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zenmetsu

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Everything posted by zenmetsu

  1. Odd... it seems to run without the reflection plugin, albeit without reflections Speaking of, I need to research that plugin. I really liked the reflections in you mods, but my inner OCD demons were driven nuts by the static reflection cubemapping... i know KSP can handle realtime reflections, so maybe the reflection plugin will support that as well.
  2. I grabbed your newest commit from github and all appears to be working well. Great job!
  3. raidernick, I'd really like to help troubleshoot this, and I might have time to do so later this week. What I *can* tell you is that I had a relatively functional KSP 1.0.5 installation, and then backed up my install directory, and upgraded to 1.1.0-preview via steam. I launched CKAN and updated mods, obviously the R7 stuff was absent from the list. I messed around with 1.1.0-preview for a while and then reverted to 1.0.5 by opting out of beta in steam, then after it did it's thing, I moved my old installation directory back to the original filename. It was broken after doing so. My guess is that somehow the files in that backed up directory were getting pooched by CKAN while parked with a .backup name, or something got hosed after unparking the directory. Either way, I had to do a complete burndown/reinstall to fix. I tried this again last night and I could not replicate the missing right-click dialogs (antennae, radiators, etc), nor was I able to replicated the under-powered core/booster stages. I did, however, run right smack into the very weak vernier issue. They appear to be working, I think, but they are very weak. In fact, it is possible that SAS is doing the work. For reference, I launched at 90% throttle with my "D" key locked down via a weight. At end of core burn out, well into space, the flight path was only 15% east of vertical. Again, complete reinstall fixed.
  4. Thanks for the excellent mod, BTW, I really didn't want to come off sounding like a complainer on my last post. I haven't been using RSS/RO recently, mainly because I want to explore the stock solar system and find easter eggs, etc. Strangely enough, after doing the reinstall, your mod worked pretty well on the stock solar system. The parts had just enough fuel and resources to get into orbit. The issue with the vernier engines only happened prior to my reinstall, and it wasn't that there were not effects, it was simply the case that there was no force being applied at all. Importing the exact same .craft file after doing a full reinstall, the problem was gone. So something is likely odd with the way CKAN is pulling/installing the mods. I'll make a pull request once I get a feel for what Squad broke (fixed) in 1.1.0-preview. A fair number of the parts in your mod appear to be working, but some parts, such as the Vostok decoupler, Vostok service module, and the R7 core/booster engines don't appear to be recognized by the game as functional parts. I get the animations as if the engines/RCS/decouplers are firing constantly while in the VAB, but the part is never shown on the staging menu on the right o_O)a I've tried to find out what is amiss by looking at the config files, but I'm pretty close to tossing in the towel. Also, none of the FSanimations appear to be working despite having the newest FireSpitter mod. No antenna/radiator/etc options in the right-click menu.
  5. There does appear to be some confusion due to the number of mods by raidernick as there is some overlapping of parts, especially with the ferries pack. When installing from CKAN, I did notice the exact problem that Jeb-head-mug-kerman experienced with regard to the under-powered booster and core stages. It absolutely wasn't a matter of "doing it wrong", the TWR on kerbin was something like 0.6. Also, the problem that wm1248 indicated was also present; the verniers weren't really working... the craft was stable while the boosters were attached, but only due to KSP applying differential thrusting to stabilize the craft. As soon as the boosters were detached, the non-vectoring core engine was woefully incapable of maintaining stability. Both issues were corrected by burning down my entire KSP install and reinstalling from scratch. I tried uninstalling/reinstalling the mods from CKAN, even after clearing cache, but it did not resolve the problem. Unfortunately I didn't look into the problem too much to discover root cause. I did, however, keep my old install by renaming the folder, so I can definitely look through the files and compare to find out WTF actually happened. Also, curiously, I could no longer get the deploy/undeploy antennas or other dialogs while in space or within the VAB... so something serious must have happened to my installation. The only real problem I have now is with the Vostok/Voskhod descent modules. The ablator settings appear to be incorrect as the descent module will overheat regardless of the angle of entry. I tested using a stock install of KSP with only raidernick's mods and the required dependencies installed. I created a save using the Vostok configuration, created a save after creating a circularized 75km orbit, and tried a grand total of 40 different re-entry angles, all with the same outcome. At shallow angles, the atmosphere seems to provide almost no braking force, but the heating is cumulative and eventually destroys the craft even when it is being subjected to less than 0.1G of deceleration. :/ At steeper angles, the craft will plunge to about 40km and overheat well before G forces ever become dangerous to the kerbal within. I have made changes to my installation to deal with this, and it seems to be working more realistically. The values that I am using are: lossExp = -6000 [unchanged] lossConst = 0.21 [changed from 0.007] pyrolysisLossFactor = 20000 [doubled] ablationTempThresh = 500 [unchanged] reentryConductivity = 0.01 [unchanged] I'm suspecting that maybe these parts were designed to be used with Realism Overhaul and are thus failing in stock KSP solar system. I'll look into my old save if you'd like, but currently I am busy converting this mod to 1.1 since I enjoy it so much and I really can't go back to 1.0.5 after getting a taste of how well 1.1 runs...
  6. In addition to not protecting parts, the fairings do not provide any sort of notification to the payload parts that they are encapsulated. This may be a limitation of KSP at the moment, but I have not tested in 1.0 with the stock fairings to know for certain. If this is a KSP limitation, it should be addressed in an upcoming patch. What I propose is an additional attribute that gets applied whenever a part is encapsulated by a fairing. While encapsulated, RCS thrusters cannot fire, and solar panels, antennae, and ladders cannot deploy. On the plus side, I have had issues with the stock fairings that have yet to occur with the KW parts. I've had the stock fairings deploy at odd times, usually while boosting my orbit in the upper atmosphere. There is no indication that the fairing overheated, it just opens up because it gets bored i guess.
  7. That is what I am thinking as well. Looking at the rated output, they should not be putting out this much thrust. No AJE. I am just messing around with some mods that I have not previously had time to explore, and seeing how they work, or don't work, with 1.0.
  8. I think that the jump-jets in the Kerbal Aircraft Expansions pack are a bit overpowered. Using nine of them, with one radial air-intake per motor, can take a "rocket" into orbit on a single stage... well, a few dozen m/s short obviously since you'll have to raise your Pe. I never played with these in pre-1.0, so maybe they were just as O/P back then.
  9. Awesome. Thanks for finding this. I'm not good at modding mods... so which files did you change? Just give me one example if you would, and I am sure I can figure out the rest.
  10. For what it is worth, the main problem is that the nodes will not allow attachment when they should. This is true with tanks, couplers, and motors that are part of the KW pack, as well as fairings. Ships created prior to 1.0 will still work, and luckily not have the issue that other mods have where parts fall through one another. The problem is you cannot detach the nodes in the VAB and ever expect them to go back together. There might be a way to use the existing parts as a sub-assembly and reuse the left-over magic from pre-1.0 release assemblies, but it might be better to have an older version of KSP laying around, create the ship or assemblies there, and side-load the craft into 1.0.
  11. Yeah, it's called wait a month for the mod to be updated... 1.0 just came out.
  12. I can attach a craft file if anyone needs to, but seriously, this thing is so simple that anyone cane make it just by looking at my video. I used a Stayputnik pod, with a Z-200 battery just below it. I attached an FL-T200 tank to this with a tiny Rockomax 48-7S attached to the tank. I then attached 4 of the radial decouplers to the tank at a slight angle, and attached 4 delta wings to these decouplers at a matching angle.. I think that I may have used a mod to get a slightly smaller delta wing, but I forget. I then simply stuck 4 of the smaller SRBs onto the wings and a few solar panels, that was it. I managed to get into Duna orbit with this thing, and it is funny to watch take off without SAS or MechJeb. If anyone can get to Duna orbit with something smaller, i'd be thrilled to see it.
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