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thyriel

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Posts posted by thyriel

  1. Not sure what i did wrong, but i got a pretty hard time building my first communication network in realism overhaul. I sent up 6 satellites in one launch, each with some RCS to navigate, 2 Omni Antennas (one DP-10 and one Communotron 16) and one (inactive) directional DTS-M1. They are all in the almost same orbit, their orbital period is 2h52min57sec milliseconds ranging between 117 and 350, so from my understanding, every ~2h53mins each one should again be at the exact same position as before.

    Network looked good and worked, but after only 20 days they where all a lot closer together, only covering half of earth now. From what i thought, their relative positions should only differ by ~250ms every ~3hours, so roughly 2 seconds per day, or 40 seconds in the time period of 20 days i left them alone, not even close enough to make any visible difference.

    I sent them all at once into a zero eccentricity orbit of 3950km Ap, decoupled one, raises Ap by 2000km, lowered again at Pe to zero eccentricity, decoupled the next one and so on. Any idea what i might have done wrong or why they get so quickly out of their relative positions ?

    And another question, how does communication range with realism overhaul work ? DTS-M1 should have 400Mm range according to tooltip, i guess that is million meters. Moon orbits at ~385 million meters, which should be within the range of the DTS-M1, but i could only contact satellites in earths orbit while i was around half the way to the moon. I couldn't get a connection then until i was on the flight back. Or do the satellites need too to actively target the ship at moon with their dish antenna ?

  2. Sorry if this has been suggested before, at least i couldn't find it on the sticky lists.

    Theres two things i would love to see improved in the action groups:

    - Staging Group -> No idea what i would need the current staging group for as it is executed on every single stage. But i would really love to have action groups for each individual stage.

    - A new group "launch" that is automatically executed before launch (on load)

  3. How do i get enough electricity for a roundtrip to moon without high end parts ? (with TAC life support mod)

    With the FASA Gemini Capsule i added 32 of the small solar panels around, but its not even close enough to get enough charge. I would need to add a procedural battery bigger then capsule itself for 10-12 days, which seems a bit strange.

  4. Ahhh, that'll explain my Titan IV launch failures too. I've dropped the DRE multiplier and things are looking a lot more promising now as im able to get some horizontal speed whit the SRMs. When I'm done is this thread the place to post RSS crafts right now? Or should I just put it in the spacecraft exchange?

    Another thing you could try i didn't saw before myself, in the DRE thread is a cfg file for RSS that is not installed via CKAN. When i used that config file now even a TWR of 1.8 (1600m/s @47km) was surviveable.

  5. Is there a list of folders and/ or parts that are ok to remove? I have tried things like this in the past and have always wondered what ones are good to remove and which ones not, with this many mods it can get complex.

    I am using KSP-win32. ( I wanted to use KSP win 64 but I did not want to take the time to remove all the win64 blocks and I would have had to install manually which with this is rather difficult, and does not always go right.)

    I am most definitely hitting the max memory even with aggressive active texture management installed and forced OpenGL. I also turned off all non essential process in windows. The only optimizations I have not done are the part removal (which I am ok with doing if I can do so without removing, essential/ works best with, parts. The other optimization I did not do is turn off full screen which I am not willing to give up. Not running in full screen mode gives up too much quality for me.

    Any help on this would be greatly appreciated.

    Should be safe to remove whatever you like. (i just deleted the engines and tanks folder) But i think some part mods use textures or so from stock parts, so if you remove them the mod will get issues too. What you can try too that helped me alot is converting all the game textures to DDS: https://github.com/Telanor/DDS4KSP - reduced RAM usage for me after loading from 2,4 to 1,5 gigs and i had no RAM crashes since then

  6. Any idea what i may be doing wrong that the big FASA tower is always retracting by its own after loading ?

    they look great :)

  7. I made a Ariane 5 ECA which is as good as I can get it to the real specification but im finding it really hard to get to orbit even with light (sub 5 tonne) payloads im struggling to get into orbit with the very low TWRs before falling back into the atmosphere, and I can only do far too steep assents because it has an initial TWR of 1.8 (once the boosters sep. after 1m 32s its 0.7, and the second stage at 9m is 0.27). Ive tried looking for information on the ascent profile for it, but all I can find is that it reaches approximately 250km before the short drop on the HM-7B burn. Does anyone have any info on how to launch it, or how to launch rockets with strange TWR combos in general?

    See http://forum.kerbalspaceprogram.com/threads/99966-0-25-0-Realism-Overhaul-7-0-2-22-Nov-2014/page38

    and following pages. There seems to be some problem with deadly reentry making ascents harder then they should be, especially for real life rockets that have high TWR.

  8. As something is still messed up with my RO installation, anyone has an idea what mod is causing this serious problems and is destroying my savegames ?

    The problem is, soon after the first few flights the VAB and spacecenter take up to 5 minutes to load (game freezes between). I already tracked the problem down to the entries for the achievements in the savefile. Sections like this:

    SCENARIO    {
    name = ProgressTracking
    scene = 7, 8, 5
    Progress
    {
    FirstLaunch

    Every entry there that has a crew member associated lists some thousands Jebediah Kermans instead only one. After i deleted those weird entries the VAB / SpaceCenter loads fine again.

    List of mods installed:


    - Realism Overhaul
    - AJE
    - Community Tech Tree
    - Crossfeed enabler
    - Custom biomes (RSS)
    - DDSLoader
    - Deadly reentry
    - Docking port alignment indicator
    - Engine ignitor
    - FASA
    - FAR
    - Engineer Redux
    - Kerbal Joint Reinf.
    - KW Rocketry
    - Module Fixer
    - Module Manager
    - ModuleRCSFX
    - Proc. Fairings, Wings, Parts
    - RasterPropMonitor
    - Real Effects
    - RSS
    - Real Chutes
    - Realism Overhaul
    - Realistic Tech Progression Zero
    - SmokeScreen 2.5
    - SXT
    - TAC
    - TechManager
    - TextureReplacer
    - Toolbar
    - WeakScale
    - Enhanced Navball
    - 4k DDS RSS Textures

    EDIT:

    I reinstalled RO on a fresh KSP install with only the mimum mods and then added one by one to track the problem further down. It's Realistic Progression Zero RP-0 that causes the problem. As soon as its installed it doubles the crew members in the savefile everytime i click the space center, VAB or so. After a few clicks it's some hundreds, and soon too much to be loaded without crashing the client. Removed RP-0 only and it worked again. Installed RP-0 again and the savefile was corrupted again.

    EDIT2:

    just heard in IRC this was fixed in last nights update of RP-0 (just in case someone else has that problem). V0.15 should have it fixed

  9. Firing the small solids under the Mercury pod retrograde did the trick i was missing thanks ;) (wondered all the time what they really where for ^^)

    Built it with FASA parts like the original:

    http://cloud-4.steampowered.com/ugc/539634458020889117/20038A3E43020CB8DCA1DA1E5714A6BBC9F042D4/

    Flightpath (425km distance according to log later) - http://cloud-4.steampowered.com/ugc/539634458020916075/938F896D8E2654B339D2F9FF3A9BC33628D843E1/

    Missionlog, 9.2G now (even a bit too low lol) - http://cloud-4.steampowered.com/ugc/539634458020950454/CF19C8C552C1FBE43AF212C3C718AE78AF21CA2A/

  10. Can the Mercury-Redstone 3 flight be reproduced with RO (suborbital flight, 187km apoapsis, 500km distance between starting and landing only) ?

    I tried a couple of times now, and it seems deadly reentry is preventing this very effectively. Lowest G-force during descent i had was 23G, which is "slightly" too much for Jeb and even Bill.

  11. The amount of RAM that KSP uses does not change linearly. It tends to spike during loading, which can temporarily push you over the limit. One such spike is the RSS loading (in fact the reason RSS is set up to load separately instead of together with the rest of KSP is precisely to make the spike less severe), which is probably why your KSP hangs. As for why it works the first time - no idea, someone else might be able to explain. Based on your modlist the solution I would recommend is to replace part of the textures with lower-resolution ones. There is little reason to load 8k textures for things you are not going to see, personally I only keep Earth and moon at 8k, and the rest is at 4k. If I planned extensive exploration of some particular planet, then I'd add 8k textures for that particular planet as well, but other than that, 4k is more than enough.

    Thanks, replacing all with 4k textures did solve that problem :) After i replaced all except moon and earth it just hanged up at mun instead eve, so i replaced now all of them and it seems to work. At least i could start it 4 times in a row without problem now.

  12. I got some strange minor problem with RAM and the mods for this:

    - fresh install of KSP (win7, 64bit, KSPx86, 16GB RAM)

    - installed RO with CKAN

    - when i start KSP then it works all fine. I can play, RAM used is ~2,4GB after startup

    But if i close KSP then and try to restart it, it just freezes at the starting screen while applying the "mesh wrapping" on Eve body. RAM used it then at 3,7GB which seems to be the problem why its freezing. (there is no error message, ksp.exe process is still running according to taskmanager). This happens everytime now, i can't find a way to startup KSP again then. After restarting the whole computer it starts again with only 2,4GB used, but only once.

    No idea what could cause this, seems very strange to me that the program behaves in different ways if its running for the first or second time since windows started.

    I already tried making new clean installs of KSP and new clean installs of RO, three times now with the same strange result.

    Modlist:

    - Advanced Jet Engines

    - Community Tech tree

    - Cossfeed Enabler

    - Custom Biomes (+RSS config)

    - DDSLoader

    - Deadly reentry

    - docking port alignment indicator

    - engine ignitor

    - FASA

    - FAR

    - Hot Rockets

    - Kerbal Alarm Clock

    - Engineer Redux

    - Joint Reinforcements

    - KW Rocketry

    - Module Fixer

    - Module manager

    - module RCSFX

    - Orbit Manipulator

    - PlanetShine

    - Procedural Fairings

    - Proc. Wings

    - proc. parts

    - RasterPropMonitor (+Core)

    - Real Effects

    - Real fuels

    - Real Chute

    - Realism Overhaul

    - Realistic Progression zero

    - RSS

    - RemoteTech (+RSS Config)

    - SXT

    - TAC Life Support (+RSS Config)

    - TechManager

    - TextureReplacer

    - Toolbar

    - TweakScale

    - 8192x4096 DDS Textures

  13. Fantastic Tool ;)

    But i got a serious problem with it after i moved my KSP installation to my SSD drive. Starting ckan.exe results in unhandled exception. The problem seems to be that he still tries to open files in the old KSP directory.

    Going to command line and trying to use commands to fix that results in a lot crashes too. (at least the commands "repair", "ksp forget ID", "ksp list" and so on)

    So i copied the game files back to the old directory too. CKAN starts then again, but i can't remove the old directory. Commandline still crashes, and there is no remove button in the GUI. Strangely too, CKAN lists all the previous mods as being installed, but it's a clean new installation of KSP with no mods.

    So, how do i get it running again, or where are the settings stored so i can manually delete them ? (Win7 64bit, KSP 32bit used)

    edit: Got it working again, somehow the commandline delete did work then while the gamefiles are still present in the old directory.

  14. KSP Version: 0.25.0.642 (x64)

    An offline spacecraft (unmanned, not enough electricity) can not be controlled in any way, but there is one exception to this that seems like a bug to me. I had a xenon driven satellite out there. While the ion drive used a bit more electricity then was powered through solar panels and i wasn't super concentrated, i reached the point it went offline. Ion drive was still active, as electricity was slowly generated, but there was no way to make it react again, or go to spacecenter without abandoning the satellite (no loading allowed, it was still under accelleration because without the power to balance it, it began spinning around).

    But what i could still control was the xenon tank. Clicked the symbol to lock the tank, this powered off the ion drive and solars could start again loading batteries.

    Not sure if that's a feature to have a little chance or if its a bug and offline ships should stay offline.

  15. KSP Version: 0.25.0.642 (x64)

    Some nodes in the techtree don't seem to work proper on their requirements. (Career mode)

    For example "Supersonic Flight" says it needs Advanc. Construction and Aerodynamics, but it can be unlocked without aerodynamics. "High Altitude Flight" is the same. I could now unlock that without ever purchasing Aerodynamics or Supersonic Flight. (which makes no sense that i can invent a turbojet engine but don't even have a basic jet engine)

    Looks like this applys to some other nodes too, but can't remember them all exactly. At least the node giving the atomic rocket is the first "grey" button i see in there.

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