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gonzo98x

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Everything posted by gonzo98x

  1. I see the same issue on my rocket engines before launch. Is that supposed to be some sort of frozen fuel failing off or boil off effect?
  2. Anyone else getting 2 errors while loading KSP? It says the error is located in RealFuels-Stockalike/Fuel_Conversions.cfg I have Real Plume Installed but the skipper engine and poodle engine aren't producing any plume. They are set to use Lqd H and Lqd O. Don't know if that makes a difference. On closer inspection I was missing the RealPlumeRF-Stockalike folder
  3. May I request a rocket? The rocket in question and its stages is the Juno I FASA had it. Also, most accurate. RN Rockets has the Juno II but has the Baby Sergeants upper stages though they are the wrong size and dimensions. Each motor should be 43.5 inches tall (1.1049 meters) and 6 inches (.1524 meters) in diameter. The single and 3x group should provide 1800 lbs for each motor. The 11x should provide 1500 each or 16,500 total for the stage. No data for weight could be found. Bluedog Design Bureau has the upper stage as well but their Baby Sergeants are wayy off and are more of a spiritual recreation for stock. It would be nice to be able to use one pack for all the rockets in the US launch history but I understand there's a lot of work involved.
  4. I'll see if I can do anything about the probes. The Sienno probe weighs 65kg where the Explorer probe was just 13kg. Also need to dig up specs on the baby sergeants.
  5. I guess I meant to ask....Is the Muo V 1st stage the same as the Atlas V first stage on the heavy and would slapping two more tanks and engines re-create the Atlas V heavy faithfully (kerbally?) I tried it and it seems to work well. So I guess the Muo V heavy is possible. Just need to hack some decouplers to work. I wish I had more time. I'd love it if someone made a R.S.S. patch for your mod. I plan on starting a historical playthrough once R.S.S. gets updated and your beautiful work would make replacing FASA a breeze.
  6. Juno did not go straight to Jupiter. It went out on a huge heliocentric elliptic orbit picking up a gravity boost from earth before being shout out towards Jupiter.
  7. I ran a couple quick tests. Test 1 - New career mode. I can not get the Freedom 7 mission to show up unless I do the early USSR missions. This answers my question about needing to do them to unlock future american missions. I was able to get much later american missions to appear before the freedom 7 mission simply by ignoring the early vostok missions. Once I completed the Russian missions then the Freedom 7 mission appeared. Test 2- I looked into a RSS/RO setup without RP-0 and while everything worked game play is vastly changed. The tech nodes becomes rearranged and much less 'historical' / realistic. The early nodes are much less expensive to unlock and give you much later technology. Essentially, if someone is looking to unlock tech in a realistic progression with historical play through than RP-0 is a must. I hope this information helps in the further development of this mod. I consider this mod ESSENTIAL to an RSS setup. P.S. Aurora 7 Mission on the RSS build has a min altitude of 72000m req. I assume this was copied over from stock and should be about double that?
  8. As a RSS/RO/RP-0 player I just want to say thank you for the updates. I am using 2.1.0 and the historical contracts did in fact show up. Using KCT I am still able to stay on point or ahead of schedule with the accurate timeline of the missions. Just takes some planning. I like the pressure! I am going to try 2.2.0 and see what's different. My only question is this. I am not terribly interested in running any missions other than the American ones. If I ignore the USSR missions will that prevent future American missions from appearing? Simply, if I don't do the Luna missions will I be able to move on from Mercury to Gemini or will the mod hold me back until those Luna missions are completed before advancing?
  9. Just to support this minor issue. I too use the RSS DateTime Formatter and have the disappearing contracts 'feature'
  10. On a new install the explorer 1 probe isn't showing up at all. As in, not in game. It's in the mod folder. B4 I go crazy, is there anything preventing explorer from showing up? Using KSP 1.1.2 RO/RSS + RP-0
  11. @ShotgunNinja thank you so much for the quick response. In fact, you're answers are great. Being able to check the range of the antennae in the VAB works just as well as the part menu so thank you. Also, I love the little pop ups during gameplay. Like when power is restored and it says you can relax and watch some more TV now. (Or something) very kerbal-like. I really like this mod. If its OK as I get deeper into it I'd like to touch base with you on some more points. Eva propellant, knowing ahead of time what tech unlocks what in this mod, etc.
  12. @ShotgunNinja I just started using the mod after logging over 2,000 hours in KSP. I really enjoy its simplicity and completeness. You've dine an incredible job here. Quick question, when it comes to antennas and their range I can't figure out the range an antennae affords me until after I launch the craft from the VAB and its sitting on the pad. Essentially, is there a way I can learn it's range from the parts menu? Also, the stayputnik probe from SXT has an antennae (separate part) that is a starting antennae with a range close to 75 giga meters. Is that not a supported part? Not at home right now but if you need a screen shot of it I'll get one for you.
  13. I am happy to report that using IFS 1.2.7 the phantom 'menace' is gone.
  14. @FreeThinker I posted this in the FuelTanks+ Forum and was asked to reach out to you. This is a cut and paste of that post. Here's a fun little trick Step 1) Take the MK1-2 Command Pod (Or any pod. I just happened to pick this one) Step 2) Attach the Kerbodyne S3-10800-FTP tank or the S3-1800-FTP or the S3-21600-FTP and tweakscale the size down to 2.5m. Step 3) Now remove all but leave the least amount of fuel and oxidizer in the tank. (This step is important) Step 4) ??? Step 5) Watch the craft slowly float upwards. I saw this bug/feature lift my 38 ton MAV off the launchpad. Now this wouldn't be such a huge problem except that when the part floats up about 10 meters it then stays there and can't go any higher. Firing engines with a TWR of 2.00 doesn't move the craft an inch. It is stuck at the height and can't go any higher. That's a tweakscall problem not FuelTanks+ I tested this using the stock 3.75 m S3-3600 tank and did not have the same result. (Re-sized and removed fuel) Also, if I take a smaller FTP tank and size it UP this doesn't happen. Likewise, if I use a 2.5 meter tank this does not happen. Only when I downsize the 3.75m tank and remove most of the fuel. OK. Then that's a Interstellaer Fuel Switch issue That might be the case. Though, Since I can only recreate the issue using a FTP tank (and only a certain sized tank) I figured i would mention it here. I did read how IFS put out a patch that was designed to fix some phantom force issue. Maybe that's what this is. Either way, I hope this helps. P.S. All mods have been update to their 1.1.2 version Tweakscale 2.2.9 Interstellar Fuel Switch 1.28 Fuel Tanks Plus 1.8.3 After a bit of testing with Kerbal Engineer it seem that the craft has a constant vertical acceleration of 192 mm/s. And the craft will actually not level off but continue upwards very slowly. The previous point stands though that even if I fire my engines the craft will not move any faster ** A bit more testing - If while in flight drifting upwards at a breakneck speed of 192 mm/s I transfer fuel from another tank into the affected tank, the phantom force will disappear and the craft will plummet back down to Kerbin. If I then remove the fuel, the effect return to take me to the heavens. Painfully slowly. *** Moar testing - If I add fuel to the affected tank to remove the phantom force, I can then fire my engines as normal and the rocket lifts up. Great! If I then remove the fuel and shut off my engines my craft will continue flying upwards at the current speed the craft was traveling at. (In this case it was 35 m/s) For reference the dry mass of the tank is .33333 -This is when the force exists. If I add fuel to the tank (I don't need to add oxidizer. It just needs more mass), once the mass goes above .8t the phantom force disappears.
  15. Here's a fun little trick Step 1) Take the MK1-2 Command Pod (Or any pod. I just happened to pick this one) Step 2) Attach the Kerbodyne S3-10800-FTP tank or the S3-1800-FTP or the S3-21600-FTP and tweakscale the size down to 2.5m. Step 3) Now remove all but leave the least amount of fuel and oxidizer in the tank. (This step is important) Step 4) ??? Step 5) Watch the craft slowly float upwards. I saw this bug/feature lift my 38 ton MAV off the launchpad. Now this wouldn't be such a huge problem except that when the part floats up about 10 meters it then stays there and can't go any higher. Firing engines with a TWR of 2.00 doesn't move the craft an inch. It is stuck at the height and can't go any higher. That's a tweakscall problem not FuelTanks+ I tested this using the stock 3.75 m S3-3600 tank and did not have the same result. (Re-sized and removed fuel) Also, if I take a smaller FTP tank and size it UP this doesn't happen. Likewise, if I use a 2.5 meter tank this does not happen. Only when I downsize the 3.75m tank and remove most of the fuel. OK. Then that's a Interstellaer Fuel Switch issue That might be the case. Though, Since I can only recreate the issue using a FTP tank (and only a certain sized tank) I figured i would mention it here. I did read how IFS put out a patch that was designed to fix some phantom force issue. Maybe that's what this is. Either way, I hope this helps. P.S. All mods have been update to their 1.1.2 version Tweakscale 2.2.9 Interstellar Fuel Switch 1.28 Fuel Tanks Plus 1.8.3 After a bit of testing with Kerbal Engineer it seem that the craft has a constant vertical acceleration of 192 mm/s. And the craft will actually not level off but continue upwards very slowly. The previous point stands though that even if I fire my engines the craft will not move any faster.
  16. Can't find anything on the forums about 1.1.2 Any release notes anywhere?
  17. With the release of 1.1 (1209) it seems Fuel tanks Plus has some.....issues. Most likely it's the instellar Fuel Switch. I posted to their thread as well. But massive Z-fighting and no fuel in tanks. Just wanted to give you a heads up N.B.
  18. With release 1209 something has changed that seemingly has broken anything using IFS as a base. Fuel Tanks Plus does not work and it gives me the same bugs as when I tried running it without IFS installed. A lot of Z-fighting and no fuel in the tanks. No fuel can even be selected.
  19. I just alt tab to chrome and use the web site which does the same thing.
  20. I can't tell you how happy I am that I found this mod. Here is what I am trying to do. So NASA announced they are looking into the viability of a colony on Venus(eve). But not on the surface because that would be crazy. In the air! Cloud city (cue the stat wars music) 50km above the surface where the atmosphere is @ 1 atmospheric pressure. They will do his with......BALLOONS. I am going to try and great a tiny habitat above eve. I'm thinking a kerbal can for four kerbals to start. Any advice before I get started?
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