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Lucius

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Everything posted by Lucius

  1. Yes sorry i peeked through the diagram myself and you're right they only ever cut out the center engine.
  2. Now someone else will explain it for you better i'm sure, but i can tell you in brief, there is a chart out there somewhere of the TWR of the apollo missions, and they would deliberately cut engines as they ascended for 2 reasons: 1) was to maintain lower g forces on the nauts 2) was honestly to maintain an efficient TWR so that they were following their projected flight path (i believe) I think how it worked was, if the SV was a 5 engine craft, they would cut the center engine, then 2 side engines so you were, at the end, only running on 2 engines, never going above a 3:1 TWR. I'm gonna presumptuously go out on a limb here and say if NASA did it, its probably the more "efficient" way to go about it. Hank Hill Edit: BWaaaaaaaa -> http://www.braeunig.us/apollo/pics/SVsim-fig3.gif
  3. Wow i am having a REALLY weird time and i'm not ashamed to admit it, bread. So i doubted my Linux first, Then i doubted my entire installation. I flushed my whole KSP and installed it fresh on a windows computer. The ONLY mod installed is (not even tantares lv, JUST: ) the r-7 lv mod. I then deleted the TLV_Engine_A_psd.dds entirely from the harddrive (this was the result of many confused attempts to change the texture culminating in this), and the engines STILL have textures in game. Fresh new game, tried a fresh install without ever starting, instantly delete the texture and start the game, i have tried... many things. I still BELIEVE it is my computer but i cannot figure out if i'm going crazy or if there's a step to this that i'm still missing.
  4. Weird, Other than TLV_Engine_A_psd.dds, which appears to be a semi transparent file for what i imagine is heating body effects, i cannot find that file either in your download, your previous TLV downloads, or anywhere on my harddrive... AND YET... the textures show up clear as day in game... I'm going to blame Linux for now and keep snooping around. Thank you almighty bread.
  5. Beale, almighty bread, quick question: What file do your r-7 engines, the Tavio CEM( and CEM(u), draw their textures from? I'm trying to whip up a quick "orange, black, and grey" texture alternative and i cannot figure out where these engines are getting their textures from so I can edit it. The LFTs were no problem but i can't seem to wrap my head around the engines themselves.
  6. OH oops Streetwind hit this nail on the head the other day, you can mostly ignore this Hey i've been watching these threads for a while and I see noone has noticed still: RSS has a workaround for the career hangup issue. I DO NOT KNOW THE DETAILS I JUST CAME TO SPREAD THE WORD RSS has a file called ContractModifier that contains the following: @Contracts { // Terms @SunStationaryName = heliostationary @HomeStationaryName = geostationary @OtherStationaryName = stationary @SunSynchronousName = heliosynchronous @HomeSynchronousName = geosynchronous @OtherSynchronousName = synchronous @MolniyaName = Molniya @ARM { @AllowSolarEjections = False // hahaha no @AllowHomeLandings = False // that would be...bad. } @Recovery { @HighOrbitDifficulty = 0.5 // Moon or so } @Satellite { // Alts @TrivialAltitudeDifficulty = 0.009 // LEO to MEO @SignificantAltitudeDifficulty = 0.05 // MEO to HEO @ExceptionalAltitudeDifficulty = 0.6 // 550,000km // Inclinations @TrivialInclinationDifficulty = 0.6 @SignificantInclinationDifficulty = 1.15 @ExceptionalInclinationDifficulty = 1.95 // Location Chances @TrivialHomeOverrideChance = 60 // increase these three @SignificantHomeOverrideChance = 40 @ExceptionalHomeOverrideChance = 30 @TrivialSolarChance = 0 @SignificantSolarChance = 2 // lower these @ExceptionalSolarChance = 5 } @Station { @SignificantAsteroidChance = 1 @ExceptionalAsteroidChance = 5 } @Survey { // Workaround for infinite loop @TrivialHomeNearbyRange = 20000 @SignificantHomeNearbyRange = 25000 @ExceptionalHomeNearbyRange = 30000 } } I have removed the "ForRealSolarSystem" requirement line but otherwise it is intact. The important thing here is, according to NathanKell, there is an "infinite loop" hangup in resized solar systems that occurs when the system tries to create new contracts for places that are too close or too far from KSP or... or something like that. Please talk to the genius himself. However he and the RSS team devised that that final line especially, titled "Workaround for infinite loop", would seemingly solve the hangup with contracts on achieving orbit/breaking atmo. I have used it with every custom resize i have rolled for myself and can confirm it seems to work. Spread the word far and wide etc, but hopefully this is a gamechanger for anyone who loves rescaled kerbins.
  7. Niem, would you be interested in a 1/3rd scale option for this mod? I basically have one i made up myself, i'd like to take yours, tweak it around to 1/3rd scale, and hand it back to you to go on the top post along with this mod. Be like the equivalent of K365 or SKY/SKRX for RSS.
  8. Hrm don't seem to be seeing your GUI, i'm on a stock KSP with only this mod and modulemanager 2.6.5 installed. The resources show up for the pods, and the options gui for warnings shows up, but not the "default" eclss gui
  9. Hey quick update/pointer: The problem with the petal adapter that i think most people are encountering is that node_stack_top and node_stack_topFDOWN are in the exact same location, so they probably are disabling the strict direction in the cheat menu, attaching it, and then the decoupler uses node_Stack_top not node_stack_topFDOWN. If you alter the config for the petal adapter to read node_stack_top = 0.0, 2.10, 0.0, 0.0, 1.0, 0.0, 2 node_stack_topFDown = 0.0, 2.00, 0.0, 0.0, -1.0, 0.0, 2 Which moves FDown slightly inside the adapter, I at least have had no problems so far with decoupling attached service modules on top. I'm not even sure what FDown's intention IS to be honest, so i imagine you could probably just remove it, but to each their own here.
  10. Rover! Hey man, so i'm running with the "patch" that makes 1.0.2 thermodynamics and aerodynamics work like 1.0, so my numbers may be a bit skewed, but with the new 3.7 rescale (used to be 4x which is where i think the original 6000dV numbers came from), i can fairly reliably make orbit with 5000-5200dV, as long as you use an ascent path that's not completely silly. You're looking at about 1600-1800dV to reach Mun from there, and about 800 to land/800 to return to low orbit. So a complete Apollo style mission definitely needs to be pushing 10,000 all stages. Beyond that, i can't say as i havn't made the adventures out to any other planet (even minmus yet) in the NEW version. Good luck man! Also for anyone else reading: I just had a very bizarre and i PRESUME very unique glitch where, despite having all the prerequisites for SKY installed perfectly, suddenly i was resetting to default planet sizes/it wasnt registering. I tore about 50 mods out until it was just SKY and squad, and still couldn't get it to work. After deleting the "log" folder in my ksp base folder, all worked well. I introduced only the "Stock bug module fixes" mod and suddenly had the same problem, any campaign career or freestyle would be stock planet sizes/no syterion/etc. I repeated this again (deleted log folder, removed any mods but SKY and Squad), and havn't had a problem since, and was able to successfully reintroduce every mod as before without the problem re-occuring. I KNOW THIS IS A VERY WEIRD and very ... unhelpful bug report. But if ANYONE else has it, i'd love to know what you encounter and see if i can pinch what the heck went on. EDIT: Further refining finds new problem. Alright so, i began playing again after "the incident", and things happened exactly as before: At the 69,500ish marker, where one would enter ordinary space on ordinary kerbin, I've had repeated CTDs. Game freezes up and needs to be hard killed from the desktop. This is in Linux 64bit mode. I am currently weeding through mods to discover what exactly is causing the stink. Since the crash, i get a hard lock while loading the game. Will report further details so hopefully noone else falls into the trap
  11. Anyone interested in a basic tweakscale config for FASA? It's not incredibly in depth, nor commented well, but it's a great base as i've combed over several hours worth of the meat work to get the tanks and engines scaling properly.
  12. Hi, i have a boatload of mods swirling around, but without stripping it all down and checking i can tell you now, when i removed nothing more than planetshine (which was what i suspected), this bug DID disappear. I will also point out, on a linux 64bit configuration i have, this mod and planetshine SEEMED to play well together no problem. Also since i had to admit this, i would also like to admit since i have the dev of PS's attention: I LOVE YOUR MOD. You did a fantastic job of picking up the reins of mods that handled realistic planetary darkness factors. You are doing a fantastic job!
  13. REALLY love the new cupola module, it's subtle touches that just really seal the deal like that. Thank you again for this mod!
  14. Woo thanks for the update, this is a fantastic mod! Keep at it!
  15. Weird loaded everything into Linux and the problem disappeared, so, guess its just an odd little error in my end. Ignore me! So what's next on the agenda Skyrex?
  16. http://imgur.com/a/GQR1H#0 THIS is an album showing quickly what's going on for me with the non-EVE syterion rings. It's possible it's a result of planetshine? I havn't snipped out my mods yet and troubleshot to figure out the exact result, i had originally just presumed it was a known issue. You can see the essence of what happens: The rings are only visible from certain camera angles, and fade away or are even invisible at certain angles. The other rings are the EVE rings
  17. Woo trying this over the weekend, can't wait to see how it all works. Edit: Gave it a brief test now, couple of problems i'm having? Don't know if its just me but i can't see how i could've accidentally done it: 1) Syterion's EVE rings are now around Duna? 2) Syterion's (i presume here: ) Kopernicus non EVE rings shimmer in and out of existance completely at random? 3) Moho looks WAY close to Kerbol. If intended, it's actually really cool! But if not intended it almost looks as though its orbit was never adjusted from stock, as long as you're aware. (oh just realized this is an known issue okay nevermind) AHA solve for the first issue: The EVE clouds are still dependant on when Syterion was MADE of Ike, pre-Kopernicus. A quick switch in the EVE file for "body = Ike" to "body = Syterion" should fix the issue for the next release
  18. Personal opinion: The more atmospheric planets there are, the better. We have so many lonely space potatoes that are endless rock and no water or atmosphere to interact with, i think they more atmo-style planets you have to go inhabit, maybe the better?
  19. Until all this nonsense is fixed up by Squad, this should be interesting to test out. Trying now, thanks
  20. Ah great deal of respect for returning and updating, Sorry real life got in the way, but thank you for the love!
  21. HAAAAAAAAAAAAAAAHAHAHAHAHHA oh holy lord I can literally picture that. And i can picture you testing with it, throwing up your hands and going "Alright, well, that's that". For me personally i can safely say take your time. I like your mod a lot, but I'd like to see your first "ready for testing" build when its ready rather than being swamped with "ksc in oshun lul". Take your time, 1.0 and the subsequent patch onslaught has made everyone a little behind on the mod updating so i think we've all developed a little patience.
  22. Hey, been a bit since i used this config but let me weigh in conceptually since it's on the table: 1)Keep the trojan moon. Its one of those unique touches i feel really weighs in this mod. Definitely don't ditch it. Kerbin doesn't need an endless ring of "practice" moons, the trojan moon "practice interplanetary" concept is so much more interesting. 2) I don't know which way you're leaning with the rescale factor, if you're leaning to smaller planets or larger planets or what, but i certainly wouldn't mind if you went K365 style and made the planets a little more small and stock-manageable with the space staying the same or even larger. 3) Make the inner planets more worth visiting. I diddled around a little with EVE and a few configs in RSS in an attempt to make moho, eve, and duna worth visiting more. http://imgur.com/a/50nvr/embed#0 is what i came up with (sorry i forget how to embed albums). With the new heat factors, and integration of Kopernicus, there's much more potential for Venus and Mars and Mercury-alikes now. Bring the pain of the titan analogy's volcanic heat to moho and eve too! Surround Duna with a garden of little tiny asteroid moons worth mining for the resources. 4) Good luck man, this is a very well rounded mod, i wish the best for you!
  23. You know, actually, I am behind this new concept for exactly this reason. Having to do multiple mun landings to get everything you need done, or even landing a scientist and an engineer and having to deal with the landing harry yourself would be a nice fresh shot in the arm.
  24. hahaha this is quite a clever little idea. Not sure if it's quite down my path as i like the concept of fixing it and having a reason to EVA, but none the less brilliant little approach to the simplified realism idea. Hope the mod goes well for you, good luck!
  25. Sorry, on mobile and I just want to mention this while I remember, but I don't see it on this paje: With a clean install, no mods, but this, modmanager, and base squad: Mk3 cockpit is completely broken, even placing it causes the vab to freeze. Only bug for me so far aside from heat
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