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Everything posted by gruneisen
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
gruneisen replied to pingopete's topic in KSP1 Mod Development
Hmmmm - I used to use that same start-up script to launch KSP, but stopped since it didn't really appear to do anything. I'll give a try tonight though. Thanks for the reply. Cheers! -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
gruneisen replied to pingopete's topic in KSP1 Mod Development
I'm currently using Ubuntu 14.04 LTS and all the latest versions of the mods as follows: KSP v1.0.5 Realism Overhaul v10.9.6 Real Solar System v10.6.2 EVE (x86-EVE-Release.zip) directly from the link in the readme.txt Scatterer v0.0220 and v0.0242 RVE (linux-branch, downloaded April 11th, 2016) I am not getting any clouds or any other RVE effects in any frame (menu, space center, flight). My procedure for installation was as follows: Install scatterer v0.0220 downloaded from SpaceDock OR install scatterer v0.0242 from CKAN Install ONLY EVE unzipped from the zip file linked in the readme.txt, merged into GameData Install RVE by copying / merging the RVE, scatterer, and TextureReplacer folders in the GameData folder Launch KSP, got to space center, nothing. Is there something I'm missing? I thought I'd followed the instructions, though clearly not. Thanks for any help! Cheers! -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
gruneisen replied to pingopete's topic in KSP1 Mod Development
Does the removal of the Overhaul branch from rbray's githb repository break the Linux branch? I installed everything following the rules (to the best of my knowledge) using ckan for scatterer, and manual installations of the laterst EVE release from the github page. I'm still on 1.0.4, but did upgrade RSS to 10.3.1...does this break RVE? Cheers! -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
gruneisen replied to erendrake's topic in KSP1 Mod Releases
Thanks Steven - Can you comment on whether it is better to control based on the absolute pitch, yaw, and roll relative the celestial body, as I am doing, or to use the 'navball' quantities which can be provided by the lib_navball.ks library? Thanks! -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
gruneisen replied to erendrake's topic in KSP1 Mod Releases
Ok - so you guys are probably tired of me bleating about on this forum, but I'm new to kOS and am trying to use it to perform an ascent profile for a Mercury Redstone launch. Seeing as the Mercury Redstone only used four small aelerons for attitude control in the atmosphere, I cannot use the kOS cooked steering controls for this launch. I know that the capability is being added in (and has already been done so), but while I wait for the next dev or release build, I'm attempting to create my own autopilot script for this launch. I'm having a hard time figuring out where to begin - I've been through the tutorials and understand them, but I'm still having trouble figuring out how to control the orientation of the rocket. I'm determining my current orientation by using setting three variables to ship:facing:yaw, :pitch, and :roll. I then treat those values as my control value with the assumption that my rocket is going to ascend vertically. In my loop, I re-read the ship:facing:pitch, :yaw, and :roll, compare them to my control values, and assign the resultant error to ship:control:pitch, etc. I'm just using a simple proportional gain right now. Is this nominally correct or even a good way of doing this? Is there some other way of determining the rockets orientation and controlling it which may be more appropriate? Thanks in advance and if there's an answer already out there to this question, please kindly point me towards it! -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
gruneisen replied to erendrake's topic in KSP1 Mod Releases
I'm having an issue where when I invoke LOCK STEERING TO HEADING(X,Y), all of the controls oscillate rapidly and the rocket will not respond or change course - I'm using a rocket that has no SAS, RCS, or engine gimbal - only ailerons. Is this the reason why LOCK STEERING will not control the rocket? Thanks! - - - Updated - - - I went back into Reddy's linked issues and his YouTube video seems to show the same problem I'm having, so I guess this makes two of us. I too am using RSS / RO, which is why I have no RCS and no SAS on my rocket. Thanks again for any help. Edit again: further looking into Reddy's post and the linked issues on github show that my issue is the same as all the rest. I retract my questions and will await the updated release. Thanks! -
See my quoted quote - FASA removed the fairing cfg files between v5.22 and v5.3. You can add them back in as I reference above. This will allow all of the stock RO FASA Craft to properly load. It's a bit hacky since fizzrank removed the cfg files for a reason, but if part count bloat isn't an issue for you, then I don't see any reason not to add them back in. Perhaps the RO FASA patch could simply include the cfg files so you don't have to mess with the FASA install.
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So I answered my own question - all of the parts I was 'missing' were removed from the FASA ModPack at 5.3 release...it appears this coincides with the implementation of Procedural Fairings into the baseplates...anyway, they left the models in but removed the cfg files, which is why I was really confused. So, if anyone cares, if you go back and download v5.22, it has the missing cfg files and you can add them in. This way, RO will autocreate a whole bunch of fancy fairings for all of your FASA needs.
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RealFuels simulates boil-off of cryo fuels and oxidizers, which can make using them for long duration missions difficult at best. If you find yourself out of fuel or oxidizer after a long time warp, like transferring to Mars, this may be the reason why!
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I'm having a problem with the FASA Fairing configurations and parts which are added by RO (ref :RealismOverhaul/RO_SuggestedMods/FASA/RO_FASA_New_Fairings.cfg). My problem is that none of the fairings added or modified by this cfg file show up in my parts list in the VAB. I don't know if this issue has been addressed before (I saw a fleeting referenced to something that sounded similar on this thread, but it didn't really take me anywhere...) Is this a known issue? My KSP.log file shows ModuleManager is applying the patches to create the parts, they're just not showing up. I'm playing in SandBox mode and do not use RP-0, so it is not a tech tree availability issue. Anyway - just curious if I'm a unique snowflake here or if there's a fix for this. Cheers! --edit-- It appears as though the NoseCones are properly reproducing into the parts list....just not the NoseConeHalfs or the FairingWallHalfs...
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Yeah - there's really not anything else you can do. Best option, in your case, is to follow what I did and dual boot into Ubuntu. That way you have native 64bit support and never (almost) have to worry about memory issues. I have more mods installed then you can count, run 8096RSS textures and have ZERO stability issues. Ubuntu is fantastically simple to install and the biggest hurdle, the proprietary nVidia graphics drivers, have gotten much, much easier between xOrgedgers and now Ubuntu starting an official nVidia proprietary drivers repository. It really isn't that hard and it will change your KSP/RO/RSS life! This all stands without mentioning all of the built in tools with UNIX systems that make everything about automating search and editing tools easy. No more constant opening and closing *.cfg files all day!
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
gruneisen replied to ferram4's topic in KSP1 Mod Releases
I'm having an issue where after returning to a space station in orbit front the space center, the docking ports will not undock. I've found the various ways of editing the save files to fix the condition, but most people point to KJR as the cause of this bug and that 3.1.1 was supposed to fix it. I have the latest version, 3.1.4, installed and I'm wondering if KJR might still be the cause of this bug? Thanks!- 2,647 replies
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Well, considering that the price of ethanol ranges from $1 to $2/ gallon or about $.25/L to $.5/L, it is waaaaaaaay cheaper than solid rocket motor propellant. I work for a solid motor manufacturer and I can't say what the price is per kg of propellant, but $1000 - $2000 / liter is not a bad estimate. Remember - space is EXPENSIVE!
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
gruneisen replied to pingopete's topic in KSP1 Mod Development
Pete - thanks for getting back to me - there appear to be NO *.dll files in the EVE_Overhaul/Gamedata/ folder...the /Gamedata/Plugins folder only contains a 'license.txt' file and that's it. So...I guess to answer your question, no, I don't have the EVE *.dll's in Env...Vis...Enhancements folder because it appears as though there are none in the repository? I feel like I'm doing something terribly and simply wrong... When I go to the EVE github and go do the Overhaul branch and press 't' to look at the all of the files in the repository, there really don't seem to be any *.dll files in there...there are in the master, but I don't seem to be seeing any in the Overhaul. Thanks again and appreciate the help!!! You do tremendous work! -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
gruneisen replied to pingopete's topic in KSP1 Mod Development
I feel terrible posting this - but I'm using Linux 64bit (Ubuntu 14.04) and I followed the instructions for the installation in the Linux x64 branch (I think) and when I boot the game, RVE isn't doing anything - no clouds or anything. I downloaded the linked EVE version and copied the EnvironmentalVisualEffects folder to Gamedata. Then I download the linked version of scatterer and do the same - extract it to Gamedata. Then, I snage the Linux x64 branch, throw the RVE folder in Gamedata, merge the scatterer folder, and then replace the sharedassets.009 file in KSP_data. I am using RSS v10.2. There's something that appears to be happening w/ the atmospheric effects, but whatever it is, it is really small in diameter w/ respect to the earth. I also get the RVE sun (but no lens flair). Anyway - I know that RVE is WIP and not ready for widespread use, but I just wanted to make sure I wasn't missing anything. Thanks! -
I agree w/ Story - the current implementation of the AJ-60A gives problems going through MaxQ as it is since we do not have a thrust vs. time curve for this motor. The ISP and thrust level that (I'm assuming) Red used when he wrote this config is most likely an average - I wonder if perhaps he got a hold of the total impulse of this motor and used an average thrust w/ the known burn time to come up with the number he did. I've tinkered with basing the thrust vs. propellant curve on that of the GEM-60, but its hard to know how these motors actually behave in real life...other than to assume something. Without more information from Aerojet, its hard to say how this motor should behave.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
gruneisen replied to ferram4's topic in KSP1 Mod Releases
I'm not sure - in order to 'get rid' of the failure, I've always just exited the game and restarted. Quitting out the root menu would not suffice, but I've never tried doing a save/load.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
gruneisen replied to ferram4's topic in KSP1 Mod Releases
Gah! I was afraid of that! And of course, now that I make my post, I can't reproduce the failure in my test install either! Frustrating! Anyway, thank you for your help and sorry to waste your time chasing a phantom.... :\- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
gruneisen replied to ferram4's topic in KSP1 Mod Releases
I've been getting a strange phenomena for a while now where my rocket's Procedural Fairings will fail right about max Q during ascent. What makes this strange is that it does not happen the first time the rocket is flown - it only happens after the third of fourth revert to launch. At that point, the debug log throws a: [LOG 09:28:07.568] Updating vessel voxel for ATLAS V - 551[ERR 09:28:07.967] Input is null [ERR 09:28:07.967] Input is null [ERR 09:28:07.967] Input is null [ERR 09:28:07.967] Input is null [ERR 09:28:07.967] Input is null [ERR 09:28:07.967] Input is null [ERR 09:28:07.967] Input is null [ERR 09:28:07.967] Input is null [ERR 09:28:07.968] Input is null [ERR 09:28:07.968] Input is null Prior to launch and then the craft will disintegrate during ascent. I am using following mods: https://drive.google.com/open?id=0B4xXM1MIRsdcS2hBdUp0TDZSbFU This is a truncated install limited to just the mods for RSS / RO and those required to build the rocket. All other mods I normally use are not present in this install to limit complexity. And the following is the full log file: https://drive.google.com/open?id=0B4xXM1MIRsdccUI1Vy1Yb21lbUE Craft File: https://drive.google.com/open?id=0B4xXM1MIRsdcb241Wmh3cFl1TjA Reproduction: Using MechJeb Ascent Module: Set Final Alt: 500km Set Final Inclination: 28.5 deg Set Roll to Zero: True Limit MaxAccel: 48 g's Disable Limit AoA Edit Ascent Path: Gravity Turn Start Alt: 10km Gravity Turn Start Vel: 55m/s Gravity Turn End Alt: 140km Gravity Turn Shape: 50% Launch with these parameters and wait to achieve > 500 m/s. Revert and relaunch. Repeat until failure occurs (usually 3 - 4 times). Failure occurs ~400m/s Debugging Done: F3 report states that the Procedural Fairings failed due to Aerodynamic Stresses. I have disable Aerodynamic Failures in FAR and when the rocket achieves the described conditions above, instead of disintegrating, it will behave as though something knocked into it, shaking the camera and causing the rocket to roll around uncontrollably. The above reference error appears after the reverts to launch and appears to be related to the problem, though I do not know what it means. I am using Ubuntu 14.04LTS Memory: 15.6GiB Processor: Intel Core i7-4700HQ Graphics: GeForce GTX860M Graphics Driver: 349.16-0ubuntu0~xedgers14.04.1 OS Type: 64-bit Thanks in advance for your help and let me know if I need to provide any additional data!- 14,073 replies
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That is certainly a little wild - I too use Ubuntu 14.04 to run KSP with RO / RSS and I've never encountered the problem you describe. I'll check your mod list and revisions versus mine tonight to see if there're any differences, but this is certainly a strange one.
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Do you have this problem with any of the other SQUAD parachutes? There is nothing in the MK16 RO config file which would make it unique.
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So last night I was able to reproduce the failure of the LR89 engine...to an extent. Basically, if I hook up a procedural tank to the LR89 with all of the required resources, it does not ignite. I don't get quite the same error in that there are no reports of incorrect or insufficient resources, but the throttle goes to '0' even though the engine says everything is stable and nominal. I then wanted to see if the stock FASA Atlas Mercury craft which uses these engines would work and they did! I was able to light all of the engines, the LR89s and the LR-105, and fly successfully. Of course, when I went to stage off the LR89s and the Booster Decoupler, the LR-105 died as well, which is certainly strange and may be related! So I then built my own Atlas Mercury craft, drained and filled all fuel tanks, and got the same result - everything worked except for the LR-105 dieing on staging! This makes me think there is something that the FASA SLV-3A tank is providing that all other tanks are not. So, I took the LR89s attached to the Boost Decoupler w/ the LR-105 and instead of the SLV-3A tank, just placed and filled a procedural tank on top w/ a probe core and tried to light engines........and nothing worked. I went back to the VAB and took off the Procedural Tank and replaced with the SLV-3A and a probe core, drained and refilled, the tank, launched, lit the engines, and it all worked! So, it appears as though there is something in the SLV-3A tanks that makes the LR89s happy...I looked through their config files and I didn't see anything out of order, but this may warrant further investigation. Just wanted to share my results! Cheers!
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Madness - I'll have to see if I can replicate this when I get home tonight!
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Which engine are you specifically trying to ignite? Please upload your craft file so we can see if the problem is specific to your install or occurs across all platforms. Looking at the LR89, I went through the blame on Github for the FASA files, and it looks as though the ignitor resources were all touched to update ModuleEngineIgnitor configs... https://github.com/KSP-RO/RealismOverhaul/commit/aa319d9bf31e4accdb5214bd7ed8323d82b92925?diff=split https://github.com/KSP-RO/RealismOverhaul/issues/367 I wonder if this update is causing some problems for folks...
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Chances are you do not have the engine attached to a fuel tank with the correct fuel. Most to all fuel tanks in RO are defaulted to empty so, once you attach an engine to one - be it a FASA tank or a Procedural Tank, you have to right click on the tank and hit the button to fill it with the right resource. One note is that most engines will work fine with the default Procedural Tank, but if you're using a pressure fed engine, then you need to use a Procedural Tank and set the type to 'Device Module' or use a tank that says it is 'Pressurized'. Cheers!