mario.masters
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Bottle Rocketeer
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The RSS seems to be the problem for the new transfer orbit logic. I reported this while back however it doesn't seem to me like a MechJeb problem. In my case I got RSS with Better Atmospheres mod which only sets the AtmosphereFromGround wave length I think, however behind the scenes RSS does many changes to the planetary bodies from what I was able to see while reading the code. I figured sometime to go back and see what exactly might be the problem but I never got around to it (RL and a tiny fact that I'm new to the game and its API etc). Anyway if you got your RSS with better atmospheres you should be able to safely delete it as it's only a cosmetic change (it's intended to remove the white atmosphere from Kerbin IIRC). If you have the know how you could fork the RSS and make necessary source code adjustments for your own personal use. From what I remember you could potentially safely comment out everything not related to the wavelength and atmospheres from ground in the code (RealSolarSystem.cs and Watchdog.cs IIRC) and recompile. You could never of course have the real RSS installed obviously with your personalized forked copy . I don't suppose you as well have RSS installed in some "form"?
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
mario.masters replied to shaw's topic in KSP1 Mod Releases
If I'm understanding your questions correctly. First custom suits should go to the GameData\TextureReplacer\Suits directory. And Heads should go to GameData\TextureReplacer\Heads directory. Have in mind that you should create a custom directory for your custom suits ex. "DarkOrange" and put all the texture files in there. Head files can be placed directly into the heads directory (just be sure not to overwrite any existing files in there). Now to customize your Kerbals you have to create a custom config for that, an example. TextureReplacer { CustomKerbals { [Name of the character] = [Filename of the head texture inside heads directory] [Directory name inside suits directory] } GenericKerbals { excludedHeads = [Exclude a head filename from being used on a random kerbal] } } A functional TextureReplacer config would look something like this TextureReplacer { CustomKerbals { Bill Kerman = Bill Blue } GenericKerbals { excludedHeads = Bill } } Hope this helps. Note: This applies for the latest version(s) only. Regards -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
mario.masters replied to shaw's topic in KSP1 Mod Releases
I'm new here . I'm assuming that previously ActiveTextureManagement was called TextureCompressor? If so then I think you should change your TextureCompressor detection or add an additional argument to detect ActiveTextureManagement? Loader.cs line 117: // Prevent conflicts with TextureCompressor. If it is found among loaded plugins, texture // compression step will be skipped since TextureCompressor should handle it (better). bool isTextureCompressorDetected = AssemblyLoader.loadedAssemblies.Any(a => a.name.StartsWith("TextureCompressor")); By default I think your settings are set to auto or always but should turn off if TextureCompressor or ActiveTextureManagement is detected. Now it seems that both ActiveTextureManagement and TextureReplacer will perform texture compression etc. Sorry if this is irrelevant at this point, I'm just new here and am figuring out this wonderful new world of mods -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
mario.masters replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Ok, thanks. Could you at least let me know if you meant for the Laythe configuration to be applied or not, so that I can take appropriate action on my installation? -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
mario.masters replied to Thesonicgalaxy's topic in KSP1 Mod Releases
In your RSS config file you're providing configuration for both the Kerbin and Laythe, however you seem to have an extra curly bracket. I'm not sure if this is intentional or not (marked in red). REALSOLARSYSTEM { Kerbin { AtmosphereFromGround { //apply your settings here, like waveLength = 0.85, 0.72, 0.55, 0.5 } } [COLOR=#ff0000]}[/COLOR] Laythe { AtmosphereFromGround { //apply your settings here, like waveLength = 0.1, 0.9, 0.8, 0.5 } } } -
I assure you that I was using 236. And yeah now that I've taken a better look at it I think I know why you couldn't reproduce it. I'm new to this game and don't yet fully know or understand what all of the mods I've installed recently might be doing to the game mechanics. Anyway I think I've tracked down the reason why this might be happening. While I normally don't use the Real Solar System mod, I have a part of it installed via Better Atmospheres v4.0 mod which has some configuration for it. It seems that MJ orbit transfer goes nuts when RSS configuration in any shape or form is present, regardless if anything is present in the configuration file. This also appears to happen quite late into the game as well. Try changing your UT to something like 10441471.7475303 and you'll see the behavior along with RSS present and I could even use an empty RSS config file to reproduce the issue. REALSOLARSYSTEM { } Anyway, I'll stop bothering you now since this doesn't appear to be your problem at all. I'll just stick with the 233 version which seems to work with the following. Thanks for your patience and have a nice day.
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I do that as required. See below what I'm experiencing. Info below with pics (if it helps). I always perform a fine tuning if needed, however I never had to burn more fuel on the actual fine tuning than the initial orbit transfer maneouver. I cheated my way into orbit hoping to reproduce the issue and I managed to do it. Pe and Ap = 100km approx, inclination = 0. Details from hyperedit window below. This is what Mechjeb does when I ask it to perform a Hohmann transfer. This is the projection for the fine tuning maneuver, and the node projection. And finally this is the same situation however only using Mechjeb v233.