Jump to content

SpacedInvader

Members
  • Posts

    1,172
  • Joined

  • Last visited

Everything posted by SpacedInvader

  1. Hmm, ok I see the reason now, but I think that because I'm using RF, which is balanced for real world scale, I won't need the thrust multipliers. Thanks.
  2. So I'm returning to the game after an unwanted break and in the process of setting everything up again (always the worst part, right?)... anyway, this time around I am planning on running RF + stock Kerbol using the ~1/3 isp values rather than setting "useRealisticMass = false" to try and get something more akin to proper scaled performance. Now that we have MM math, I am trying to use a catch-all config for the change rather than trying to go through an do each by hand, but i just wanted to be sure I've got it written correctly before I get into the game and start beating my head against an invisible wall. Can someone with better config chops than me have a look and tell me if it will accomplish what I'm hoping it will? @PART[*]:HAS[@MODULE[ModuleEngineConfigs]]:FINAL { @MODULE[ModuleEngineConfigs] { @CONFIG,* { @IspSL *= 0.35 @IspV *= 0.35 } } } Also, will these reduced Isp values give me Earth scale rockets or Kerbin scale rockets, just with proper proportions? Thanks.
  3. So I've landed here from real fuels to find your config. I'm curious what exactly you were going for? In the past all modifications I've made for using RF in a non-rescaled Kerbin were to reduce isp and increase weight, but adding additional thrust seems to contradict that?
  4. So I'm back again after an unintended break and setting things up mod-wise for my install. I will, of course, be using this, but I found an interesting mod here that applies more realistic characteristics to the game's atmospheres which I'd like to be able to use, though only if TOT can account for the new numbers. I seem to remember that the way TOT pulls numbers from KSP should allow it to collect the new numbers, but I would like some confirmation before I start using both and find that maybe I wasn't so correct after all... Thanks
  5. Managed to fix it on my own actually... manually changed the limitation in the persistent.sfs and haven't had issue since. I'm guessing that when I had the original problem, KRASH had set the quicksave / load to false and then when I corrected it with the instructions you gave me earlier, those settings never got reverted back to non-sim mode.
  6. @Whitecat106, just ran into what I think is a bug with OD. I launched a rocket in KRASH sim mode and put it all the way out to its final geosynch orbit. OD said the orbit was stable with >1000 years before decay, but being part of a comsat network, I enabled station keeping anyway so I could see how long it would last with the fuel on board. OD seemed to work correctly, telling me that, using Aerozine50 (I'm using real fuels mod), the orbit would be stable and that the station keeping fuel would last >1000 years. Satisfied with the results of the sim, I terminated back to the VAB, built the rocket through KCT, and then launched about 40 game days later. Everything seemed fine, but after I got into space and went to circularize my orbit at the correct altitude, I noticed that my final stage dV was significantly less than it should be... completely full, its got 1600+, but it was only showing 435. After a little inspection of the tanks, I noticed that most of my Aerozine50 was missing. I reverted back to launch and tried again, only to get the same results. I tried a third time, this time going into OD's menu and setting the station keeping resource to something that wasn't on the craft at all, and then I had full fuel as I was supposed to. For testing purposes, I reverted again and set the station keeping resource back to Aerozine50 and watched the dV window closely through the launch... Apparently, if the station keeping resource is set prior to launch, as soon as the craft crosses the 70km line, a lot of that particular resource is eaten instantly. I'm not really sure if this is specifically related to OD, or some combination of my many mods yet. Will have to spend some time tomorrow with a bare bones install to see if I can replicate the issue without 170+ mods installed.
  7. Good, to know, thanks... That might be an interesting mechanic to add in at some point btw. Make the rate that Kraziness accumulates increase over time and then provide a large-ish, heavy-ish module to be used as a dedicated rec-room. This would force bases and long-range ships to accommodate more than just a little extra power for amenities, while at the same time ensuring you won't be sending your kerbals on long journeys without proper facilities.
  8. With the newest version, I'm still unable to quicksave / load while outside of the sim. I know for a fact that I've done both on this career, so I know its not game start settings. Any suggestions about how to fix this?
  9. Thinking about installing this in my long-term save. Curious how it works with permanent off world bases. Do the base mechanics of the mod keep the craziness down as long as there is power, or will it eventually get out of control given enough time?
  10. @Arrowstar, would it be possible at some point to shift the settings into a separate file, or at least make them persistent from launch to launch? I'd really like to be able to set kerbin / earth time and number of synodic periods once and then adjust when needed rather than having to edit them every time. EDIT: Also might be nice to have the bodies.ini load automatically based on selection, though that can be circumvented by simply replacing the original.
  11. @linuxgurugamer, testing the DLL now on my regular install. I did change shelterSimulationActive from false to true in my persistent file, what does that do exactly? The changes are apparently working, as I was able to sim and exit as well as launch and exit normally. I'm also not seeing any NRE's related to KRASH (they were there last night, but I was frustrated from my experience and didn't think to upload them). Curious if you can suggest any specific action that might have caused the issue previously so that I can test it out.
  12. In addition, the most recent version got me stuck in simulation mode even though I'd built the craft through KCT and launched it, not simulated. I was unable to quicksave / load and upon landing, was unable to recover. The escape menu was KRASH's and I had to revert back to the VAB to get out of the situation. As usual I will have to see if this is a mod conflict or something specifically related to KRASH... will report as soon as I have more info.
  13. I meant about it being important to me.. I knew you were aware of the issue, but no mod developer needs people telling them to hurry because they can't progress without it
  14. Creating / loading the file seems to work perfectly, will report if any issues crop up with use. Thanks for the quick fix... I didn't want to say anything to add pressure, but this was a big one for me since there are no other functional transfer planners for OPM currently.
  15. Ok, here's the bodies.ini and ksptot.log EDIT: Do you think removing sigma-binary would bring TOT into line?
  16. Will upload it in a few mins. Also, I noticed that KSPTOT also doesn't seem to like the way Sigma Binary names its objects, as in trying to revert to 1.5.1 pre-9, I get an error saying Plock-Karen is an invalid name. Invalid field name: 'plock-karen'. Error in processINIBodyInfo (line 10) Error in mainGUI>loadBodiesFromFile_Callback (line 571) Error in gui_mainfcn (line 95) Error in mainGUI (line 42) Error in @(hObject,eventdata)mainGUI('loadBodiesFromFile_Callback',hObject,eventdata,guidata(hObject)) Error while evaluating Menu Callback
  17. I understand that this hasn't been updated properly to work with 1.1.2, but I'm curious if anyone has tried just the launch clamps with the newest ksp version. They are all I usually use from FASA, so I'm hoping they work.
  18. 0.5.6 did indeed fix the issue and I was able to sim without issue after installing TST into my main install. Do you still want me to try to isolate the mod conflict?
  19. Ah, I see what you're asking now. Yeah, I can do that, though I doubt I'll get it figured out for at least a day or so. Will keep you posted.
  20. Not sure that's going to be feasible... GameData alone is almost 8GB, and I'm not sure how much I'll be able to compress it.
  21. Well... similar to your experience, an ultra minimal install with just KRASH, TST, and MM, worked just fine. I guess this means its a mod conflict somewhere, but it will take me some time to go through my mod list to figure out exactly what, or combination of whats, is causing it. That said, I know its not solely SETI, as the first thing I did after testing bare-bones was to add SETI back in and test again, and its still working just fine, so the problem is elsewhere.
×
×
  • Create New...