Kitspace
Members-
Posts
449 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Kitspace
-
How small should it be to see the node and be able to attach something to it? Mine was a metre and a half yesterday and I had absolutely no clue that it was there. Got it with the stock extension. Actually I missed the line in the first post saying that only some of the engines are supported currently because in the Overhaul thread it is marked as supported and adding new parts. But how much of the stock revamp parts should be supported? It looks like the stock parts that it replaces are supported obviously but the ones that it adds on top are not. Does it depend on the career mod? I have it installed so if they are supposed to be supported something is wrong here Payload makes up a very small fraction of the rocket mass with the full fuel tanks but empty tanks tend to be too light Centaur? How is it different from anything else?
-
I think there should be a version of payload fairing bases without the decouplers built into them. For example some early satellites did have fairings on top of them but did not detach from their booster stages and having a decoupler present in such case is a problem. How to use the engine control groups? Thank you!
-
Actually having the decoupler on top work without triggering the fairings or even while using the structural shrouds can be very useful. I have bright red and blue stripes on the insides of some of the fairings. Is there a way to fix that?
-
NathanKell: Has been adding a third node? I am currently looking at my tall fairing base and it has only two nodes or at least it appears to have two nodes. Weird. What could possibly be wrong? Also I have installed the stock extension and the stock parts revamp and more than half of those appear as unsupported or do not have the flag but in fact have wrong scale or something. What did I do wrong here? Does it depend on the version of the game or the Overhaul or the Progression or even the part packs? Regarding payloads the point is that a rocket can launch a variety of different payloads and if acceleration is already too high it is difficult to control the rocket while the payload is less than maximum especially if the fuel is underloaded also.
-
Thank you! Fairing bases with the third node? I only noticed the procedural ones on the pictures and they have just two to the best of my knowledge. Or do you mean the fixed node of the interstage? Where did you get the current RVE? Does it have a new thread or something? Nothing changed for some time already in the thread that I know of and there are no downloads because its build is raw and buggy as the author says. Regarding the payload masses I mean the thrust to weight ratios that are visible in the screenshots and yes sixty kilograms and one kilogram is quite a big range in my opinion. Also Mechjeb says that there are some places with thrust to weight of fifty or something like that. Is it because of the Atlas booster style staging that it does not understand as far as I know?
-
[0.90] Kerbin Shuttle Orbiter System v4.13
Kitspace replied to helldiver's topic in KSP1 Mod Releases
Also why are some of the cockpits liveries much more blurry than the other ones? Is that in some way related to that I have to use the active texture management config that comes with it not the other one that comes with the shuttle because the one that comes with the shuttle makes my game crash every single time it loads for some reason? How to fix those two things? -
[0.90] Kerbin Shuttle Orbiter System v4.13
Kitspace replied to helldiver's topic in KSP1 Mod Releases
Hello! I have a problem with the service vehicles and the shuttle itself not moving on the ground and jumping weirdly on their wheels if forced to move somehow. What could be happening and how to fix it? Also how to use the sirens on the emergency vehicles? I have seen the lightbar flashing for a second or so when the vehicle first loads but how to control it after that? Thank you! -
Is that right that currently all the mods in question already support the automatic installation feature? Do I need to do anything after such an installation like finding and removing additional stuff that used to be marked with red notices in the manual list? Like mods adding their own fuel types or alternate part behaviour configs of some sort? Also the classic manual list was actually much longer and contained links to some very usefull little utilities and stuff like that. It would be very very nice to have it somewhere. What does the engine group controller from the changelog mean? What changed with the compatibility with SCANSat? Thank you!
-
If my problems are just usual running out of memory things then at least it is now known how to deal with it. But I just can not get it in that case. In the previous version of the game it used to run perfectly with more mods than it ever had in the current version. I could spend as much time as needed in the editor switch to other windows as many times as needed and go to the flight and back as many times as needed. What is so different in this version that it can not run a lighter configuration currently? And as you can probably see via the posted logs my computer is powerful enough. Is not that just very very weird?
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Kitspace replied to ferram4's topic in KSP1 Mod Releases
Maybe a stupid question but does the atmosphere model affect any of the atmospheric drag heat things including those introduced by other mods?- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
My problem does not look like a memory crash. I had some of those things and so I have an impression of how do they look like. If the game runs out of memory it usually crashes while something is loading or at least in the flight scene. After that it also leaves a message in the log saying it is out of memory. None of these things seem to happen in my case. The crashes happen in the editor scene or when going to or from editor scene and they can happen when nothing is loading. As an example of such a crash I can quite easily load the game go to the assembly building leave the editor open as is for about twenty minutes and then click a mouse anywhere on the screen or even move the mouse. Crash. It seems to happen a bit faster if I am doing something but still it is quite random and the probability that it will happen at some point is still extremely high in both cases. I have no idea what mods can be causing it as currently there are far less heavy mods than usual mainly because of the reinstalls and all of them are supported. Also that low quantity of mods is another argument that it is not a memory problem. I will probably do a reinstall with hard dependancies only and see what happens then start installing mods one by one but it is hard to tell whether it happens or not because as you can see it actually takes some time and no known particular action combination to recreate. I would be very glad to get around it. Thank you.
-
Just got three more crashes. It happens all the time. I tried to reinstall the game like three or four times since the first time this problem appeared.
-
Thank you for the screen render explanation. But how to fix everything else? Regarding the textures I did not ever see this before. This is absolutely the first time it happens. It is quite annoying and it would be nice to understand what is happening and fix it. And regarding the crashes there has to be something wrong with it as it crashes really very very often. Also it crashes every single time it goes from flight to editor and randomly crashes when going the other way round.
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Kitspace replied to ferram4's topic in KSP1 Mod Releases
Is there a way to place a hard limit on control inputs or make some of the controls lock themselves as the airspeed increases?- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
Why is that happening and how to fix it? Is it able to crash the whole game? What do the lines about a device being lost mean? All these crashes do actually happen even when no procedural parts are in use at all. Also I have noticed that somewhat about every second time the game is started a couple of random parts both in the editor and on the existing crafts load without any textures. They are just all plain white.
-
I am experiencing the editor crash issues again. It usually happens suddenly after some time is spent in the editor most likely with a mouse click on anything around no matter whether editor was actively used or just left open during that waiting time. The time to wait for that to happen is somewhat random but it seems that it will not crash until anything is actively done by the user in the window. When the crash happens it is absolutely instant without any prior warning and looks like the game window just disappears with no sign that it was running a second ago. This time I was able to get the logs. Here are the logs for the first kind of crash. http://www.filedropper.com/logs_4 Once it crashed in a different way. I entered the editor screen and the whole interface was screwed up with some elements misplaced and some missing. After clicking where the exit button would normally be the game froze for some time and then crashed. Here is the log for the second kind of crash. http://www.filedropper.com/log_1 Help please! How to fix it as it spoils most of my rockets in the middle of the design process and the restart time is quite long in addition to that. It is very annoying and practically prevents me from playing seriously. I very much hope it is solvable. Thank you!
-
Currently with my game installation that already contains quite a lot of the supported engine part packs there are only two or three variants of the vernier thrusters. Obviously there are just two much restrictions on the thrust levels and the usable fuel mixtures. How can I actually get around this problem? What is a common proper stage size for example in the matter of its delivered delta v? What exactly do you mean when saying that the stage dry weight is being underestimated? Is it compared to real life or to what would actually happen in flight in the game? If the center of mass significantly moves vertically does not that affect the torque forces on the rocket greatly? If you both have a lighter payload and underload the propellants how do you deal with the thrust to weight ratio?
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Kitspace replied to ferram4's topic in KSP1 Mod Releases
Do the control surfaces require any special configs or something? In my case with the new version not all of them including some of the stock ones got the new tweaks for some reason.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
RocketMan and Hattivat what do you think of my latest post with the questions two pages ago? Your explanations are very helpfull and informative. Thank you for all your kind responces!
-
That is exactly what the mod author is talking about saying it is not compatible and that is what actually made me wonder about finding a solar system compatible tool.
-
Thank you very much for all the answers! So using thrusters for the missing control channel like roll is common in real life? Just I could not find any descriptions of that system in use for some reason. How does this system work on the Saturn or the Delta rockets for example or any other upper stage with one single chambered engine? Also is there any attitude control difference between a single core and a triple core Delta first stage? If a rocket does not have authority on the roll channel how to keep it stable and prevent it from drifting around freely? Some Russian launchers have no authority on yaw channel. Some of my rocket stages have quite an insane range of thrust to weight evolution like hardly being able to get off the ground with its current engine that is more of underpowered than overpowered but still having some trouble with acceleration near burnout. That happens mostly to common two stage launchers. Sometimes I have to go to three stages to put a satellite to low orbit. Also how do real rockets deal with various payloads differing in mass and weight distribution? As I understand the thrust to weight ratios and the position of the centre of mass must be kept quite precisely? And a game specific question. Are there any tools like ejection angle calculators and aerobraking prediction indicators that do work with the real planets?
-
Also how to decrease the acceleration near burnout?
-
Hello. Is there a way to make a generic vernier engine that would have a few size options and a lot of common fuel mixture options like it is done with the stock attitude control thrusters? That would be very convenient because currently there are so few options of particular real life vernier engines and there are many cases where they are impractical to use because of their thrust level or their fuel mixture or both. How do real life rocket stages actually deal with the lack of the full control authority from engine gimbal? If you have two or more engines and they gimbal both ways then you have full three axis control and there is no problem. But what if you only have one engine and no roll axis or a pair of engines which only gimbal one way giving you pitch and roll but no yaw? I know some real life rockets do not have active control on all three axes but then how do they stabilize that axis whether actively or passively so it stays what it is supposed to be? I know some of the rocket upper stages spin for that purpose but still most do not and that is only ever applicable if you do not need to change your attitude anymore. Also by the way regarding the bit of the previous question how do those spinning stages put themselves in that condition? Some of the engine models in the game have a third node in the middle which places the stock shrouds around the engine if something is attached to it. Is that intentional and what is it for? If I clip some parts into each other or attach them to the node opposite to what is expected logically this joint starts to jump and wobble when physics load finally settling itself like floating on some springs a few feet below the actual expected joint. Why does this happen and can this be fixed or avoided? It is not about cheating but for example could be used to fit a battery or a guidance unit into the hollow space inside the fairing base structure. I have also commonly experienced the bug with the part mass growing to insane numbers if reverting to launch or using the tweakscale slider. Is it somehow possible to force the pods into the descent mode by default to have it the realistic way at all times? Thank you!
-
Also if I post the error file regarding my editor and menu weird crashes will it be helpful to find the cause of the problem at least approximately? There is really no recorded log file for some reason. I really do not know why. I have no idea regarding what is happening and what is causing it and it spoils more than half of my rocket designs. What can I possibly do to fix it?