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Everything posted by mikebell
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RP-1 Realistic Progression One for KSP 1.12.3
mikebell replied to pap1723's topic in KSP1 Mod Releases
Just getting into RP-1 after a long time away from KSP - still at the sounding rocket stage (just managed 3000km down range tonight) but I'm really enjoying it and the challenge so far! Thought I'd report one snag from setting things up - I did a clean install and believe I followed the 1.8.1 install instructions exactly. But I couldn't add rockets to the build queue initially, it turned out I neded to install the SpaceTuxLibrary from CKAN, which wasn't mentioned anywhere. I guess something has a missing dependency. And I have one question - the Early Film Camera only seems to take pictures for me when flying low or in space, not when flying high. Is that a bug or is the wiki wrong? -
Sometimes the engineers at KSC have a few beers and come up with a crazy design for a rcoket stage. Jeb was going to fire them for being under the influence while on duty, but they ended up making a bet that their rocket could get him to the moon, and Jeb hasn't been seen since... What I was trying to do here was use an SRB core with liquid "booster" engines around it. Originally I had a liquid engine in the middle, but I got fuel crossfeed issues. To match the burn time I tried just reducing the amount of fuel in the SRB and hit this - I agree there are more sensible enginering solutions than that though
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I believe (1) is to account for the axial tilt of Earth, which can't otherwise be done in KSP. To launch in the right plane, I rotate the camera around Earth to line up the ecliptic so it appears to cross Earth horizontally near the latitude of KSC, then fast forward time until KSC is in the middle of the disc of Earth facing the camera. Hope that helps
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I'm also having this problem with the latest update. Also I'm having more issues than normal with my rocket falling apart, though that started before I upgraded from 0.9.5 to 0.9.7 - I thought I'd upgrade to see if that helped, but it didn't seem to. Finally, if you set an SRB to less than 100% fuel, it loses that setting on reload.
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Nathan, no worries - if you're doing a bunch of releases then would be good to get them out first anyway! And don't forget to sleep sometimes
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I grabbed the moon texture from github - looks great! But the side of the moon facing Earth isn't right, just eyeballing it it looks like the texture should go east by about 120 degrees. Looking forward to the release of 6.1
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
mikebell replied to rbray89's topic in KSP1 Mod Releases
I don't know about conflicting mods, but I believe you can change the key to Alt-<something else> by changing the line right near the top of BoulderCo/Clouds/cloudLayers.cfg: GUI_KEYCODE = N to select a key of your choice - that might help? -
Hey Cerberus! I recently started playing with RSS too and I like your videos Will be interesting to see how you get on with the RPL tech tree - I love the idea but I got stuck first time I used it so I've left it alone for now. I figured out how to get city lights working on Earth - see: http://forum.kerbalspaceprogram.com/threads/55905-0-23-5-7-3-EnvironmentalVisualEnhancements-NEW!-VolumetricClouds!?p=1121728#post1121728 I'm also trying to put together a "known good" bundle of realism mods so it's easier for people to get started with realistic KSP - would you be interested in helping with that?
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
mikebell replied to rbray89's topic in KSP1 Mod Releases
I've just been getting this working with Earth in RSS. I found this post: http://forum.kerbalspaceprogram.com/threads/55145-0-23-5-Real-Solar-System-v6-4-7-14?p=936002&highlight=city+lights#post936002 for the city lights, and got it to work with the new version of EVE as follows: - Take the EarthLigths.png from there and convert to TGA - Use the following cityLights.cfg: CITY_LIGHTS { altitude = 100 fadeDistance = 0 pqsFadeDistance = 500 main_texture { file = BoulderCo/CityLights/Textures/EarthLights offset { x = -0.0025 y = 0 } } detail_texture { file = BoulderCo/CityLights/Textures/detail offset { x = 0 y = 0 } scale = 60 } } That works great, except the lights sometimes pop out from behind clouds as you rotate the Earth. Any ideas why that might be happening? I've tried raising the cloud layer altitude a bit and that doesn't seem to fix it. Also, city lights don't work in tracking station view - is that a known bug? -
So I thought I would try and get an easily installable bundle with all the mods I'm using together. I've outlined the idea over on the Add-ons forum and I'm contacting people to try and clarify a couple of license issues.
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In fact the thrust problem with SRBs is just all of the SRBs of one type are capped at the same thrust - nothing to do with staging. I worked around it so I could have two different thrust vacuum SRBs on one rocket by duplicating the whole of the vacuum SRB definition in SRDRFHigh (I'm using Real Fuels), and just changing the name and title of the duplicate.
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I've recently got Realism Overhaul and related mods set up and working. Playing on the real solar sytem is aweome, but it took quite a bit of effort to set everything up, so I started thinking about creating a "realism bundle" to make it really easy. I've started documenting my setup and checking licenses. Mostly it looks possible, so if there's some interest I'll try and package this up. I'm thinking of calling it "Simple Earth Scale Install" - SESI. The goal would be a single zip file you extract over a vanilla KSP install to get RealismOverhaul + required mods. I'd try and keep it to a fairly minimal (but sufficient to be playable) state, then users could add their own mods if they wished. I see jamis tried something like this before, but it went defunct: http://forum.kerbalspaceprogram.com/threads/67668-Mod-bundler-for-Real-Solar-System-%282014-03-25%29 I would have a much simpler approach - just bundle up the exact changes in a working install, rather than presenting an installer and trying to pull things down automatically. The main worry would be things going out of date, but if it's useful I'd aim to make it easy for anyone interested to help maintain the collection. Do you think this is worth pursuing?
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So it took a little while, and some minor tinkering with mods (I might try and put my exact mod install somewhere if the mod licences let me so others can try RSS without so much research) - but I made orbit around Earth: Hooray!
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With 0.9.3 everything is looking good :-) I've got a couple of small issues though: - Tech limits on tank size are ignored if you go out of VAB and back into it after adding the part - If you have multiple SRBs on the same stage, then all the thrusts end up the same, even if you specify different thrusts in VAB (e.g. if you want a sold fuel "main engine" at the bottom of your stack + boosters on the side). Also, is there an easy way to up the max diameter to 2m at lower tech levels when using 1m scale? As it is you get stuck with a 2m pod on top of a 1.5m stack. To work around this I just added: TECHLIMIT { TechRequired = generalRocketry diameterMax = 2.0 volumeMax = 3.5 } to the RealFuels tank files and made a similar change to SRBs.
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I've been playing stock KSP for a few months, but (inspired by the KSP to Mars videos) I'm now trying to get to grips with flying rockets in a realistic Earth sized system with a bunch of realism mods! So I thought it was about time to start posting here Flying out from the real KSC over the real Earth is pretty cool - I can get out of the atmosphere pretty easily, but I haven't made orbit yet...
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I'm also hitting a bunch of: [LOG 21:33:11.964] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object at ProceduralParts.TankContentSwitcher.UpdateMassAndResources (Boolean typeChanged) [0x00000] in <filename unknown>:0 at ProceduralParts.TankContentSwitcher.ChangeVolume (Single volume) [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at KSPAPIExtensions.PartMessage.ServiceImpl.Send (KSPAPIExtensions.PartMessage.CurrentEventInfoImpl message) [0x00000] in <filename unknown>:0 at KSPAPIExtensions.PartMessage.ServiceImpl+MessageConsolidator.Dispose () [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralAbstractShape.Update () [0x00000] in <filename unknown>:0 logs with 0.9.2, and generally it doesn't seem to work. But, I originally came here to report a different problem (running with 0.9.0) before seeing there was an update: I tried setting up a ship with one large SRB with two smaller SRBs in the same stage. The smaller ones are set with a different thrust to the large one, but are otherwise the same type. But when I launch it all three SRBs are putting out the same power. It seems the larger one is being capped at the level of the smaller ones (or maybe all of them at the average?). This is running with a fairly fresh 0.23.5 install + realism mods, including RealFuels v5.1. Is that something you could look at? Full list of mods if it matters: CustomBiomes DeadlyReentry EngineIgnitor FerramAerospaceResearch ProceduralFairings KerbalJointReinforcement LifeSupport ProceduralParts RealChute RealFuels RealismOverhaul RealSolarSystem RftS TreeLoader Thanks for your work on the mod! Mike