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Posts posted by ebigunso
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Any news on my issue? If you need me to provide more info, feel free to ask.
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Interesting. Maybe I'm so concerned about this just because I'm still not too far into manned tech with RP-0.
I'll try playing a bit more to see.
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7 minutes ago, Starwaster said:
@ebigunso You could take the easy way out like me and launch into a lower orbit in the same plane then hohmanns transfer to the station.
That would do, but for crewed transfer vehicles I would still need some kind of precision launch so not to run out of life support.
Oh well, I guess I have to do this by hand.
Note how much it takes to go from one orbit plane crossing to the next, then the target's orbital period, get the amount of time for it to get to the desired orbit location from it's current true anomaly for the two windows of launch, then see when a 24h time span would come together with the orbital period multiplied + the initial movement time I got from the step before.
UGHHHHHHH so many steps!!!!!
Why hasn't anyone come up with a calculator for this yet
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Thank you. But fully automated launches are not what I'm looking for really. Also I just need to know "roughly" when I should be launching, so I just need to know when my target vehicle comes to a certain angle behind the launch site, when the launch site is below the target orbit. With that "certain angle" varying with target orbit altitude.
If I punch in the numbers for how long the launch takes, target orbit altitude, current target position, and launch site latitude then I should be able to figure out when I should launch right?
If there is some sort of calculator that can do this sort of calculation, that would be nice.
How does real rocket scientists figure out these sort of things anyways?
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Is there an easy way to know when I launch for an orbital rendezvous? Apart from time warping all day long in the tracking center and geusstimating.
It gets so hard when I have to do this in RSS, and from a non equatorial launch site.
I'd love it if I can calculate the next closest window and just add a KAC alarm.
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For some unknown cause, infrequently my procedural part tanks become bugged and un-moveable and un-resizable in the VAB.
When this bug occurs, I am unable to pick up the procedural part directly by left clicking on the part, and when I do so my KER build helper stops showing numbers for whatever stages are below that part I clicked on. The right click menu for the part shows, but changing values in it does not do anything to the part as it should. All procedural fuel tanks on the bugged craft produces the same effect.
I can still click and move parts that are not the tanks in question, so if I reattach the entire affected parts by taking a part that is above it, the KER readouts come back. Still when I click again on any procedural tank on the craft again the issue comes back.
Also saving the said craft and trying to load it causes the game to freeze and never come back from it. I have waited pretty long for it to load up but it didn't so I'm quite sure it's not just taking it's time.
This has happened about 3 times to me now with my RO play through. I can't post up pictures of the issue now because I am unable to load the said craft. I will try to get one when it happens again.
Here is my output.log: http://www.mediafire.com/download/bb35ofgzzf4b8tf/output_log.txt
It seems below line 338974 is an endless repeat of "PartChildAttached".
My situation of this log is, I was building a craft when I encountered the bug, I saved and tried to reload the craft and the game froze. Then I rebooted the game and tried to load the craft again, and the game froze, so I terminated KSP.
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Hello!
This issue I have has been around for quite some time, but I thought why not post it here now so someone can take a look at it again.
My issue is, that KER shows "0 deltaV" and "0s" for stages that have currently running engines. This is with RealFuels. Solid fuel seems to show fine so I guess there are some problems with engine modules?
DeltaV readouts and stage remaining time shows 0 only while the engine on that stage is running, and once I shut it down the readout shows the correct numbers again.
It would help if this could be fixed.
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@Araym Take a look at the posts in page13. Disable "Orbital Drift Compensation" option from the KSP settings.
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I've noticed when the mod tries to find what fuel to use for station keeping, it doesn't care if an engine for that fuel has no ignitions left, or if the fuel is solid (thus not suitable for the purpose).
I think there is a need here to limit available station keeping fuel types to liquid fuel (+ ion engine fuel), and also to only show if the engines for that fuel is an OMS with lots of ignitions.
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I like how this mod washes out the skybox when I have a brightly lit surface of a planet in view, but when I look into the Sun without other planets in view, the skybox is not dimmed like you would expect to. This feels kind of awkward.
I hope this could be addressed soon.
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20 hours ago, h0yer said:
Unh, now I feel stupid
Never knew of this setting, will give it another try, thanks for pointing out
EDIT:
OMG it works!
Thanks for the hint
Probably many like you don't notice there is such a setting, so I suggest @Whitecat106 to add a notice to the OP so everyone can enjoy this Mod's full potentials.
Heck, I didn't notice this either
EDIT: It's the "Orbital Drift Compensation" option in the settings right?
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Does anyone know if there are tables anywhere, that show what experiments in what conditions are biome specific or global for RP-0?
I can't seem to find any info on this.
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I found the notifications for when a satellite has decayed is a little too subtle, being shown on screen for only brief moments.
If you could make it so that notifications pop up in the notifications tab of the game, that would certainly help.
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Hello. I see that the default decay multiplier is set to 10. Should I keep it this way for RSS games, or should I turn it down to 1?
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This is one of my favorite mods out there. Really nice work
I've been enjoying this pack in the stock Kerbin universe until now, but I'm looking to try out RO next. I heard contract packs outside of RP-0 wouldn't work with RO, but I really want to play with this pack in RO too.
So if it is at all possible for you to create a version of your pack optimized for RO gameplay too, that would be really awesome.
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@Phineas Freak okay, thanks.
In that case I have another question. What sort of contracts does RP-0 provide?
I really liked the station contracts offered by the Bases and Stations pack, so I'd like to know if there is something similar included. If not, it would be nice if the RP-0 team could add it to their list.
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I'm new to RP-0, if this mod changes contracts around does that mean many of the contract packs offered in different places would be unbalanced/unplayable?
I specifically want to know if "Bases and Stations" pack and "Field Research" pack works with RO/RP-0.
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I haven't used them yet either so no idea.
I thought it was also not updated anymore since this thread's OP isn't, but I saw in the RP-0 changelog stating they have updated to the latest Soviet Engines pack so... I'm confused.
I have managed to find a CKAN file soruce? of the pack that has timestamps very recent, but I don't know this is the one RP-0 guys are talking about, so I'm stuck here wondering.
If the pack actually was updated and I just didn't know about it, that would be ok. Sorry to bother you in that case.
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@AlbertoKermov Can you get the Soviet Engines pack working again too? That would be super awesome.
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I hope people are still contributing to this
Now, how do I take the messages as in the current state, and install to KSP?
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Can anyone create a Final Frontier config for RSS?
Many thanks to whoever that decides to take on it
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2 minutes ago, Temeter said:
Good luck, RO's a true ride!
If you got questions, just post them here. Got a bunch of veterans that'll be happy to help.
Thank you! Now I'm off to get all those mods listed in the OP XD
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Great news this is up and running!
I'm new to RO so it will be quite a ride for me. At least I don't have to worry about memory limits anymore
Oh, and I noticed that the ROreadme included with the install is really old and outdated. I think it needs some attention, so newcomers like me can get to the proper FAQs and whatnot.
[1.4.1] Kerbal Construction Time 1.4.0.69 (2018-03-24) - Unrapid Planned Assembly
in KSP1 Mod Releases
Posted
I can't put points into Build Rate 2 with the RP-0 preset. Is this intended behavior? Am I missing some requirements to do so?