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xfrankie

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Everything posted by xfrankie

  1. https://bitbucket.org/FractalUK/kspinstellar/downloads/ from changelog: "Version 0.12.0 -KSP 0.24.2 Compatibility..." so you might have to search//download several earlier versions and see which one works for you ...though this is some serious necromancy right here, so don't be surprised if it doesn't work at all
  2. I had this problem some time ago. In my case it was because I had stock tech tree, and IIRC the Jump Drive is in a tech node that is hidden or isn't "defined" in stock tech tree (like Experimental Rocketry or something simillar). Check sandbox mode and if the part is there, try changing its tech node.
  3. You can EVA a kerbal to manually deploy antennas, but most likely your probes won't have a very good connection to Mission Control (blind spots, not in range etc.). I suggest you install RT, leave the sats "unconscious" for a while, and first build a working comm network before trying to revive them. Also you might wanna get KAS + KIS to manually install longer-range antenas (or just new functional antennas, in case the old ones don't work for some reason).
  4. Hey guys, I come with a feature suggestion. Would it be possible to make dish antenas target an orbit relative? Like "point prograde/point radial+" etc.? IRL we use Gravity-gradient stabilization to keep satelites' antenas pointing the right way, so it would not be unrealistic. The main reason I suggest this is, when using probes with only dishes (probes meant to go far away, just waiting for maneuver node) at low altitudes and high timewarp, it becomes very hard to manually keep the dish pointing at the right satelite at the right time. If "fixed on radial+", the antena could contact any satelite that comes into sight. Regarding connection: the satelites already relay signal automatically, when their field-of-view happen to overlap (see spoiler) Let's assume that in the pic ship "1" is currently active vessel, and ships "2" and "3" have their dishes pointed towards active vessels - those grey lines. If "1" tries to connect to "3" directly, it won't work because there's Kerbin in the way - orange line. But if "1" has wide-enough cone of signal, then ship "2" will automatically pick up the signal and relay it to "3", even if "1" isn't actively trying to connect to "2". Just because "1" dish happens to have a line of sight with it. Regarding orbital-targeting: already works, sort of... As in, we can already point the antena towards a planet/moon, why not make it face away from it? Regarding balance: if it sounds for some reason "too OP", it might be unlocked through tech tree, like probe-integrated antenas (those 3km omnis). Why not just use omnis everywhere? Simple answer: career. Early on the omnis don't have sufficient range, you are limited on part-count (by the VAB upgrades) and ship-count (by not having enough funds to launch 50 satelites). I just think it would be really nice to have this option in-game too...
  5. I thought the whole targeting/creating a network was just used to allow control of a probe-vessel, not actual communication (which is logical in hindsight since this mod is all about comm, I just didn't expect RT2 to go that deep). Now I understand, thank you for explanation.
  6. Hey guys, I have a question (likely not a bug report because it might be intended behavior, I'm not sure). Does this mod intentionally remove stock antenna functionality? When I have a crew report (or any other experiment) and try to transmit data, the game says "no comm devices on vessel." On github there's a report saying a simillar thing is bug related to Science Alert, but this happens to me even without it. And it isn't 100% the same because the experiment doesn't get "consumed" as reported. So, is this also a bug or something that's meant to happen? pics in spoiler (antena extended, closed, without SciAlert, mod list) KSP.log: http://justpaste.it/lvlr output_log.txt: http://justpaste.it/lvls
  7. Hi guys, I have a (maybe silly) question. How do I create new stars? The changelog says it should be working, but I have no idea how. Do they have to orbit the Kerbol? Or do I leave the Kerbol be as a "central" star, then create a few others to orbit it and change all stock planets to orbit the new stars? Some time ago I had the StarSystems installed and there the star-creation was really easy, but I'm completely lost here. As per the OP instructions, I checked some example packs, but they don't include new stars, only planets. If you have some experience with this, please share your secrets with me. Working examples would be immensely appreciated. Thanks in advance.
  8. See if you have ToolBar installed (though I'm pretty sure it comes bundled in the KSPI.rar as "000_Toolbar" folder). In the VAB you should see a bunch of colored squares >> on a grey-ish background with a small arrow next to them, or something simillar. Click arrow > add new buttons > select the big red "T" (you may have to scroll down, depends on how many other mods you have which also can use toolbar) It should look like this: If you then click the "T" on the toolbar it should bring up the interface
  9. All ships have a basic heat dissipation mechanic based on their mass (the heavier the ship, the more heat it can get rid of). Almost every energy source generates WasteHeat - even solar panels do. But because they generate only small amounts, the mass-based dissipation can manage it. If you bring up the thermal interface thing (pressing "T" key, or using toolbar) while you are constructing the ship, it should tell you whether you need radiators or not. (always check the interface when you play with reactors) Very simply explained, if you use just the smallest solar panels (in reasonable numbers, like one panel per ton of mass), you should be alright with no radiators. Once you start using bigger stuff, even those unfolding 1x6 or 2x3 solar panels, you usually need to get one of the small radial radiators – mostly on a tiny, but power-hungry probe, like Kethane scanner or such. Those are very common resources. The starting node is "the least bad" place for them, because there is no reason to limit their availability, even if you cannot "use" them immediatelly. You want to construct an orbital depot for later use or something? Sure, go ahead. IIRC, Fractal_uk explained it on the water container. Even if it is just dead weight, why should you be unable to slap a can of water on the side of your ship?
  10. with this thing, I suppose... (as in, creating the whole craft in orbit rather than lifting up separate parts)
  11. The rockets are supposed to be 2.5m parts, therefore the weird nodes... fix here The interface actually says "Insufficient oxygen storage," which looks to me as if the game can't see the rockets properly (because of part-clipping&wrong size?). The fuel lines might solve it, just remember they must lead FROM the rockets, TOWARDS the refinery - the production takes place as draining negative amounts from the rocket. About the aluminium production... The bug might be the other way around, as in neither of resources should be produced, but aluminium still gets through because of a bug...
  12. Aluminium hybrid rocket & Argon container size fix @PART[AluminiumHybrid1] { @MODEL,0 { @scale = 1, 1, 1 } } @PART[BigXenonTank] { @MODEL,0 { @scale = 0.5, 0.5, 0.5 } } magnetic nozzle node fix @PART[KSPIMagneticNozzle1]:Final { @node_stack_top = 0.0, 0.401, 0.0, 0.0, 1.0, 0.0, 1 @node_stack_bottom = 0.0, -0.21, 0.0, 0.0, 1.0, 0.0, 1 } @PART[KSPIMagneticNozzle2]:Final { @node_stack_top = 0.0, 0.80, 0.0, 0.0, 1.0, 0.0, 2 @node_stack_bottom = 0.0, -0.50, 0.0, 0.0, 1.0, 0.0, 2 } @PART[KSPIMagneticNozzle3]:Final { @node_stack_top = 0.0, 1.205, 0.0, 0.0, 1.0, 0.0, 2 @node_stack_bottom = 0.0, -0.75, 0.0, 0.0, 1.0, 0.0, 2 } try them with AIM reactor, I managed to get twr 0.97 (the vessel had no payload, but still...)
  13. someone posted these a while back, try if it works: Aluminium hybrid rocket & Argon container size fix @PART[AluminiumHybrid1] { @MODEL,0 { @scale = 1, 1, 1 } } @PART[BigXenonTank] { @MODEL,0 { @scale = 0.5, 0.5, 0.5 } } magnetic nozzle node fix @PART[KSPIMagneticNozzle3]:Final { @node_stack_top = 0.0, 1.205, 0.0, 0.0, 1.0, 0.0, 3 @node_stack_bottom = 0.0, -0.75, 0.0, 0.0, 1.0, 0.0, 3 }
  14. It's dangerous to go alone. Here, take this: http://forum.kerbalspaceprogram.com/threads/59005-0-25-Release-3-8-Oct-16-2014-Active-Texture-Management-Save-RAM! on a serious note, seems like you're running out of memory in 32bit, that mod in the link should help with that
  15. It's not that difficult to figure out after actually reading the part description. They need: LiquidFuel; energy (MJ); vacuum; ChargedParticles (much like thermal nozzles need ThermalPower) try building something like this
  16. Either that or it may be caused by Active Texture Management (assuming you have it). My trail disappeared too after installing ATM, but hey, it's just aesthetics...
  17. Happened to me too. Exactly what you described, those temporarily-unlocked parts for a contract were missing from VAB. Happens to both stock and modded items, in my case "T2 solid rocket separation booster" from B9, and stock "Rockomax M55 radial mount liquid engine". Here are some screens and my mods: edit: tech-tree is KSPI unofficial
  18. Great idea, but doesn't work. Game always gets stuck on loading screen, always on the same item: Doesn't matter if I have both or just one of the "additions" present, it freezes all the same. KSP.log output-log.txt
  19. I was just flying with the latest Interstellar (v0.13) in KSP 0.24.2 and I haven't noticed anything wrong... But it was just a sandbox testing of the magnetic nozzles, so a new career save may have some problems. =========================================================================== Speaking of testing, I built a simple vessel and launched it three times with three different engines. A magnetic nozzle, a plasma engine and a DT Vista (in this order). Power source was an AIM reactor without antimatter (non-tweakable in VAB). The AM was collected by 4 part-clipped collectors while in flight. Getting enough of it to run the reactor at sufficiently high % to keep me from falling back to Kerbin was a challenge in itself... First stage included a simple chemical rocket (around 3k dV), second stage was the tested engine. The plan was to aim for a 400k apoapsis, with as much lateral velocity as I could get, then circularize, collect some AM to run reactor at 100%, and aim for a 900km orbit & screenshot remaining LiquidFuel and dV (MechJeb) afterwards. The first two launches followed the plan relatively successfully, the Vista not so much... Results: Magnetic nozzle, while producing around 140kN of thrust, was able to circularize before reaching the first apoapsis (400km). It had to fire the whole way up, but it did it. LF 750; 7,1k dV I had to throttle up a bit to show max thrust. Plasma thruster was a little bit more difficult to operate. It fired all the way up as well (70kN using LF), but didn't manage to get a stable orbit whatsoever before reaching apoapsis. I got a 150km periapsis on the way back down towards Kerbin, fully circularizing during the next orbit. LF 753; 6,7k dV It has about 1k less Isp, therefore the dV difference despite having simillar amount of LF. And then, there's Vista... Not only did I screw up the ascend, resulting in a 270km AP instead of 400, but the bloody thing still managed to recover and get to 900km apoapsis directly, without the need to circ. at 400km at all... Also it had the most LiquidFuel left afterwards. LF 771; dV irrelevant - changes with thrust (at one moment MechJeb showed about 80k) So there's the comparison of those three engines. Remember that you need ChargedParticles to run the magnetic nozzle (just like you need ThermalPower to run a thermal nozzle). I understand that the Vista is further down the science tree, but there's not much point in using anything else once you get it. edit: Also interesting thing about magnetic nozzles, .cfg show Isp of 36k in vacuum while I was getting 12k... Might be caused by the type of reactor I used, gotta test it some more... edit 2: so strangely enough, Isp on AIM reactor is the same 12k both in vacuum and on launchpad (getting 0 thrust on launchpad, though) and fusion reactors get less Isp than particle-bed reactors...
  20. 3.75m fission reactor, generator, microwave transmitter (to keep reactor at 100%), lithium tank, D-T tank, He-3 tank, some fuel pipes, capsule or drone for control... start reactor, set transmitter to 100%, enable Tritium breeding, timewarp while on launchpad for ~100 days, recover everything for full price AND a several hundred-thousands worth of tritium (the Helium tank is there just to catch some bits that decay, the primary money source is still trit.) rinse and repeat for unlimited money it is a little cheaty, but allows you to not spend stupid amounts of time doing stock missions over and over and 100x over again, just to then be able to launch one vessel... you do this two or three times and you're good to go the only problem is that the reactor will start to lose its power due to Actinides bulid-up, which slows down breeding rate significantly, so you might wanna recover it even before it breeds the full tank
  21. Possible cause #1: not enough air to keep them at full thrust (not sure if they wouldn't just flame out) Possible cause #2: velocityCurve I'd bet on #2. If I'm not mistaken, in the part.cfg the first column of numbers represent velocity and the second column is the fraction of thrust available at said velocity. (There's also atmosphereCurve which affects Isp according to atmospheric pressure.) velocityCurve { // Based on Fnet data from NASA EngineSim, curve fitted with MuMech CurveEd key = 0 0.56 0 -0.0003 key = 230 0.52 0 0 key = 687 0.7 0.0011 0.0011 key = 1030 1 0 0 key = 1185 0 -0.017572 0 }
  22. Destroying ships in orbit on load? ...check Throwing ships out of orbit and into interstellar space when changing scene? ...check Teleporting rockets 100-ish kilometers into sky on launch? ...check Not working with (aka breaking) RPM? ...check Okay, now for some (hopefully) helpful stuff. I'm running the 32bit version and the bugs I found are actually caused by this mod, or interaction of this mod with others (determined by removing all and adding them back one by one). Alt+F2 menu shows this in red text: [Exception]: TypeLoadException: Could not load type 'System.Runtime.CompilerServices.ExtensionAttribute' from assembly 'StarSystems'. Interesting stuff from KSP.log ( full KSP.log here ): [ERR 21:45:02.169] [ModStatistics] Error while inspecting assembly StarSystems. This probably means that StarSystems is targeting a runtime other than .NET 3.5. Please notify the author of StarSystems of this error. System.TypeLoadException: Could not load type 'System.Runtime.CompilerServices.ExtensionAttribute' from assembly 'StarSystems'. at (wrapper managed-to-native) System.MonoCustomAttrs:GetCustomAttributesInternal (System.Reflection.ICustomAttributeProvider,System.Type,bool) at System.MonoCustomAttrs.GetCustomAttributesBase (ICustomAttributeProvider obj, System.Type attributeType) [0x00000] in <filename unknown>:0 at System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, System.Type attributeType, Boolean inherit) [0x00000] in <filename unknown>:0 at System.Reflection.Assembly.GetCustomAttributes (System.Type attributeType, Boolean inherit) [0x00000] in <filename unknown>:0 at ModStatistics.ModStatistics.getAssemblyTitle (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0 By breaking the RPM I mean this: (there should be a "main menu" on the displays, also no buttons are working, rocker switches don't move...) It's sad that this is so buggy, because it's a really awesome idea to add more stars, more places to visit in the game. But... [LOG 21:47:40.579] [untitled Space Craft]: ground contact! - error: 86337.650m ...yeah, doesn't happen without StarSystems.
  23. Hey guys, quick question. Is there any way to make Scansat work with custom planets and such? I recently added the StarSystems mod, but since then the game won't let me right-click on any Scansat equipment and neither the maps show up. Alt+F2 menu is flooded by red text "ArgumentOutOfRangeException: Argument is out of range. Parameter name: index" KSP.log is anyone is interested. Versions 6.0 and 6.1 both have the same result. Did anyone have those problems with some simillar mods? Is there a known solution?
  24. Well, I didn't quite think of that possibility... I never tried any custom planets mod, so I don't really know how it works. I guess I assumed it would just ignore them. Thanks for pointing out the version though, I was still using 6.0. However the newest one 6.1 does exactly the same: "Argument is out of range. parameter: index" edit: Looks like it was a problem with my install (a rogue .dll where it wasn't supposed to be), works fine now. So, uh, sorry for bothering you.
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