essential mods, but I end up without any command pod or any way to control the vehicles. Someone noticed that before, but the answer didnt explain anything at all.

    Did I do something wrong?

    BTW: I remember there being a Tech Tree mod that started you out with prop driven aircrafts instead of rockets. I dont remember the name, do you guys know it?

    I recall people to wanting to build such a tree (starting with Planes) but I don't remember seeing a thread about it. sorry don't know it's name if it had one.

    As for not having any probes, did you unlock all the free nodes? are you sure you also installed the MS19E tweak pack? (check the op)

  3. I built the biggest thing I could to get the Mars/Venus missions underway but you evil man made them weigh 1.4t each. Putting the absolute minimum bits on them plus an insertion motor brought them up to 3.1t. After an evening of tweaking and fiddling I present the below - return of the enormous wobbly rocket! 18,820 dV should just about make it if I launch on a window.

    My word though, it isn't half wobbly! Reminds me of before kerbal joint reinforcement. It broke in half twice on test launches because SAS amplifies the wobble :)

    http://i.imgur.com/vv1klYQ.jpg

    Woa, ok. I was having moments of insanity when I made those.

    For some reason 1,400 pounds became 1.4 tons...

    I'm so proud of myself sometimes... <_<

  4. Yes, sleepless nights of coding are never fun :rolleyes:

    Especially with a full time job as a Project Manager that waits for you in the morning... lol

    - - - Updated - - -

    I doctored my save to start at 200km where InSpaceLow begins and I was finished transmitting with 80km left to impact - 30ish seconds. Meaning the process took about 45 to 50 seconds to complete. If you really want to get this closer, you're going to have to measure altitude and not use the biomes.

    I don't use homes. and thanks for the stats

    - - - Updated - - -

    Or just expand FlyingHigh to something more appropriate for the new scale of RSS... Maybe 100km. At that point, if you have a sufficiently shallow approach, you have time to run everything and transmit before impact, but without any extra time.

    EDIT: Whoops, guess it's supposed to be flying low. Even bumping FlyingLow up to 20km-30km, the only way I can think of to dump the chemical, collect the data, and still have time to complete the transmission would be to at least halve the chemical, and then really cut down on the data rate so it doesn't take more than a few seconds to transmit.

    Flying high, check the probe file. :)

  5. Did you actually test the flyingHigh part of the Luna 1 chemical release? flyingHigh starts at 30km, a standard moon approach comes in at 2.4km/s. You hit the ground with barely 15 chemical released and most certainly no time to finish the experiment and transmit results. This thing needs to start the release at spaceLow and be maybe less chemical. I mean yes, I could take fuel/engine etc and slow down close to the surface to get things done but then it's hardly an impact experiment is it? ;)

    To be able to save time I had to test it using HyperEdit. So the situation trigger works, but I wasn't sure the sort of speed you'd hit.

    For transmission I did lower the data size, so it shoudl transmit relatively fast. (Albeit currently impossible by the numbers you are giving me. lol)

    I'll have to recalculate the altitude cutoffs.

    Space Low would be too wide of a range. So I'm thinking we should up the Flying High cutoff. And in any case, we NEED TO increase the Flying Low, it's starting at 8KM ASL, and most terrain is around 8KM ASL. Oupsie!

    2.4km/s

  6. ok did you see what i seen?

    No sorry, figure of speech. I'll have to investigate it further. :)

    EDIT:

    As I thought:

    "Patch notes from PF"

    * Added new resizable fairing bases with configurable number of side nodes.

    * Old parts (bases and adapter) are deprecated. Launched vessels should be fine, but you might have trouble loading old designs in VAB/SPH in career mode.

    * Added new part: Thrust Plate Multi-Adapter.

  7. no i do not see them in the VAB and i do not see them in the tree that i have unlocked rite now but the ones in sandbox mode is different then how they used to be you can change the size of the fairing base and there only 3 parts now two fairing bases and the interstate thing

    I see, if he made new parts he might have retired the old fairings. And the brand new parts will most likely be in strange places in the RPL tree.

    I'll have to go check that out.

  8. I just tried to install this group of mods (pretty new to KSP in general) and I've been watching BadashGames' channel on it. I've noticed I have a don't have the choices in stretchy tanks he has. I wanted to makes sure this was just a change not a glitch or something I installed as an extra. I seem to have some options, but they're all only solid fuel. I have some liquid rockets, just no tanks beyond an odd circular one and some really tiny one that I can load full of any fuel, but I can't seem to figure out how to load it full of a liquid fuel. Any help for a noob here?

    Are you playing with RPL MS19e? IE, did you install Tree Loader and all the mods listed on the OP?

    If you are new to KSP in general, it might be a good idea to read the OP of any mods you are having issues with first. Some of the mods require post install changes, or additions in order to function as intended.

    And if you could say the name of the parts you are having issues with that'd be great. :)

    Welcome to the forums!

  9. Just want to make sure I didn't accidentally rub you the wrong way: I wasn't suggesting you do this yourself, but was just thinking out loud. Given the prevalence of modding it seems like Squad should maybe at some point build in some kind of mod management system to allow auto-updates or at least notifications. For now I'm quite happy to just consume these awesome mods you guys are pumping out.

    Great update!

    Nope, not at all.

    The mod pack question has arisen multiple times throughout. So perhaps I'm giving the short answer at this point. :)

    And yes, I'd love to see some kind of in-game mod support. As long as it does not become restrictive in any way! D:

  10. well this curse site issue just made getting the mod packages needed harder. I just did a clean install of RPL/RSS/RO with all "newest" versions of mods and browsing "curse" truly was cursed, seems only the forum is a trust-able place to find our mod links now. Thank goodness MN has provided forum page links in OP!

    Don't download from Curse unless you 'have to'. Stick to the forums, since this is where everything seems to be updated first. I don't even have my stuff on Spaceport. (But I'm lazy or something.)

  11. And for the explorer probe the engine and thrust vanes are missing (they're in the freedom 7 node) which is a bit of a bugger since you have to pay 100 science to get and there are several nodes in between.

    Tell me the 'partnames' of the ones that aren't supposed to be in either the Mercury or Gemini nodes. :( Since those don't have tech level sit was rather tricky to figure out where to put them.

    Thanks,

  12. Medi, have you changed the GameData\Squad\Resources\ScienceDefs.cfg on your machine but not pushed it as part of the release? All the standard stuff is defined in there and the differences between value and cap in that file could explain the problems. I'll start a fresh game and try to track this one down.

    Edit: Found some: the AIES science parts in Node 'To be sorted' don't have MM overrides for their xmitScalars. Created a file to go in GameData\RPL\Tweaks\AIES\Science

    https://dl.dropboxusercontent.com/u/71576136/KSP/RPL_Tweaks_ScienceInstruments_AIES.cfg

    LOL, no I haven't done that. Come on. And I'd never edit a .cfg file like that, it would be horrible! D:

    And ONLY the RPL probes, were fully revised. Stock & Mod probes still need overhauls.

    Some of the stock science instruments have their values updated. Go in the RPL folder, and find the Tweaks\Squad folder, somewhere in there you'll find a MM file that tweaks stock experiments. Double check the values against the stock sciencedefs to see if the base/cap match. :)

    Ultimately this doesn't advance the issue. Which is experiments which I know 100% have base/cap values matching don't get fully transmitted. We'd need someone to have a vanilla install, update the stock sciencedefs to have matching base/cap values. And then test out transmitting with stock functionality ONLY. That way we could figure out if this is a stock issue or maybe RT2?

  13. Okay, so I started a new career with the MS19e pack and most of the bugs seem to be fixed.

    Although there is one thing, it looks like it's a bug, but I'm not completely sure. When I try to transmit any experiment which has 100% transmit value, the first transmission only sends 73% of science. Next one 21%, then 5% and after that only minor amounts of science, but to completely max it out, I guess I would have to do it like 10 times or so.

    When sending, it shows like it will transmit 100%, but when the transmission ends and I click the experiment again, there is still some science left.

    I wasn't able to reproduce this. Only once and it's when I slipped out of comm range while transmitting... I'm really dying to know what the hell is doing this. If you look at any of my files you'll see that all RPL probes have matching base & science cap, and also when attached to a part they have their 'xmit set to 1.0'.

    This is a sneaky one...

  14. After a grueling 12 hour sprint of RPL Madness... I quit! Just kidding. :D lol

    RPL Milestone 19e

    *RPL Post

    >Tweaked first page of post, and reorganized it by sections with quotes to ease reading.

    >Created RPL Probe List.

    * Full Sweep of all RPL Probes.

    > Updated Experiment Data Costs (Check out the First page of the thread or below, thanks to timewarp compatibility)

    > Updated Battery costs (No more insane Vanguard probe? Happy? :P)

    > Updated Science Payout of almost all probes.

    > Luna 1 now has only 30 units of Chemical to be released while Flying High. (~30 seconds)

    > Tested all RPL Probes.

    > Shouldn't have any more Reaction Wheels on the implemented RPL probes.

    * Full Sweep of Tech Tree Costs (UPDATE YOUR TREE!)

    > Increased Costs of Liquid Engines, SRBs & RCS to account for new experiments & Payouts

    > Added costs to the Antenna/Dish tech line.

    > Moved around some remaining stragglers in the tech tree.

    NEW!?

    Probes & Experiments

    Created and placed the following in the tech tree:

    *RPL-SWE-MB1 - Bio Sample Analysis & Retrieval from low Earth orbit.

    *RPL-USA-NK1 - Bio Sample Analysis & Retrieval from low Moon orbit.

    *Made a copy of ProbeCoreSphere for Sputnik1. (Instead of using the stock part itself)

    Milestone 19e - Probe List

    MS19e_Tier0_Probes.png

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    MS19e_Tier1_Probes_Part1.png

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    MS19e_Tier1_Probes_Part2.png

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    MS19e_Tier2_Probes.png

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  15. Yikes, I feel dumb, this was it. Thanks!

    There are so many mods to keep track of now... at some point that will have to be automated somehow!

    Thanks everyone for their hard work making the game extra awesome.

    Howdy,

    I'll make a video and an Excel sheet for download and track.

    as far as mod pack I'm not going to try it again too many mods varying releases, so really hard to maintain.

    and the last thing modders need is dealing with outdated issues do to a pack being out of sync.

    that being said there were 2 mod pack downloaders but I think they aren't updated anymore.

    Thanks for the feedback,

  16. So just checking to make sure I'm not doing something wrong, but are all of the mercury / gemini / apollo parts lacking their realism? They all seem significantly underpowered and undersized, and using the stock fuels. If you just haven't gotten around to them yet, maybe those nodes could be labeled so we don't unlock them uselessly?

    For example I see some realistic gemini engine parts in the RftS config, but the parts which show up in the tech tree are different. When I build a Gemini and Titan II, I only get about 6 km/s delta-V.

    Also I get a lot of Soyuz and Mir parts unlocking right form the get-go, which I doubt was the intent?

    There's also some other wonkiness with the tech tree, like getting certain fairing parts before getting the bases needed to use them (and the AIES fairing separation motor is stuck with the SRB's instead of the fairings). There are also some crazy powerful engines showing up early which seem out of place, like the LR18-4.

    I love this mod, it's just hard to tell at this stage which parts are supposed to be used and which aren't. Let me know if I can help in some way.

    LR18-4? I don't even see that in my tree. :P Are you using RFTS?

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