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Herrkurt

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Posts posted by Herrkurt

  1. On 5/11/2017 at 6:10 PM, Aelfhe1m said:

     

    Edit: I typed the above from memory but I got the location of the folders a bit wrong. I've now actually checked and here is the corrected version.

    • Download the master branch from GitHub (link)
    • Extract the zipped RP-0-master folder to a temp location (e.g. e:\Games\Temp\RP-0-master)
    • That folder will contain the tree.yml file, the bin folder with the script, the source files and output GameData folder.
    • Open a command prompt (on Windows open the start menu then type cmd and press enter)
    • In the command window change the folder to the unzipped temp folder (type cd "e:\Games\Temp\RP-0-master" and press enter - changing this to reflect the actual path you unzipped to - you may also need to switch to the correct drive first e.g. by entering e:)
    • Type perl bin\yml2mm and press enter to compile and replace the Tree.cfg file inside the temp GameData folder (e.g. e:\Games\Temp\RP-0-master\GameData\RP-0\tree.cfg)
    • You can now replace the RP-0 folder inside your KSP GameData folder with the version from the temp GameData folder to have an up-to-date version of the mod.

     

    So I got through steps 1-5 and am pointed at the right folder but I don't know how to move forward from there.  I typed perl bin\yml2mm after pointing to the folder and got "perl" is not recognized as a command.  I don't really know my way around the cmd prompt anymore so I am at a total loss for what I am doing wrong.  Can you walk me through the rest of the steps please?

  2. Probably but that thread was depressing to see.  VenVen we need you.  My problem manifested in the engine causing the rocket to develop wet noodle syndrome, extreme guidance wobbling and explosive decoupling of stages (torquing and accelerating sub-sonic parts to mach 3).  Odd thing is it would go away sometimes, in particular when I removed the sides from the procedural payload fairing for some reason.

  3. I didn't even realize VSR was the source for the part in RO.  Not sure how to attach the interstages without a central part.  I assume using the floating attachment point but I was having trouble getting it to attach right.  Any word on is the VSR RL10 is going to be fixed in the near future?  I'd rather not install old FASA for one engine.

  4. Need help with an issue building craft and I'm not sure if it is with procedural fairings, RO, or both interacting.

    I'm trying to build a Saturn I with the basic procedural parts of RO and having trouble. The problem seems like it may be with either procedural fairings or the RL10 engine. Guidance develops a mind of it's own and the whole craft gets wet noodle syndrome with decoupling causing explosive super-sonic accelerations. If I take the payload fairing sides off but leave the interstages normal the rocket behaves (regardless of increased drag). Put the fairing cover on and it goes exploding noodle again. If I replace the arrays of RL10s with single LR-87 H2 at each stage it also seems to go away.

    Auto-strutting is off and when I use the RL10 array I have a decoupler in the center of the engines connected to the fuel tank's central node, with a structural part (gird or procedural, happens either way) leading from the decoupler to the interstage fairing which in turn rests on the fuel tank of the next stage below.  The payload fairing at the top is connected to the 3rd stage fuel tank bellow and a decoupler with another dummy payload fuel tank above.

    Am I building this wrong?  Is there a way to arrange the interstage that would fix it and allow it to fly normally with payload fairing sides on?

    Log: https://www.dropbox.com/s/wkz6wzvsdd5a7pp/output_log.txt?dl=0

    -Modlist

    RP-0, RSS, RO, [X]science, Filter Extensions, Toolbar, AJE, B9-Proc Wings, BahaSP, Community Resource Pack, Community Tech Tree, Connected Living Spaces, Contract Configurator, Custom Barn Kit, DRE, Engine Group Controller, FAR, FireSpitter, ForScience, Hangar Extender, GCMonitor, KCT, KJR, Kerbaltek, Kerbal Renamer, Kopernicus, KSC Switcher, MJ2, Minimum Ambient Lighting, MiniAVC, Modular Flight Intergrator, Proc Fairings, Proc Parts, RCSBuildAid, Realchute, Realfuels, Realheat, Remotetech, Semi-Saturable Reaction Wheels, Safechute, Scantsat, Shipmanifest, Smokescreen, solver engines, sxt, testflight, texture replacer, TacLS, KAC, VenStockRevamp, Wider Contract App, Module Manager

    All kept up to data via Ckan

    And craft too: https://www.dropbox.com/s/4wsmwwuag1vxrth/Saturn I.craft?dl=0

  5. I'm trying to build a Saturn I with the basic procedural parts of RO and having trouble. The problem seems like it may be with either procedural fairings or the RL10 engine. Guidance develops a mind of it's own and the whole craft gets wet noodle syndrome with decoupling causing explosive super-sonic accelerations. If I take the payload fairing sides off but leave the interstages normal the rocket behaves (regardless of increased drag). Put the fairing cover on and it goes exploding noodle again. If I replace the arrays of RL10s with single LR-87 H2 at each stage it also seems to go away.

    Auto-strutting is off and when I use the RL10 array I have a decoupler in the center of the engines connected to the fuel tank's central node, with a structural part (gird or procedural, happens either way) leading from the decoupler to the interstage fairing which in turn rests on the fuel tank of the next stage below.  The payload fairing at the top is connected to the 3rd stage fuel tank bellow and a decoupler with another dummy payload fuel tank above.

    Does my RL10 array violate the rules Redkraken laid out and could be a cause of the issue directly?  If so why does removing the payload fairing sides fix it?  Is there another way to arrange the interstage that would fix it and allow it to fly normally with payload fairing sides on?

    Log: https://www.dropbox.com/s/wkz6wzvsdd5a7pp/output_log.txt?dl=0

    -Modlist

    RP-0, RSS, RO, [X]science, Filter Extensions, Toolbar, AJE, B9-Proc Wings, BahaSP, Community Resource Pack, Community Tech Tree, Connected Living Spaces, Contract Configurator, Custom Barn Kit, DRE, Engine Group Controller, FAR, FireSpitter, ForScience, Hangar Extender, GCMonitor, KCT, KJR, Kerbaltek, Kerbal Renamer, Kopernicus, KSC Switcher, MJ2, Minimum Ambient Lighting, MiniAVC, Modular Flight Intergrator, Proc Fairings, Proc Parts, RCSBuildAid, Realchute, Realfuels, Realheat, Remotetech, Semi-Saturable Reaction Wheels, Safechute, Scantsat, Shipmanifest, Smokescreen, solver engines, sxt, testflight, texture replacer, TacLS, KAC, VenStockRevamp, Wider Contract App, Module Manager

    All kept up to data via Ckan

    And craft too: https://www.dropbox.com/s/4wsmwwuag1vxrth/Saturn I.craft?dl=0

  6. 4 hours ago, wonderwulf said:

     

    Did updating FAR fix this problem for you? I doubled the max temperature values for the part in the config file for it and have not tried cutting them back to their original value yet to see if the problem has been fixed.

    Fixed it for me.

    @NathanKell What did your investigation of the HG-55 not unlocking show?  Really want to be able to use it for the interplanetary window I have coming.

  7. Having the same issue.

    On 5/18/2016 at 5:59 PM, android65 said:

    Hi all,

     

    I'm wasn't really sure where to ask this, but I figured since it seems to be a campaign issue I might as well ask here.

    I have ported my 1.0.5 savegame to 1.1. Most things seem to be working fine, except for one weird bug I just encountered with the HG55 communotron.

    You see I have researched and bought this part but I cannot select it in the VAB stating that "an entry purchase in R&D is required"

    This is the communotron entry in the VAB

    And this is the entry in the R&D screen

    This might be a Kerbal Construction Time issue, but I was wondering if there was a way for me to resolve this manually, either through savegame editing or the debug console.

    Thanks in advance.

     

    EDIT: After some more searching I have found that a duplicate unresearched HG55 is created in the R&D screen. Each time I go back to the VAB the part is still not selectable and once I go back to the R&D screen there is another unresearched duplicate.

    EDIT: Also noticed the researched parts are called "Communotron HG-55" while the researchable part is called "HG-55 High Gain Antenna"

    My career is on halt until it is fixed or I can figure a workaround.  Any ideas on if editing the part.cfg would help and if so what edit should I make?

  8. Thanks I'll try that out.  RN's Sputnik craft, being based off of radically different parts, doesn't make a good comparison to the RO RD-107 & 108 based R-7 I have.  Interestingly it does have lower twr at 1.8 (1.5 SLT) and ~500 more DV.  The burntime is actually shorter than what I have found in looking up the R-7 sputnik.

  9. Yes it does seem high but this what I get when I build a R-7 launcher and put a sputnik mass satellite on it.  Also it had worked in other builds.  Am I building my R-7 wrong?  How can I loss TWR and still have the appropriate burn times and DV for the R-7?  I'm gonna get raidernick's and compare.

  10. I built an R-7 copy in RO/RP-0, simple enough, but the x-ray probe on the inside of the fairing overheats to explosion early on during ascent.  Starting TWR ~2.2, 2 minute booster burn, 5m30s core engine burn.  The only thing I can think of is that I am accelerating too quickly in the lower atmosphere and the fairings (procedural, from B9 I guess, also tried stock airstreams) aren't doing their job of protecting the payload.  Is this a known issue?  Should I re-install something, or everything?  The X-ray probe isn't the only part that has overheated on ascent like this but the others were the exposed noses of sounding rockets made from proc tanks.

  11. So Vandenberg, The South Africa station whose name I forget, and Woomera. Should always be able to see on from a decent altitude? I don't know, I was testing the omni at the moon and on the return trip last week. I'll try again with the GEO sat.

    Nice launch Nathan. Uh that little thing is jumping over the moon ain't it, like way higher.

    - - - Updated - - -

    GigaG- I imagine they are structurally weak and you wouldn't want to have a lot of weight on them in a landed vehicle. Just a guess. No highly pressurized fuel I guess.

  12. Laie- Ok there is a big three. Thanks for all this info. I did not know that ground station capability was varied too. This should be a major help. I'll test it out while working on the GEO contract (yes sim funds are off for now, Imagine simulating the time to apo with costs). I can use the directed dish to stay in contact and make a burn until I'm only slightly out of sync and then clean it up when I'm over one of the big three (assuming I don't end up over one without trying).

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