Friedrich Nietzsche
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Everything posted by Friedrich Nietzsche
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[1.1.2] Realism Overhaul v11.0.0 May 8
Friedrich Nietzsche replied to Felger's topic in KSP1 Mod Releases
Hi, I have problem, which I can't solve: For my first mission to Venus I've built a Titan-III7D-like rocket (http://up-ship.com/blog/wp-content/uploads/2011/07/Titan-IIIL-1.gif), but with some smaller boosters. I'm also using the LR-87 Engine. But I have the problem, that the engine always burns out at around 80 km height. No matter which fuel (Kerosine/LOX or Aeronzine50/NTO) or witch TWR after Booster seperation, the main engine always stops working. What am I doing wrong? http://i.imgur.com/z7ocrIL.jpg -
Hi, dunno, if it has any importance, but I had the same issue with a sounding rocket contract which demanded a height of 955,180,000 m. I've tried it several times and I also don't know the exact heigth of Earth's sphere of influence, but this was definately above it http://i.imgur.com/kBYYaAp.png Also: I've searched the thread, but I couldn't find anything: Do you plan to include infernal robotics to the real progression tech tree?
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Yeah, I admit, that my reality has to be quite distorted here. The patch also came in a (for me) bad time, I was in middle of setting up a com-network around earth. This now gets much more difficult You mean this patch? http://forum.kerbalspaceprogram.com/threads/103196-0-90-Realistic-Progression-Zero-%28RP-0%29-Lightweight-RealismOverhaul-career-v0-27-19-March-2015?p=1789078&viewfull=1#post1789078 I was thinking more of something like the antennaes of remote tech, where I can deactivate them ingame, so they don't use EC anymore. Since the satellites float through space without any need to move them most of the time, it would be useful to deactivate the avionics system to save system power. Something like a sleep mode, like real probes have it. While a small, power saving probe core works as permanent signal processor to the command center, the avionics only get activated when demanded. Or would that be entirely unrealistic?
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[1.1.2] Realism Overhaul v11.0.0 May 8
Friedrich Nietzsche replied to Felger's topic in KSP1 Mod Releases
Yeah, I've used the octo2 (first) which can control 0.2 tons with 3.0 EC/min. After upgrading RP-0, the octo2 was way too small, so I've added a Able/Delta Avionics Package, which still is quite small, but uses 60 EC/min to control 8 tons of mass. What made me suspicious, is that the even larger ones for 12 tons (Agena Avionics & Agena D) again have just a power consumption of 15. But these are way to oversized (dimensions and power) for my satellite. While the smaller ones are far to weak to control a satellite with about 2 tons of mass, like mine. Also 60 EC is quite a lot, at least for my taste. It's much more than any sattelite built by me so far consumes, even though I've mounted 20 Commutron D and a dish-antenna on them. I've had to unlock some none-RP-0 solar panels, so that six of them are just capable (1.2 times the output of the consumption) to feed the Delta Avionics Packes and the rest of the mounted stuff. If the sattelite has a bad angle to the sun, it's still not enough. The even larger ones for rockets (Guidance Unit (early)) again use only 3, or 60 and 120 EC/min. But for those I dont really care much, since they are used in the ascent stages, which usually aren't carried around for hours or longer. For me it looks like an imbalance at the moment. But if you tell me, that they are balanced, or that this avionic packages even have some real counterparts with the same specifications, I'm gonna live and play with it. But at least an option to deactivate the avionic units would be nice. The larger one could be used for steering and would be switched of, when the satellite reaches it's final orbit. While a smaller one keeps on working, doing the signal processing job for little EC/min. BTW: We can continue this discussion in the RP-0 thread if you like. Since this hasn't to do much with realism overhaul. -
[1.1.2] Realism Overhaul v11.0.0 May 8
Friedrich Nietzsche replied to Felger's topic in KSP1 Mod Releases
Thanks for your help, this solved the problem. Are these avionic controls already balanced? I took the smallest one for my com network satellite without noticing, that it sucks such a large amount of energy. The smallest one consumes 60 EC/min, while the bigger small ones "only" take 15 charges per minute. Nevertheless this is still quite alot of energy that it takes, just to keep a small 2 ton satellite floating steerable in space. -
[1.1.2] Realism Overhaul v11.0.0 May 8
Friedrich Nietzsche replied to Felger's topic in KSP1 Mod Releases
Hi I've updated Realism Overhaul from 8.11 to 8.2 and also updated Kerbal Engineer. Now I cant control my rockets anymore. What still works is steering them with the flight computer. But from the moment of lauching, the control by Keyboard is impossible. Any ideas to fix this? Thanks! -
[1.2] Real Solar System v12.0 Dec 8
Friedrich Nietzsche replied to NathanKell's topic in KSP1 Mod Releases
First of all: Awesome mod, that gives you a faint clue of what rocket engineers are achieving. I'm playing with RSS as part of Realism Overhaul. Yesterday I had my first Moon landing, and what I've saw, was this: http://i.imgur.com/MpbesCx.png Is there a way to make the moon (and/or other celestial bodies) surface more appealing? I admit, that I am a bit of a graphics ...... I would install RSS VE, but since I'm playing on Windows, I don't have infinite amounts of RAM -
[1.1.2] Realism Overhaul v11.0.0 May 8
Friedrich Nietzsche replied to Felger's topic in KSP1 Mod Releases
Head -> Desk But thanks! -
[1.1.2] Realism Overhaul v11.0.0 May 8
Friedrich Nietzsche replied to Felger's topic in KSP1 Mod Releases
Hi, today I've tried to fulfill the geosynchrounous-satellite-contract, which I did - in my eyes - successfully. But the game doesn't recognize it. Can you tell me what I've did wrong? Or is there a known bug regarding this contract? http://i.imgur.com/1j6PffE.jpg -
Hi, thanks for your help, but still no clue, what I'm doing wrong. I've sticked together (from top to bottom) a command pod, fuel tank, some Radiators, a fission reactor, a electric generator, the fusion reactor for the charged particles and last the magnetic nozzle. See screenshot http://i.imgur.com/Ujg9OwS.jpg Can you give me a detailed description of a working craft or provide me a craft file please? Thanks.
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[1.2] Real Solar System v12.0 Dec 8
Friedrich Nietzsche replied to NathanKell's topic in KSP1 Mod Releases
This Texture Pack from page 340/341 is still work in progress or already dead? I'm rly looking forward to get these -
Hi, after a quite long absence since the release of 0.24, that ....ed up my whole game, I decided to set the game up again new. I've deleted the whole KSP-Directory downloaded the newest version of all addons and checked them for their compatibility to 0.24.x. Now I have the problem, that the game keeps crashing at the initial loading screen, always while loading files belonging to the infernal machines mod. The file itself though may be a different. I uploaded a screenshot of my addons, the last error reports, dxdiag and the output_log.txt I hope, that you can help me. FYI: I will be gone for a few days, so sorry, if I can't answer immediately. Thanks! KSP: 0.24.2 Windows 64bit Problem: Game crashes on initial loading sceen while loading files from Infernal Robotics map Mods installed: Latest (compatible) version foreach of these mods: Ferram Aerospace Research Chatterer Custom Biomes Deadly Reentry Distant Object Active Texture Management B9 Aerospace Editor Extensions Engineer Redux MechJebAndEngineerForAll Enhanced NavBall Kerbal Joint Reinforcement KW Rocketry Visual Enhancements Infernal Robotics Tweakscale Docking Port Alignment Indicator Interstellar 0.12 lite Precise Node RealChute ScanSat Select Root TAC Life Support TAC Fuel Balancer TextureReplacer + Better Atmospheres Alternate Ressource Panel Kerbal Alarm Clock TweakableEverything Reproduction steps: Restart the game and watch it crash shortly after Log: Errorlogs/Dxdiag/output_log https://drive.google.com/folderview?id=0B_GyaquZSK3vUHF4VFd4cjZYcDQ&usp=sharing
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Friedrich Nietzsche replied to sirkut's topic in KSP1 Mod Releases
Hi, my game crashes at startup while loading some (mostly random) files of this mod and I can't find any solution in the forums or in the net. I've attached a list of the used mods an the crash logs. I'd be very grateful for some help. Thx! Mods: http://s7.directupload.net/images/140901/2o4xi3ac.png Logs: https://drive.google.com/file/d/0B_GyaquZSK3vSHdjLWw0X052b2s/edit?usp=sharing -
[1.2] Real Solar System v12.0 Dec 8
Friedrich Nietzsche replied to NathanKell's topic in KSP1 Mod Releases
Hi, thx. I'm doing excately that, but it doesn't have any effect. What I did not, is using the rss textures. Do I also have to use the rss textures, even though I want a resized kerbol system? -
[1.2] Real Solar System v12.0 Dec 8
Friedrich Nietzsche replied to NathanKell's topic in KSP1 Mod Releases
Hi, I can't figure out, what I need to do to get a 10x kerbol system. Do I only have to download the RSS plugin, copy it to gamedata, then download the config and put it into the rrs folder in gamedate? I'd appreciate some help, thx -
You could use symlinks. Place a folder with the savegames on your network drive/Google Drive folder/Dropbox folder and name it somthing like "KSP saves". Copy your savegames from the ksp game directory to this folder and delete the saves folder in the game's directory. Now open an command prompt with administrator privileges and type: mklink "C:\path\to\kerbal\space\program\saves" "C:\place\where\you\plan\to\store\the\saves\KSP saves" The first path leads to ksp game directory and must end with "saves", since the game expects to find a so named folder. The second path leads to the folder you created before. So in my case the proper command would be: mklink "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\saves" "C:\Users\FriedrichNietzsche\Google Drive\KSP saves" If you use the same procedure on all your machines you can use perfectly synced savegames. But you have to give your computer time to upload them before you switch it off. The game can't tell symlinks and folders/files apart, there is no difference for the game. If you want to revert everything, just delete the saves-shortcut in the ksp game folder and create a saves folder, where you copy back your savegames.