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Leszek

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Posts posted by Leszek

  1. I copied all the files from the StnSciLab folder in the 1.2.1 zip file over top of the 1.3.1 files. (7 files total copied.) The issue seems to be resolved.

    Odd though, as far as I can tell they were the same files with no apparent revision. (Let me know if I am wrong about that please) I don't know if my 1.3.1 download got corrupted somewhere or if I just broke the mod again but knock on wood I think I am in business.

  2. Well I had 1.2.1 of SS installed before and it was working fine. Today before I started a new career I deleted the SS folder and put in 1.3.1 and off I went. Except now the main lab is loading without any textures. The part is there and otherwise looks fine. When I go to Debug->Database->Textures I see that the station science lab-texture as well as lab-normal_NRM and lab-emissive are all listed. Other parts such as the zoology bay look just fine.

    I had thought I had read about this issue before but after checking the last few pages I don't see anything about it.

    Any ideas?

  3. So I am on the Mun for the first time in .25 YAY. Shortly my lander is going to join up with my orbiting command and service modules. I got my Kerbal into the lander with the new transfer. But I don't see anything about science transfer. If push comes to shove I will just do it the old fashioned way (Now With Kerbal Kannon EVA!), but I was wondering if there is a way to do it without the EVA that I missed.

    I don't see anything in the change log and my google foo is showing me threads from last year.

  4. Furthest High, or Furthest Horizontally?

    Furthest high is easy. Just keep going straight up. I normally angle a bit to make sure I land in the water, if you don't angle be prepared to land in mountains. (Preservation of angular momentum will get you to land west of KSC.) There is no point in going vertical more then 270 kms or so. After 250 kms you are "high above" and can do more science. You will stay high above right to escape.

    Farthest Horizontally is more difficult. I think just 45 will work best for shorter hops. (If your engine can just get suborbital.) For longer hops a more flatter approach works well. If you think about it, orbital is the whole planet and it is mostly a horizontal burn. In every case you want to keep vertical for a short while to get out of the lower atmosphere.

    If you are using Deadly Reentry, flatter is essential. It reduces the impact of reentry greatly to come in shallower. Even suborbital will kill you if you come in too steep.

    If you are using an aerodynamic mod like Near or Far, then 3600 DV is enough to get orbital. You should be able to reach anywhere on the world with that or less. With a light load, that is three of the longest 1.25 stock tanks and a lv-45 engine or LESS.

  5. I must be really dumb... MM is up to date, i downloaded the fix and put it in the Game Data folder... fairings still doesn't work properly.

    It is hard to figure out how to help you. Two people made copies of the fix, you could try the other one. (Delete the first) Or you could go back a couple of pages and get the source code, make a new text file and paste. Save to your game data as a cfg file.

    Normally I wouldn't ask but since you are having troubles, MM is Module Manager right? If so make sure you have 2.5.0 or later. You only need one copy and it goes into the game data folder as well. Don't put it in KWR folder.

    Really it should work. Make sure you are exiting KSP and starting the program over again. Make sure your KW Rocketry is up to date. (I don't know that it matters but covering all the bases.)

    Good luck.

  6. 64-bit software does not inherently have higher-precision floating point arithmetic.

    At the moment, KSP uses 80-bit floating point arithmetic, which is standard double precision. Most CPUs are optimized to do that sort of computation very quickly, despite the weird bit size and without regard to the operating system's bit-size architecture.

    tl;dr you'll have more memory space, maybe, but that's really the only advantage.

    edit: ninja'd!

    I see I was mistaken. Thanks for the correction.

  7. If they get the 64 bit option stable, it will be the better version because the extra precision means smaller rounding errors. It will also have access to more memory.

    In the meantime 32 bit version is better. Fewer bugs, more stable.

    KAC still works it seems, it is working in mine so far. Not that I have had a chance to test it all that much. The other mods I am using seem to work as well. I would suggest just trying the current mods in sandbox and seeing if they function. It isn't anything to remove them again if they don't.

  8. It would be a lot more useful if it was customizable in some way. For example, every time you place a part into the staging action group, an icon representing that part appears in the staging list on the right and lets you arrange it to any stage you want.

    Or maybe if, instead of having just one 'staging' action group it was subdivided into action groups 'stage 0', 'stage 1', 'stage 2' etc so you can place a part in a specific stage.

    Something like that...

    Ohh this is an awesome idea. How do we go about making sure Squad sees it?

  9. Actually, I have thought of a use.

    You can set upper stage RCS to toggle with staging. Then when you press space for first stage launch the RCS on the upper stages disables leaving your lower stage vernier to operate. Pressing space for the second stage would then drop your lower stage and also turn on your upper stage RCS. The downside is that it only works for 2 stage to orbit designs. And you can't have a coast stage between lower and upper. But anyway, a use.

  10. This one line is a bit confusing:

    That insinuates that there are required mods, but the OP does not list any mods required. That means either the line extraneous, or the required mods are not listed.

    I want to try this out, but don't want to botch the installation =).

    While we wait for the OP to be fixed, what happened is that before you had to download RSS first and then install this overtop. He streamlined it so that you can just install this and get going. Put any other mods you want after.

  11. I have those same cloud issue on mine. It seems to be cosmetic so I am going to live with it until the next version of 10x comes out.

    To get into orbit, if you have NEAR or FAR, you need 9k Delta V to get to orbit if you don't want to come back. (I have done it with 8.8 but only if everything goes perfectly.) It doesn't take much to get back from orbit, 9.4 is what my last ship had and it didn't use all the fuel. It takes like 3K to get to Mun and if you get a free return or near free return trajectory, not much more to get back. I have a ship that will do flybys of Mun with this mod, but it can't orbit Mun. The thing is an ugly beast though. Ran out of science and I don't have the tech to go farther.

  12. Tried it out, very nice. A little rough around the edges but I think this mod will grow into one of the big ones everyone knows about by nickname.

    One thing missing in the instructions though, Real Solar comes with Custom Biomes. As a result you are flying over Earth map Biomes on Kerbal surface. I removed the custom Biomes to a backup folder and all seems to still be working. I don't know if there are any hidden consequences to this yet.

    Also in the recommended mods list I would add either NEAR or FAR. (I use NEAR) Both mods upgrade the aerodynamics of the game and make it possible to get into space with reasonable sized rockets. Procedural Fairings works well with both mods.

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