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RiggerLee

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Everything posted by RiggerLee

  1. When I say stick I mean it adhered to the cargo bay. It stuck in place and I could move all around with RCS or the engine with out it moving even with the door open. And time warp did not affect it. It became part of the ship and I recovered it with no problem. It was a revelation. So that's how that part works. I'm now wondering if the mere presents of the arm is what made it stick. I had extended the arm and moved all around trying to get it to grab the part. Failed. I'd stowed the arm when I discovered that the part would "stick". It's refusing to do it this time. So as I understand your answer it should work even lose in side the bay if I don't time warp? Is that how the bay is normally intended to be used. Lee
  2. I'm playing 1.7 Some time ago I got a contract to recover a part from orbit. It was a side mount engine. I built a shuttle and tryed to use this Arm from a mod I think it was for a Hermes shuttle or some thing. I tried but couldn't get it to work. Gave up on the arm. Finally I resorted to just bumping it into the cargo bay. And the thing just magically stuck. I was amazed I didn't know that the cargo bays would do that. Cool. I flew home with no problem. Now I have another contract. This time it's a mark 1 command pod. I tried to do the same thing. It just wont stick to the inside of the cargo bay. It floats around inside and then just floated out through the closed doors when I tried to reenter. What am I doing wrong. What are the rules for using the cargo bay to retrieve parts from orbit? How does it work? What am I doing wrong? Lee
  3. Just some thing I'd like to see. Recently I've been playing more with solid. I've been trying to fly more missions with small solid motors. Like using kicker motors to insert small satellites. It's kind of a pain with the control nodes. It would be really nice to be able to set the dv of the burn and then be able to change the direction of the vector with out changing the magnitude. It would make it much easier to plan your flight path with fixed size motors to make the corrections. So you would have a special type of node. You would need one control where you could draw out the length of the vector. Then instead of three fixed arms to change the different components you would have three handles where you could rotate that vector. You would also to be able to slide the node along the path as you can now. It would these burns easier. Are there any mods like this? Lee
  4. How do I make it non private so that you or any one can reed it? Lee
  5. Sorry to be slow replying I had to drive back and forth to Austin yesterday. Fond the Log file or at least I think this is what you want. https://www.dropbox.com/pri/get/output_log.txt?_subject_uid=669882255&w=AACyfD2WQQ3iRvpjLC1TzNqLUXhalYzJxhd954_JxXjZXg I have not used drop box before. hopefully that worked. As I said those errors in MM pop up and then it just freezes in the load. I wish I could be more helpful. And I thank you for your patience with me. Lee
  6. I'm not sure what to post. It's not booting so It's not generating a crash file or any thing like that. I thought I'd fond the problem. I had not installed a texture for real solar system. I have now installed 2048 but it still locks up at the same point in loading. Lee
  7. I tried asking this in the TestFlight thread but it doesn't seem very active. Maybe you can help me here. I'm trying to instal a RO RP-0 in 1.13 It's freezing part way through loading. I'm getting an error: "ModuleManager: 14559 patches applied, found 6 errors 6 errors related to GameData/RealismOverhaul/TestFlightRnD.cfg" RealismOverhaul-v11.3 TestFlightCore-1.7.1.0.beta-1 This is the TestFlightRnD.cfg file: // Set the global TF RnD settings TFRNDSETTINGS { updateFrequency = 86400 TEAM { points = 10.0 costFactor = 1 } TEAM { points = 12.5 costFactor = 1.5 } TEAM { points = 15.0 costFactor = 2 } } // After pass: fix up RnD @PART[*]:HAS[@MODULE[TestFlightCore]]:AFTER[zTestFlight] { @MODULE[TestFlightCore],* { rndMaxData = 2500 rndCost = #$../entryCost$ @rndCost *= 0.00001 @rndCost += 0.15 tmp = #$../entryCost$ @tmp != 0.25 rndRate = 6 @rndRate /= #$tmp$ !tmp = DEL } } All required mods by RO and RP-o installed. I've tried a couple of times. At first I tried with the most current mods. Then I tried again by going back and trying to find versions of all mods compatible with 1.13 thinking that there might be a loss of compatibility with newer mods for 1.22 but I'm still locking up with listing 6 errors in the cfg file for TestFlight. I'd like to try to play this the RP-0 progression and seem to be stuck in 1.13 for that. Help would be appreciated. Lee
  8. I'm trying to instal a RO RP-0 in 1.13 It's freezing part way through loading. I'm getting an error: "ModuleManager: 14559 patches applied, found 6 errors 6 errors related to GameData/RealismOverhaul/TestFlightRnD.cfg" RealismOverhaul-v11.3 TestFlightCore-1.7.1.0.beta-1 This is the TestFlightRnD.cfg file: // Set the global TF RnD settings TFRNDSETTINGS { updateFrequency = 86400 TEAM { points = 10.0 costFactor = 1 } TEAM { points = 12.5 costFactor = 1.5 } TEAM { points = 15.0 costFactor = 2 } } // After pass: fix up RnD @PART[*]:HAS[@MODULE[TestFlightCore]]:AFTER[zTestFlight] { @MODULE[TestFlightCore],* { rndMaxData = 2500 rndCost = #$../entryCost$ @rndCost *= 0.00001 @rndCost += 0.15 tmp = #$../entryCost$ @tmp != 0.25 rndRate = 6 @rndRate /= #$tmp$ !tmp = DEL } } All required mods by RO and RP-o installed. I've tried a couple of times. At first I tried with the most current mods. Then I tried again by going back and trying to find versions of all mods compatible with 1.13 thinking that there might be a loss of compatibility with newer mods for 1.22 but I'm still locking up with listing 6 errors in the cfg file for TestFlight. I'd like to try to play this the RP-0 progression and seem to be stuck in 1.13 for that. Help would be appreciated. Lee
  9. I'm playing with a mod, Better then starting manned, It has an engine prone to over heating but I've seen this else where as well. How is engine heating calculated? What contributes to it or mitigates it. I've had problems with procedural engines as well. The solid motor in it gives me fits some times. Lee
  10. No joy with the patcher but down loading the file directly worked. Thanks. Lee
  11. I'm having trouble updating to 1.0. I tried to do it with the patcher but it just sticks and locks up. Am I going about this the wrong way? Lee
  12. That didn't work. I'll try again. How do you update to 1.0? The patcher just locks up and sticks. Am I trying to do this wrong? Lee
  13. I'm having trouble down loading the up grade. I click on the patcher but I get a message saying "Squad Patcher Busy, Hold on we're getting set up." I've tried being patent but it just sticks there. I've tried turning off E-set. Am I doing some thing wrong? Lee
  14. I just started playing RO. Question/suggestion, Is their any way to vent/dump fuel when my engine fails. If I'm going to deal with these failure modes it would be nice to have some chance of recovering the rocket from an early shut down. Just for the record we do have such a system on our sounding rocket and have used it on several early aborts allowing us to dump the tanks once the main canopy is deployed so that we are not over weight on landing. Lee
  15. So I just built my self a RO copy of KSP. I included most of the suggested mods and some others. With I little tinkering I seem to have it running stably. Thing is my rockets keep malfunctioning. I'm not sure if it's the base RO or if it's one of the mods. To be clear I don't think it's a bug. It's like their are built in malfunction modes. Some times the engine does not light. Some times it loses power part way through, or goes out, or explodes. I guess that's realistic but it's just turned up way too high. I literally can't get it to fly. Is there a place that I can turn this down a notch, so that say 1 in 5 rockets would actually function? Lee
  16. I just installed CKAN on a .90 windows 32 program. I'm getting an error on start up of CKAN. Microsoft .net framework Unhandled exception has occurer in your application.... The remote server returned an error: (401) Unauthorized If I hit continue the program does come up but there does not seem to be a list of mods or any thing. I don't know if it's the error or if I just don't know how to use it. Help? Lee
  17. So I've started messing with my game. I made a copy of it in another folder and started trying to tinker with it. I play with a lot of mods and they aren't really fitting together well in terms of when parts were being introduced in the tech tree and when different contracts are popping up. So I've been trying to figure out how to shuffle things around to different locations and playing with a probe first arrangement. I've also been looking at the balance of different parts. Just tinkering. The question. Looking at the CFG files for the engines, is there a way to control their restart capability? Basically I was looking at ways to distinguish first stage booster engines and upper stage engines. It's not trivial to make an engine that can restart in flight at zero gravity. It was a significant innovation in tank and engine design. Not all engines are capable of multiple restarts. Is their a way to set an engine so that it can be started on the launch pad or while under positive acceleration but then not restarted once it has been shut down? Why? Well it kind of separates the later upper stage engines higher in the tree. You can still do things earlier in the game with small solid fuel upper stages which is historically accurate in terms of the early satellite launches. Even the second stage of the titan Gemini had to be started while the first stage was still running to give it positive g's. It would just fit in better with my probe first tree that I'm playing with. Lee
  18. Ok. It happened again. I was flying a pare of probe out to the moon for an orbital contract. Completed both orbits. Got both contracts and some science. The probe were both called mun sat I think. All was well. And then I hit the blue space port button and I found my self stairing at the rocket back on the launch pad. No birds, no space port, just straight back to the pad at the beginning of the flight. http://www./view/rpp3uzjrrpicxps/output_log.txt The game did not crash but here is a copy of the output text file. This is getting annoying. Thanks for any help. Lee
  19. Took me a minute to make the list and I had to rescue dinner from the oven. Toolbar Autoasparagus Cacteye2 Chatterer Community resource pack Contracts window Davon supply mod Deadly reentry Dmagic orbital science Enhanced nav ball FAR FMRS Hexcans Jfjohnny5 Kamik423 Kas Kerbalengineer Ksp avc Mission controller ec Nano cube Nasa mission Near future solar Nehemiah inc Oblivion aerospace Quick mute Realchute Remotetech RLA electricengines Rla stockalike Romfarer lazor docking cam Safechute Scansat Squad Station science Thunder aerospace Trigger tech Us curse 0.9 Xander tek Lee
  20. I'm running quite a few mods. They seem to play well with each other on the whole. I'm not suffering game crashes unless you count this reverting to launch. Its not happening at any other time then when I hit recover or return to space center. I would think that that would be part of the core game. I suppose there could be a weird synergy happening here but I wouldn't expect it. Of course I'm rather naive. Lee
  21. I've been having a problem. Some times, when I've completeed a flight and landed or if I switch back to the space port The game goes back in time to the launch. Every thing reverts. So like this last time. I sent out a probe to reestablish contact with another using an Omni antenna. To do this I actually had to go back and forth to a couple of other vessels to line up the right antennas. All was good. I actually went on to finish a mission that was approaching Minmus. It landed safely and all was well till I hit the recover space craft green button and the whole game reverted to the launch of the rescue probe. I've had it happen on less complicated missions. Just launching a satellite. I get it just where I want. Hit escape and return to space center. Not revert flight. And it takes me back to launch as if the flight never happened. And I did not hit revert flight to launch. I've been watching this. Saving the game does not help. It doesn't happen all the time or I'd still be on my first flight but it's happening enough that it's getting annoying. Ever seen this? Any clue what I might be doing to cause this and any way to avoid this? Lee
  22. When I first unlocked the Stayputnik in .90 I failed utterly in my attempts to complete a satellite launch. In the end I cheated by attaching it to the top of a capsule and ejecting it. A solution I do not find acceptable. I kind of like the idea of limited capability in the first probe core but I think you should be able to complete a mission with it. And frankly I wasn't. I can see leaving out the gyro but the complete lack of an SAS is killing me. I propose a limited SAS. What if the SAS could not communicate with a the reaction wheels of the gyro? It gives you all the challenges and limitations of a nonstabilized satellite. But what if it could communicate with the control systems on the rocket. If the engine is gimbaled or if it has aerodynamic control on the fins it should be able to hold a stable course. Even the V-2 had both thrust and aerodynamic vanes for steerage under power and in atmosphere. You would have to have ether a gimbaled engine or steerable tail fins. So If your first stage engine is fixed, to give you the raw power for launch, it means that you need a steerable tail. Your second stage engine will need to be gimbaled or you will need a RCS on the rocket. What if the Stayputnik came up in the tree before the reaction wheels? It would mean that you would have to learn to use these other systems, with RCS fuel limitations etc., before you could realy on magic reaction wheels for every thing. I think it would make it a limited but useable part. And at the moment I don't consider it useable. Lee
  23. Some of this has been good advice and I thank you but I'm still having trouble. The spin thing does help particularly during the initial boost through the atmosphere. Along with fins it keeps me on the prograde vector so if I get it tilted over just right, more luck then I would like, I can do a gravity turn during the initial launch. I can't seem to get it to work for the orbital burn. With out the atmosphere I still can't keep it on a direction. I may just not be getting it in a stable enough spin Or maybe the physics model doesn't allow for this but eventually it tumbles as I try to do that insertion. I think the changes to this part have just been a failure. Lee
  24. This is really giving me a headache. So as I was working my way through my first game of .90 I unlocked my first probe core and received a contract for a historic satellite launch. I tried and tried to fly the thing to orbit with out an SAS system. Man it was hard. I mean really hard. I finally just gave up. Are there any hints out there as to how to fly a mission like this? I'm stumped. What can you really do with this core? So I kind of like the idea of it not having it's own gyro. I did have one on this attempt by the way. I can't imagine what it would have been like with out that. The total lack of an SAS just killed me. As an alternative let me make a suggestion. What if the SAS on the Stayputnik core could not communicate with a gyro, but it could operate the controls on the engine and the aerodynamic surfaces. I mean even the V-2 could point it self along a trajectory and hold a heading with the engine running or with wind over the fins. The Sputnik may not have had reaction wheels but I don't think they could have ever launched it with out any form of guidance. Am I missing any tricks or is any one else frustrated with this? Lee
  25. So at the bottom right it just says v0.90.0.705 beta I take it that I'm playing a 32 bit version. That is good to know. Any thoughts why I got those messages when I upgraded to .25? Lee
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