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MaverickSawyer

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Everything posted by MaverickSawyer

  1. If you've grappled the rock, it's handled as debris or a ship... Until you terminate it via the tracking station, it stays. Once you delete it, it's gone. As for signal strength... No idea. I just noticed it last night while prepping for my upcoming ARM.
  2. There's a "signal strength" meter assigned to untracked asteroids... Once it ticks down to zero, they completely vanish from the game, never to be seen again.
  3. Ah, good to know it's not just my mod-laden install... I'm absolutely willing to test fixes for you if needed.
  4. That's the utilities umbilical port, right? Power, data, and life support is handled by the service modules, and you don't want to put holes in the heat shield, right?
  5. I can give you the steps right now, actually. Make sure you have MH 1.6.0 installed, then install Tweakable Everything and its dependencies. Launch game, then go to the VAB. Select a probe core, and attempt to attach any part to it. It should immediately generate an NRE spam storm that keeps the part from attaching AND deletes both attachment nodes that you tried to use.
  6. Hey, at least they're being realistic and transparent.
  7. Follow up time. Finally got KSP up and running and finished the mission... I am officially in love with these hose reels and the flexibility they provide... transfer rate, not so much. Station keeping is quite easy, especially when fully loaded. When nearly dry, using the vernier thruster mode (the blue needles on the lower left) is adequate... just make sure to leave SOME fuel aboard for the RCS! Aaaand some behind the scenes stuff, showing the transfer system in action. Yes, you're limited to 20 units of resource per second, regardless of the number of hose reels. Post mission debrief has resulted in the decision to add either a ladder or a rover seat for the engineer to sit in during fuel transfer operations... I burned through a LOT of EVA fuel just trying to stay nearby.
  8. Finally got around to launching the first of at least four tankers I'm going to use to refuel the THAAD... First stage was a S-IC, which carried it most of the way to orbit. The tanker itself runs two RD-180 clones from BDB. Rendevous was achieved in under an hour, and the tanker was left in stationkeeping mode just alongside THAAD due to time constraints. Actual fuel transfer via KAS hose reels will happen shortly. I'll make sure to share pics of that soonish. PS: Gotta hand it to @CobaltWolf and his merry crew of @Jso and @JadeOfMaar... those new exhaust textures are FANTASTIC!
  9. Clearly you've not read other EULAs before... They're all pretty draconian. Also, this discussion has been had repeatedly, and as of yet, Take Two hasn't done anything. Relax, quit panicking over nothing, and keep playing. If you're worried about someone stealing or selling your personal data, while complaining about it online, I guarantee you it's too late... Big Brothers Facebook and Google did that years ago.
  10. It wasn't working properly before I loaded MH, but it wasn't breaking the game, either. And I've removed the offending .dll's, so they're not in the log now. However, I'll try to get them back in and run a load of the game tomorrow to generate the log.
  11. Jeb seems to be enjoying the show just as much as we are.
  12. @linuxgurugamer, I know that you are still updating this to be 1.6 compatible, and am expecting it to be some time yet before it gets caught up, but I wanted to share something interesting I noticed... Until I updated Making History from 1.5.1 to 1.6.0, I could run all modules of TE, albeit not functionally, without issue... so basically it ran okay on straight 1.6.0 without gamebreaking issues. Upon updating MH to 1.6.0, however, it promptly generated a significant number of NREs for the usual suspects: Docking and SAS. The reason I mention this is A. It may help you narrow down the cause(s), and B. I'm extremely curious as to what exactly it is about the update to Making History would cause such an drastic behavior change? Thanks in advance, and for all the work you do to maintain so many mods. You are truly a hero of the community.
  13. Yep, that was a much-needed addition. Love that update. HOWEVER. I FINALLY coaxed Steam into loading MH 1.6.0, and upon the first time I launched the game and tried to load a ship in the VAB... this started flooding the log: [LOG 14:49:06.412] [MechJeb2] Exception in MechJebModuleStageStats.StartSimulation(): System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[Part,MuMech.FuelNode].get_Item (.Part key) [0x00000] in <filename unknown>:0 at MuMech.FuelNode.AssignDecoupledInStage (.Part p, System.Collections.Generic.Dictionary`2 nodeLookup, Int32 parentDecoupledInStage) [0x00000] in <filename unknown>:0 at MuMech.FuelFlowSimulation.Init (System.Collections.Generic.List`1 parts, Boolean dVLinearThrust) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleStageStats.StartSimulation () [0x00000] in <filename unknown>:0 at System.Collections.Generic.Dictionary`2[Part,MuMech.FuelNode].get_Item (.Part key) [0x00000] in <filename unknown>:0 at MuMech.FuelNode.AssignDecoupledInStage (.Part p, System.Collections.Generic.Dictionary`2 nodeLookup, Int32 parentDecoupledInStage) [0x00000] in <filename unknown>:0 at MuMech.FuelFlowSimulation.Init (System.Collections.Generic.List`1 parts, Boolean dVLinearThrust) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleStageStats.StartSimulation () [0x00000] in <filename unknown>:0 There's a fairly extensive string of these (along with an unrelated string of NREs from TweakableEverything throwing its usual tantrum upon encountering a new update ), and I can't make heads or tails of what exactly I seem to have broken this time...
  14. Neither. SCIENCE! All the challenge of career, without the budget restrictions.
  15. Yes, they're visible even with a decent pair of binoculars or a low-cost telescope and a clear night. It'll take a mid- to high-end telescope to pick up the Cassini Divide, though.
  16. I can't even guess at this point... but it's both too much and not enough!
  17. Bumping this to try to get a solution. I've done every possible thing short of having someone send me a copy of 1.6.0 to forcibly install.
  18. It's getting close to noon at that location, if I'm understanding things correctly, and that's the point at which it's hardest to reject heat from the rover's systems.
  19. Heck, even a 4-way ion RCS would be a godsend. Re: Monoprop: check Probes Plus!... That has a really nice compact, low-thrust RCS quad I regularly use for docking ships and station modules. (Yes, I'm one of those guys who is crazy efficient at docking.)
  20. Well, I'm running BDB, so I'm throwing what amounts to a Saturn 1 first stage up there as my divert system. Decent TWR, plenty of dV, and it'll allow me to be somewhat aggressive with my intercept maneuver. I'd use Cryo Engines-powered parts, but the actively cooled tanks haven't been unlocked yet, so I'd wind up with no fuel at the asteroid... Not exactly a good start.
  21. Launched the core of my asteroid redirect ship this morning. I have a Class-C rock 10 days out from Kerbin's SoI, and once it enters, it's on a path to become the next Tunguska. The Terminal High-Acceleration Asteroid Defender (THAAD) is to head out and push the PeA out of the atmosphere and, if sufficient dV remains, insert it into a captured orbit for later exploitation. The next launch will be a tanker to refuel the launch stage of THAAD so that THAAD proper doesn't have to expend nearly as much dV getting to the asteroid. This will be followed by launches with the grapple unit for THAAD and the crew vehicle, the supply ship carrying the science instruments, and finally, the crew vehicle proper. I'm not optimistic about capture, but I know I can swing the divert.
  22. Sure! Batteries, auxiliary monopropellant bottles, and solar panels are from @akron's fantastic Probes Plus! pack. Everything else comes from BDB. (For those who don't have PP, it goes really well with BDB. Highly recommend it for the synergy, but the added science parts don't hurt. ) Val for scale, for those who aren't familiar with just how tiny this thing is. The PIBS booster, along with the two additional bottles of MP and the pod's built-in supply, is adequate for a single excursion from a moderately inclined 30 km orbit over Minmus, to the surface, and back to the mothership. Just took Jeb for a whirl in one last night, but due to a lack of extra MP, it'll have to be discarded after this mission. Future motherships will have larger caches of MP to rectify that issue.
  23. I gotta admit that I LOVE the little ion RCS and xenon tanks... they're perfect for ultralight landers.
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