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Thalur

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Everything posted by Thalur

  1. FYI I got a pop-up about a mascon issue at 11°47'45" S, 174°7'20" W (Earth) using KSP 1.1.2 and orbital decay 1.5.1 (and all the other RO/RSS mods).
  2. In my career save it is affecting the Explorer 1 probe (which I think is a FASA part) but not affecting the other three cores I have unlocked. That part is also the only probe core I have in orbit at the moment, if that makes a difference. In my sandbox save I have 97 probes, so I won't be checking them all, but it seems to be affecting some but not all probes in FASA and RaiderNick's US and Soviet probes packs. I haven't seen it happen on a stock or Ven's revamp probe yet.
  3. I'm seeing some exceptions in the logs when I select certain probe cores in the VAB: [EXC 21:22:56.467] NullReferenceException: Object reference not set to an instance of an object System.Guid.BaseToString (Boolean h, Boolean p, Boolean b) System.Guid.ToString () WhitecatIndustries.VesselData.UpdateActiveVesselData (.Vessel vessel) WhitecatIndustries.DecayManager.UpdateActiveVesselInformation (.Vessel vessel) EventData`1[Vessel].Fire (.Vessel data) RemoteTech.Modules.ModuleRTAntenna.AddTransmitter () RemoteTech.Modules.ModuleRTAntenna.SetState (Boolean state) RemoteTech.Modules.ModuleRTAntenna.OnStart (StartState state) Part.ModulesOnStart () Part+<Start>c__Iterator25.MoveNext () This is then followed by an unending stream of "Updating craftname" until I remove that probe core. Looking at the source, my guess is the vessel in the VAB doesn't have an id yet? I'm using version 1.5.1 from CKAN as part of a fairly typical RO/RSS/RP-0 install and removing your mod fixes the problem, which is a shame as I rather like it .
  4. tmikesecrist3: Your rocket looks okay to me, the upper stage is a bit long and thin for my taste but I don't see why that would be causing you to lose control. Are you letting mechjeb do all of the flying or controlling it yourself? Try hand-flying your rocket to see if it still happens then. You can still have the mechjeb ascent guidance target turned on without letting mechjeb do the flying. I have been having issues where my rockets sometimes enter an uncontrollable roll in the last 60s or so before the first stage burns out. I finally figured part of it out today: for some reason the gimbaling of my first stage is broken so the roll commands are reversed (it works fine with RCS and locked gimbals). This means that when I have SAS turned on it tries to counter the roll by rolling the other way but that actually makes it worse! Patupi: The only issues I have had with RCS have been to do with the way the RCS fuel doesn't flow through parts. Is it possible that some of your RCS fuel is stored in tanks not connected to the RCS thrusters so you can't use it? As an aside to MedievalNerd, it would really help if fuel lines were in the T1 node with the RCS as satellite building can get quite painful without them. I promise not to use them to build asparagus staging monstrosities . ElasticRaven: Vanguard uses 0.01/s for me on the launchpad and 0.02/s when the data recorder is active. Are you sure you don't have anything else on your rocket that is draining your power? Communotron 16s are an obvious candidate as they use 0.13/s whereas the 32 version doesn't use any unless it is transmitting data.
  5. NathanKell: I guess griffin247 might be having the same issue with MechJeb that I am, which is that the manoeuver planner window doesn't show up in career mode which make flying a Luna-style direct ascent to the moon rather difficult. Mirean: you can write your own engine configs if you want; I wrote some for the R-7 replica I made. There is a spreadsheet kicking around somewhere on the RF or RO threads (sorry, I can't find the link) that makes it straight forward to do. The only thing I haven't figured out is how to clone parts, I've only managed to get one to show up in the VAB even in sandbox, so my configs have to override the RftS ones .
  6. Which version of Procedural Fairings are you using? I just noticed the config file settings have changed name between version 2.4.4 (which is what I am using) and the current 3.x version. Maybe that is where it is going wrong?
  7. Hi MedievalNerd, I'm loving the improvements since version 18! It is nice not to have to try and return everything to Earth any more I'm trying to get the Luna 1 impactor to work but I'm not having much luck so far. I tweaked the configs to get the chemical release and experiment to run in low space which worked okay, but after the chemicals release, clicking the experiment button prints "Success! We've completed the requirements..." then "Impact Probe can't be done right now.". Am I missing something obvious? I thought I'd have a look through the plugin source to see if there was anything there that could help, but I can't find the source either! Its obviously not my day I look forward to seeing if this is fixed in 19c, keep up the good work
  8. I had trouble with that with one of my sub-orbital science probes. I had (bottom to top) smallest heat shield, cube-sat, dipole antenna, mk-1 pod parachute, and the first time it re-entered it flipped on its side and burned up. I got around it by setting the remote-tech flight computer to point surface-retrograde all the way down and that was enough to keep it pointing the right way.
  9. I've only just started looking at this, but it looks pretty cool so far I have just gotten to the stage with my plugin that I need to write some sort of GUI for it, so your timing is perfect. I have a couple of things you might want to consider adding to your to-do list: - The classes aren't in a namespace and everything is internal rather than public. I don't really mind and I only noticed because I initially put them all in a separate project to keep them separate, but if you are bored one day . - It might be worth wrapping the gameObject.AddComponent<> call into MonoBehaviourExtended, just to make it a bit neater and easier to remember. Something like AddChild<T>()? - Integration with blizzy78's toolbar would be cool. Perhaps a call in MonoBehaviourExtended that adds a toolbar button and sets it up to change the visibility of a child Window when clicked?
  10. I favour this one too, but it won't let me vote (I guess my account here is too new?).
  11. I was trying L and L+ engines and I have all four engine packs on the front page of this mod, but I was seeing things like this (an AIES engine) where the part tooltip shows a thrust of 1125 but once it is on the vessel and I go out to the launch pad it drops down to only 500. I was thinking I had a nice 3m engine with plenty of thrust (mechjeb said base TWR of 2) only to have it drop to 0.8 or so when I try and launch. (I have just noticed that there is an additional L config at the bottom with a thrust of 1125 using UDMH/N2O4 but I can't select that fuel type in the MFS dialog.) But I am also seeing this (a KW Rocketry engine) where the part tooltip shows a thrust of 70 but MFS shows 230 (again with the inaccessible UDMH/N2O4 config): I'm wondering if this an MFS issue, an issue with MedievalNerd's config in this mod, or if I just screwed up the installation (it wouldn't be the first time ). Either way, I'm a big fan of the whole set of realism mods; they make the game so much more interesting
  12. I've been playing with this mod for a little over a week now, and I have to say I'm rather impressed. Your pitch on the first page reads like a list of my favourite mods put into RSS and with a decent tech tree and revamped, more realistic science added on (the stock science and tech tree are bizarre). To me, the tech tree and science scheme is like a tutorial: at each step you provide some more parts to use and some new goals to achieve. In a good tech tree, the goals should have a logical progression, each building on the ones before, and the part unlocks should provide the parts you need for the next goals. At the moment your tech tree does that well up to orbital flight (though the first QBE with the 'orbital' experiment is easy to do sub-orbitally), but I think having 'orbit the moon' as the last tier 1 task is more than a little too hard with the current set of engines. I spent the last 5 days (maybe 20 hours) trying to get the right balance of delta-v (easy to get) and TWR (very hard to get) as the tier 1 lower stage engines all seem to have too weak thrust for a moon rocket (I just succeeded, pics below), so it is a very good thing you are adding more low-level experiments in v19 . I also found a problem where the tooltip for the engines consistently shows a thrust that is two to three times bigger than what you get when you go to the launch pad, which didn't help things along. The other thing that bugs me is the selection of parts in tier one seems a little off: you get 0.5m/0.625m fairings and separators (apart from the DRE ones) but engines and tanks up to something like 2.5m. It makes procedural fairings an essential mod if you want properly faired rockets. I also have version 3 of FASA installed and that has some Mercury parts that aren't in the right places in the tech tree (the capsule is in the starting node!). I really like the science gathering idea; it is a neat mechanic that significantly improves the science aspect of the game by giving a concrete and realistic set of goals. I would like to see a difference between sub-orbital and orbital tasks (i.e. so I can't cheat and do the higher space orbital task with a sub-orbital flight), simply extending the data logging time to an hour (so long as it works with time acceleration) would do the trick. It would also be nice to have the ability to sample/take reading from that data when not in the target situation but having recorded data while in that situation (i.e. I want to be able to record the low moon orbit data while out of comms range, then transmit the sample when back in comms range but no longer in low orbit. At the moment I think it tries to take a high orbit reading). Perhaps a separate data resource bar for each situation on the same probe? So, an excellent mod so far, and I am really looking forward to what comes next Now, time to open up tier two and start -killing- orbiting kerbals For those that are interested, I've made a couple of albums of my successful flights along with some explanation of how I did them. First up is a 250km suborbital sounding rocket to get that first big boost of science. And if anyone else is struggling to get to the moon, this might help you out. I could make a 'first orbit' one if people are interested.
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