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Benoit Hage

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Everything posted by Benoit Hage

  1. You guys rock! @Regex: If you need help testing this, I'll gladly help with all my noobness. I use repositionToSphereSurface = true and I reoriented my KSC as well as it is easier to lay it near a coast without the runway digging itself in the ground. I also move my KSC all around for the search of a perfect spot. Yet I removed the earth like texture to get back to stock Kerbin (resized as RSS sets it - is it the 6.4:1 then?) due to a lack of memory. I find the mouse bug on choosing a building pretty annoying and if I can contribute to its dissapearance, please let me know.
  2. Hey Nathan. Is there a way to tune the camera height around KSC in a config file? I would like to lower its center. Is that possible?
  3. Greetings. I'm having a small problem with the SRB's. I see their plumes inside the VAB and an other one as well, few meters apart. See the screenshot. Here is my output_log.txt. I'm running my game with Real Solar System. As I have a old laptop with a 32bit OS, i'm experiencing memory issues. In order to fix it, I removed all the stock tanks and SRB's from Squad. Other than that, I'm using Real Engines. Does somebody knows what is happening? Is this a known bug? The version I use of the Module Manager is 1.5.7 and I downloaded Procedural Parts this morning, so I expect I use the latest version. Thanks in advance. EDIT:I was on 0.9.4. Switching to 0.9.5 fixed it. NEVERMIND
  4. Cool! No rush are needed though. During this time i'm trying to figure out the proper location of a possible Kourou space center, as the coords mentionned on wikipedia put me in the sea... few kilometers north I found the cfg in the RSS folder! He who searches, will find! Sort of... I haven't found a way to set the height of the KSC in that cfg yet. The moveksc mod doesnt work on my game. Quick question, the current location of the KSC is loaded during the game loading or during the save loading?
  5. Hello Nathan. Forget what I said about EVE 7.3 LR, I managed to have that bug without it, so what I stated about it was wrong. The only problem I encounter with EVE 7.3 LR is at a far view distance from earth, the coulds texture start flickering. A bit like a lost signal on TV's. Yet, at a closer range, the texture are fine. When I play stock KSP, that mod is working perfectly, so I am a bit confused as to what can cause this. Anyway, it's probably not the proper thread to post in. About the Manuelasa1999's bug (post 2500) I just can't manage to avoid it. Here are some screenshot about it. (1) (2) And here is my output_log.txt file. If it can help you help me... Well it seems the height of KSC has been altered. From what I see, I'm in Florida, so coordonates are ok, but not at the good altitude. Do you think it's the stock altitude that causes this? (75 If i'm correct) Anyway, can you tell me where I can find the file that configurates this? So, at the same time, I can place my KSC in Kourou. (If anyone has already done that, can you give me the proper height? I reckon the coords for the French Launchpad, for the ESA's first rocket Vega is 5.236N and 52.775W) Many thanks in advance! Cheers, Ben.
  6. Hello again Nathan. Concerning the Manuelasa1999's bug, (post 2500) I have experienced the same bug and I'm fairly sure it's from EnvironmentalVisualEnhancements 7.3 LR as I and installed and tested my mods one by one. Everything seems fine until I install it. Remove it and the situation gets back to normal. Do you need my output_log.txt?
  7. Hello. I just installed the required mod for RO and RSS. But it seems can't see the Kerbin/Earth texture... Screenshot. Somebody knows what what?
  8. All right, it was my fault. I just overwritten the new files of 0.4.6 onto the old ones... that is a bad habit. By deleting the whole folder and decompressed the new ones, it's now perfectly working. My mistake.
  9. So have I! It really is nice! But I have a question for Toadicus: I wanted to remove the fact that antenna's can be tweaked two times in the VAB. One time with the complete animation (which is stock, if i'm correct) and the other time by TweakableEverything. To do so, I simply have removed the TweakableAnimateGeneric.cfg from my mod folder, and it worked. But now that I'm fond of TouhouTorpedo's tweakable MK3 Cargo Bay, I dont know what to do. His Cargo Bay uses the AnimatedGeneric animation and if I remove the TweakableAnimateGeneric.cfg file, I cant access the option of opening the bay in the VAB. So my question is, how can I remove the double tweak option of antenna's without deleting the config file mentionned above?
  10. Thanks for the fix release! But I'm not sure as to why, but my dV is still not showing in the VAB with my existent ships and with new ships. Should I change something in the config file?
  11. Or... simply recreate a new part by copying the choosen decoupler. Then editing the .cfg and remove the decoupling ability But since when do we make the modder's life easier? All right all right... i go to bed.
  12. Hello Phemark. I have a six years old laptop so i think i can help. First of all, decrease the texture size and the rendering quality in the config menu of KSP. Also, avoid using any anti-aliasing multiplication. If you still want to increase performance, you can also set de max physics Delta-Time per Frame a bit slower. (i'm around 0.10 per second if i'm correct) Then, you can use the Kerbal Joint Reinforcement plugin. It helped my poopy laptop a lot to less compute about the joints that link parts together. I can easily go above 150 parts per rockets without too much performances loss. An other useful plugin, but it is still on 'work in progress' is Ubiozur Welding part. It merges differents parts as one. Very useful for building stations/bases that use a lot of structural parts. Also, avoid using plugins that do the same thing: for instance Mechjeb, Flight engineer and VOID. Somehow it also helped my game a lot. Lastly, but i'm not sure about this one, I think that muting the music helped me getting rid of those 5/10 sec long lags and those .exe crashing due to a lack of memory. As for the part beeing more demanding on performance, I would say that they are all the same... maybe not engines... But that's just an opinion and not a verified fact. I hope it helps. Happy launching!
  13. They all are at a right altitude as everything was working fine when I was in v0.23 before. They are at a 90° inclination with a orbital period of 46min and 96min so around 250km and 750km. Icons are now fixed with the lastest .dll. The only feature not working properly is the scanning in both map while flying an other ship. No error are reported in the debug console neither.
  14. I'll try that as well. Maybe if I set the decoupler the way I want it before adding tanks and engines, the calculation will take into consideration the proper figures. I'll update this later today. Thanks for the tip 5thHorseman! EDIT: It works! yay!
  15. Hello! It seems the option of enable/disable staging of a decoupler is breaking the dV calculation of Mechjeb once it has been triggered. Un-trigger it and it stays broken. Does it come from TweakableEverything or from Mechjeb?
  16. Greetings and salutations! - Concerning the breaking of the dV calculation, I was able to isolate a situation when I can break it all the time. To do so: Take a root part, add a decoupler (any of them, from all mods), a tank and an engine. Then, press the button "staging" enable/disable of your decoupler and you break the dV calculation. Reverse the operation ( re-enable or re-disable )and it stays broken. - It can also lead to a late firing on the node in flight. As in, the engine are firing when the node is at zero second, and not at half of the burn time before the node is at zero second. But I need to do some more test for me to be sure of this statement. I hope it helps to underline what's wrong inside the code. My version of MechJeb is the build 221. EDIT: I just realize that the staging option is from TweakableEverything... maybe I should post it in the proper threat...
  17. Salutations! It seems my game is not scanning when i'm not flying one of my satellite, but when I do everything works fine, in both maps. Anyone else experience that? Those satellites were launched before I downloaded the fix for 0.23.5. Should I restart the map? Or relaunch my satellite network?
  18. The precise altitude of geostationary is 2868.356 KM and the time the Hohmann Transfer Orbital Period takes from 301.5 KM to 2868.356 KM is exacly 90min. KSC is located at 74°5542W, so 90° before (when you start the injection burn) is 164°5542W or 15°4458E. Dont forget that your injection burn will take time, as well as your circulizing burn.
  19. Hello everyone. I am having some error messages in the debug console, here what it says: and also this one: I haven't notice anything that went wrong in my game regarding TAC Life Support. Yet those error pops up all the time my game is loading. Somebody knows what those error are refering to? Thanks for your time. Ben.
  20. I read that from the RemoteTech 2 thread. Now I realize that I should have searched for some deeper informations. My mistake everyone. Correction done.
  21. Greetings M4V. -For some unknown reason, the DeltaV and the Burn Time for RCS and the engine are not shown anymore in the VAB. I use the v0.23.5 of KSP and the v0.4.5 of RCS Build aid. I have tested it with stock and modded linear RCS as well as the block ones. No errors are shown in the Debug Console. -Also, if i'm correct, on v0.23, when we pressed on the Center of Mass button on the lower left part of the screen in the VAB, the RCS Build Aid menu used to pop up automaticaly and displayed the red center of mass along and vice and versa. Now, the red center of mass is still shown after I pressed on the center of mass button down left of my screen. Could this be a ( very minor ) bug? -I also noticed that the icon for Blizzy's toolbar has gone missing. It's now displaying the usual black square. What can I do to get it back? I know that v0.24 is out soon and that it would make sense to wait for its release before taking care of those minor and unsignificant problems. Yet, I wanted to report them. Respectfully. Ben.
  22. Hey Firov, Would it be possible to add to the altimeter a condition that triggers an action group only when the body currently orbited is Kerbin? That way, we could automatize our spaceships in every evironnement. (and not jettison the heat shield above the Mun... ) Also, would it be possible to add several commands per part? Like several action group per altitude with the same part? Thanks in advance for your time.
  23. I confirm the non-physics eject bug is fixed. Many thanks to you Firov!
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