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TimeforAction

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Everything posted by TimeforAction

  1. I can't get this working at all. Loaded through CKAN with Toolbar Controller. Tried ALT N to no avail. Any ideas?
  2. I mouse over the stretch tank and press f. I can get a tiny width change but nothing big. Seems happy to make it thinner though. What am I doing wrong? Can change length no problem. Max width 0.625 m. EDIT: No problem, this is tied to career mode, read this a few pages back
  3. After several issues with installing RSS which I have now sorted I can confirm that RSS v6 is working wonderfully and I have a great graphic of The Earth. May need to move the launch site though.
  4. OK didn't know that. So that would mean removing other mods to make way for this one?
  5. There's 10GB of RAM in this PC. You think it's more than that??
  6. Took out the old RSS and installed this version but cannot load. KSP freezes at the loading screen. Anyone got any ideas (apart from reverting back to v5.5)? EDIT: Confirmed crash so reinstalled v5.5. Back to working fine.
  7. You will need the mass of the planet in question, in kg (M) and the time it takes to rotate once on it's axis, in seconds (T) [this would be 86400s for Earth]. The formula will give you the radius of orbit from the centre of the planet, in metres (for altitude, you will need to subtract the radius of the planet from the answer). r^3 = 1.69E-12 (MT^2) Orbit needs to be equatorial and the same sense of rotation as the planet and, of course, circular. For Earth, this calculates out as 42 301 km. The radius of the earth is 6400km so the altitude would be 35 901 km above the surface of the planet.
  8. Definitely works with another antenna attached so I conclude the built in Omni is not working.
  9. Yes. This is under Remote Tech Squad Probes Here are the Remote Tech Settings: ConsumptionMultiplier = 0.1 RangeMultiplier = 10 ActiveVesselGuid = 35b89a0d664c43c6bec8d0840afc97b2 SpeedOfLight = 3E+08 MapFilter = Omni, Planet, Path EnableSignalDelay = False RangeModelType = Additive MultipleAntennaMultiplier = 0 ThrottleTimeWarp = True DishConnectionColor = 0.9960784,0.7019608,0.03137255,1 OmniConnectionColor = 0.5529412,0.5176471,0.4078431,1 ActiveConnectionColor = 0.6588235,1,0.01568628,1 GroundStations { STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc488 Name = Mission Control Latitude = -0.021324 Longitude = -74.48444444 Height = 75 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } }
  10. OK fair enough. I have the tracking station on the launchpad and I still get no connection. What's going on?
  11. I don't have a problem connecting when I add an antenna to the stayputnik. I have a big problem if I don't do that. I even moved the track station so it is exactly on my launch pad but still no connection unless I add an antenna to the stayputnik. KSC should easily have the range to connect to the omnidirectional (even before I moved the tracking station to the launch pad) so why will it not connect? The connection is green when attached to the launch clamp but not otherwise. The stayputnik has an omnidirectional antenna, always on, built into it. I suppose the obvious answer to this is the omnidirectional antenna in the stayputnik is actually non operational. That would explain everything. It actually says in the parts menu: Technology Perk Integrated Omni: 3 km (pretty sure this is a typo and it means 3 Mm) always on I guess this is not working.....
  12. I tried doing this by changing the Remote Tech Settings to the coordinates of the current launch site. They are now precisely on top of each other and I still have no connection with the omnidirectional antenna in the stayputnik probe. Is there something else I should do to make the connection? I am now starting to think that the included Omni in the stayputnik for RT2 is actually non operational. This would explain everything.
  13. Thanks for the help. This is version 5.5 correct? Where do I get ver6?
  14. Is there an issue with where the Tracking Station is? When using RT2, I appear to be out of range of the tracking station when on the launch pad. My stayputnik cannot make a connection unless I fit another antenna on it. Is this known about? If so could someone direct me to the discussion. Is there a fix other than attaching another antenna?
  15. WOW. That works and solves the engine cut out problem to boot. Why would the engine cut out if it loses communications with mission control? Regardless, thanks LOADS. It's been taking many hours out of my life to try to figure out that relatively simple problem. Most of those hours are reading through forums trying to find a solution so thanks again.
  16. I am very new at this but your mod seems awesome. Trying to use Realism Overhaul with all associated mods. I am trying to build the most basic rocket right at the beginning of the RPL tech tree. This would be a stayputnik on top of a stretchy tank with kerelox and an A4 engine. The stayputnik has an omnidirectional receiver. On the launch clamp I am getting a connected signal but as soon as the launch clamp releases I get a no connection signal. What do I have to do to get a connection? Without it, I cant deploy parachutes etc. I am certain that I am doing something wrong that is really basic, so can a patient person help me out? EDIT: Apparently tracking station is out of range of the probe in RSS, even just after launch, so an additional RT antenna is needed.
  17. I am certain that I am doing something really basic to screw this up. SRB works fine BTW. I also have Remote Tech 2. Could it be something to do with the no connection signal I get from RT which appears as soon as the clamp is released? No spin on the rocket at launch. No problem with ignition on the launch clamp. It will burn forever on the clamp. I watched the temp rise (on the clamp) to about 700C. On clamp release it lasts for about 1.5s then the engine shuts off. Fuel flow is Very Stable, even over the 1.5s before shutdown.
  18. Firstly, thanks for this great mod. Super realistic. I'm very new to this mod and struggling to learn the science. I am having real beginners problems so I'm hoping someone can advise me. I have Realism Overhaul, Real Fuels, Race for the Stars pack, FAR and Engineer (I think they are the relevant ones). I have a really simple rocket with a stayputnik and a small stretchy tank and an A4 engine. The tank is filled with the recommended proportions of Kerelox. When attached to the launch clamp, it ignites and burns. I usually let it burn for a few seconds and then release the clamp. About 1s after I release the clamp the engine turns off, the rocket gets to about 30 m. Why is this happening and what can I do to correct it? I tried looking for information earlier in the thread but to no avail. Thanks. EDIT: Tried using thrust limiter on the engine but still shuts off the engine after maybe a second.
  19. I have just installed this but I don't seem to be getting a list of resources to add to the tank. I'm using RO and stretchy tanks and all mods associated with RO. I'm probably doing something stupid. Can someone help me out? EDIT: I may have screwed this up by trying to edit tanks in the VAB and not trying to use the Action group editor. Apologies for the bandwidth wastage.
  20. This looks like a great mod so I installed all the recommended mods and I'm ready to go. Only problem is, where do I get fuel for liquid fuel tanks? Is this something to do with the tech tree (RPL)? I'm sure this is totally obvious for most of you but if someone could help me out I'd be very grateful. Just a link to the correct thread would be fine. As it is, I'm not sure if this is a result of RPL or real fuels or RO..... Do these resources, perhaps, appear at a later tech level or something? Maybe I'm restricted to solid fuel at Tech 0...... I tried mousing over the stretchy tank and pressing g in order to change fuel but nothing happened. Texture changing and stretching works fine....... Thanks in advance EDIT: Looks like I need to sort out fuels in the Action Group Editor and not directly in the VAB. Apologies.
  21. I am pretty new at this and have a question. How do I know if DRE and FAR are working correctly? I don't seem to be burning up in the atmosphere on reentry. Lots of glowing but nothing blowing up. I see the heat shields in my parts so I know that bit is working but how can I find out if the model is working on reentry? Maybe it's just fluke I am not burning up but I doubt it.....
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