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Kesselya

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Everything posted by Kesselya

  1. Same here =( I was super excited to find this, and was looking forward to trying out this mission. KillAshley is pretty awesome, so I imagine it'll be fixed soon =)
  2. How do most people using this mod manage their interplanetary transfer windows? The standard tools wouldn't work because of this, right? Do I just keep a dummy vessel in orbit, compute a bunch of transfer windows ahead of time and then use those maneuver nodes to set up targets for myself in KAC?
  3. Has the orbital period of Kerbin changed with this mod? I'm trying to roleplay something sitting at the L4 point of Kerbin's orbit around the Sun, and when I'm matching Kerbin's orbit, it's more like 400 days (pretty much exactly) compared to the 426 days that is listed in the Wiki (http://wiki.kerbalspaceprogram.com/wiki/Kerbin). This is the only Kopernicus mod that I have installed, so I just wanted to check. Did I mess up something else? I normally use Kerbal Alarm Clock's transfer window schedule to know when to plan my interplanetary transfers. These numbers seem all out of whack because of this too. If I load up something like MechJeb's advanced transfer planner (to do some porkchop selections), I get wildly different transfer windows, but ones that are more true to the nature of the positions of the celestial bodies. (Edit: Just removed the mod and sent a ship out to the same altitude above the Sun as Kerbin and circularized it. The period was 1 year (426 days)).
  4. I saw that you said this should be ready to go for 1.1 when Kopernicus is updated, so I'm giving that a shot. When I load a save (or start a new one), I find it's unable to load the KSC. The camera is just stuck looking up at the sky, and I can't do anything. I've removed every mod except for this + Kopernicus, and the problem persists. Am I doing something wrong, is this a bug that should be reported somehow, or is there anything else I can do? Or are there any troubleshooting suggestions I could follow? Thanks!
  5. Hi, I had an initial contract to put a station into LKO with a crew capacity of 5 (plus power/transmitter/etc). Later, I received a contract to expand the station to a capacity of 11 and have an Engineer on board. I took this as an opportunity to really expand my station, but I did it in parts. I launched a module up to the space station (say for example I was connecting Unity to a Zarya module), which didn't increase the capacity. As soon as I docked, the contract was marked as Failed. I didn't fail the contract, I just haven't fully completed it yet ... the next module (say, Zvezda) would have added the engineer plus remaining life support requirements for the contract. I don't think these contracts should auto fail right as soon as you dock another ship to it. If the station gets destroyed in the process, or the contract times out, I could see it being marked as failed. But not for docking multiple craft. Thanks, Kess
  6. I'm having some problems with the 2.5m service bay. It won't "open" in the editor, and after I installed the mod, the service bay on my space station is acting really messed up with it too. There is weird part clipping that is causing the station to wobble and is risking these parts just exploding to force them to detach. If I use the 1.25m service bay and scale it up with TweakScale, it works just fine. Anyone else able to replicate this?
  7. I'm interested in this as well. I was hoping to not have to deal with the extra resource of MetalOre and just use the one stock resource. EDIT: On the original post http://forum.kerbalspaceprogram.com/threads/89774-1-02-(-50)ExtraPlanetary-LaunchPads-Extended-Part-Pack-(and-extras!), there is an extra that converts the MetalOre to use the Stock Ore. The link to that .cfg file is at: https://dl.dropboxusercontent.com/u/19908938/ELStockOre.zip
  8. Am I just tragic at KSP? How in the world are you supposed to land with those wings? There are no control surfaces that I can see, and I can't manage to slow my ascent enough if I end up having to abort a launch.
  9. Well then ... I'm new to the mod and it says a Parachute was included right on the front page. Thanks for letting me know.
  10. I can't seem to find any option for the DERP to deploy its parachute either (tried this on 1.0.4).
  11. I just went from 69% Reputation down to 4% because of starving Kerbals I accepted a rescue contract for a Kerbal in orbit around Minmus and one in orbit around the Kerbin (crazy eccentric orbit too). I went out to do them both at the same time, heading to Minmus first. It took 13 days to arrive at Minmus, in that time, my two Kerbals stranded in their hulks just starved to reputation death. How is anyone else handling this? I ended up reloading and then editing the save file to give those Kerbals some snacks to buy me some time to get to them.
  12. The trajectories could become more accurate if you have atmospheric sensors on the ship!
  13. I'm not sure if this is a problem that SmartParts can fix (because I've seen the same behaviour in kOS too), but if you change your staging, or modify your rocket after you've put the smart part onto it, it won't stage properly. It'll detect the event just fine, but it's not able to stage. If you lift the part and then re-attach it, it remembers the staging properly and will work once you re-launch your ship.
  14. This is strictly a part mod, so they don't break very often with updates. These are working just fine with my 1.0.2 install, using AntennaRange as my communications mod. I can't confirm if they work with RemoteTech, but for just regular stock usage and for AntennaRange, they work just fine! Kess
  15. Yep. Or more accurately, "Hey, friendly Mod Maker. I love your patch, and I tried to tweak it, but failed miserably. If you could help me out, I'd be greatly obliged and will have my Kerbals bake you cookies."
  16. I've been using the AntennaRange mod for my comms network now instead of Remote Tech, but I wanted to keep using these dishes. I did some tweaking and posted some more info at: http://forum.kerbalspaceprogram.com/threads/56440-1-0-AntennaRange-1-8-Enforce-and-Encourage-Antenna-Diversity?p=1891103&viewfull=1#post1891103 -Kess
  17. Hey all, I used to be an avid Remote Tech fan, but I always found it fiddly. I want to create a communications network, but I don't want it to be a hassle to manage. Then I found this mod, and I love it. Once I turned on "Enable Line of Sight", and "Require Connection to Control Probes", this was pretty much exactly what I wanted. But I missed having a few more options for my antennas. The stock ones are ... okay at best. I really don't love the look of the DTS-1. Back when I used RemoteTech, I used the ORIGAMI Folding Antenna that I saw featured on one of Bob Fitch's videos. They look amazing, and they are exactly the kind of thing I want to use for my AntennaRange install, but they aren't currently supported. Until now. You can find the ORIGAMI Dishes at: http://forum.kerbalspaceprogram.com/threads/98205-0-25-ORIGAMI-foldable-antenna-dishes-for-RemoteTech Now, we just need to create a config file to add these dishes to AntennaRange and scale back some of the ranges on the stock antenna. In the AntennaRange folder, create a new file in your favourite text editor (Notepad or something) and call it NAU_for_AntennaRange.cfg. Technically you can name it anything you like, but this should ensure that you remember exactly what it is. Then grab a copy of the file here, and then paste it into your new .cfg file (make sure the extension stays .cfg and : http://pastebin.com/dbHHjxXQ Save your file, and then everything should be working perfectly! Thanks toadicus for helping me fix up the Module Manager code for this. It was giving me some strange hassles (I could add new antenna, I could modify the TechRequired, but I couldn't update the nominal values for the stock probes for some reason). Here is the changes I made to the logic: Communotron 16 - Stays the same. It's good for LKO communication, up to geostationary(ish). Tech unlock stays the same at Engineering 101. Comms DTS-1 - This has been scaled down to allow for a max range of about 15Mm, which is good enough for the Mun. Tech unlock stays the same at Basic Science. Communotron 88- This has been scaled down to allow for a max range of about 40Mm, which is good enough for Minmus and the rest of the Kerbin system. Tech unlock has been moved up to Electrics. ORIGAMI 69 - This folding dish is suitable for reaching the Inner Planets. It has a nominal range of 30Gm and a max range of 84Gm. Tech unlock at Electronics, where the 88-88 used to be. REQUIRES LEVEL 2 SCIENCE FACILITY. ORIGAMI 350 - This is the biggest folding dish, and can reach the Outer Planets and most of the Kerbol system. Nominal range of 150Gm and a max range of about 425Gm. Tech unlock at Specialized Electrics. REQUIRES SCIENCE FACILITY LEVEL 3. I hope you enjoy it! Here's to clear skies, Kesselya
  18. Am I blind? I've been looking everywhere for a .cfg like this for Infernal Robotics. Every time I switch scenes out to a ship on the launchpad, or in orbit, I get another IR instance in the stock toolbar after I installed this toolbar.
  19. For some reason I thought the disappearing craft was only for debris. For some reason I thought that if I had a command module with the parachutes that it'd still be able to figure out that it was going to splash down successfully. I'll keep an eye on it in the future, although with my 2nd craft (which has 5 of the starting command pods on it), I can ferry a lot of crew around the Kerbin system quite easily and probably don't have to drop them off on spent stages anymore (until I develop a comfortable way of doing it - you know, hitch-hiker style. I have to apologize to all the tourists for the cramped quarters every time). When Bill did a high dive through the atmosphere, I didn't notice any reentry effects on him the entire way down either. When he splashed down, he went 16m beneath the ocean and I couldn't gain control of him until he was back up on the surface. I imagine he would have perished if he'd hit the ground, but I was hoping that he would have turned into a BBQ long before that was even a possibility.
  20. I had this exact same issue. I just put some capsules on top of my radially attached boosters and decoupled them with the parachutes as soon as I was above 70k. My original craft didn't make it to orbit after that and the pilot ended up extremely dead. Also, I had a Kerbal on EVA during a suborbital flight, and I didn't pay much attention to my altitude. Once I hit the atmosphere I deployed the parachutes and my Kerbal made it all the way to the ground (well, splashed down into the ocean) and survived reentry while on EVA. I have a sneaky suspicion that this is all linked to the same kind of bug that Scott Manley found in the livestream. These boosters with parachutes, Kerbals on EVA, etc, are all still being treated like the parent craft with respect to the aerodynamics.
  21. Everything seems to be working just fine - I added one of the KerbinSide launch pads and used the mod to raise its altitude slightly (the base was clipping into the mountainside - probably some kind of 0.90 refinement). I'm able to launch vessels from the new site without any difficulties now. The only thing is - the toolbar icon is just this blank white square. Anyone else having this problem? Does this require the Toolbar_000 mod for these buttons?
  22. At least the number of Kerbal deaths has been kept to a minimum. You should still be able to sleep soundly, Nathan.
  23. Hey all, I'm having some serious issues with DRE and my parachutes now. I've reduced my game to just Stock KSP + DRE, and I can't keep a parachute on my ship. It's not that anything is burning up, it just gets cut every time. I've got a craft whose purpose in life is to go up 15km and then come back down. It's a starting ship that has absolutely no ability to get into orbit. I'm descending at less than 300 m/s, and every time I deploy the stock Mk16 parachute, it gets cut instantly. I did a bunch of testing, and if my ship is going faster than 230 m/s, it will just instantly cut the chute. Is there a setting I can tweak to make my parachute cutting a little less aggressive? I'm not even getting any overheating artifacts, just parachutes that do absolutely nothing.
  24. I'm using the Deadly Reentry settings that Scott Manley talked about in his Interstellar Mod video: the Crew G Limit set to 50. I'm going to try and reset all the parameters to the default and pray that it just works with Ferram Aerospace. I just had my crew in my Spaceplane die when I touched down extremely gently (50 m/s horizontal speed, -3 m/s vertical speed). After that I reloaded my quicksave, and used my abort sequence to descend only the capsule, 2 radial parachutes, and my front gear bay. I landed on the gear bay at 9 m/s and my crew died to G force. I ended up reloading for a 3rd attempt and splashed down my whole plane over the water at the same 9 m/s. The entire plane survived, as did my crew. It feels like something is screwy with the way the wheels touch down on the surface.
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