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Filigan

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Posts posted by Filigan

  1. On 10/17/2022 at 2:56 AM, GianFrank said:

    How can i find the best value for SigmaDimensions 10x Kerbin?

    To get the same Density on a 10x scale you would need to set the density multiplier to ~100  but putting it that high will most likely cause your game to not load anymore, how far you can actually push it depends on how powerfull your PC is.  It seems 40-45 is about the highest multiplier some people get away with.

    Dont forgett to reduce the multipliers for range and long range, at the same time as you turn up the density, it will help to reduce stress on your machine.

     

    Finding the best compromise between density and playability is pretty much a matter of Try & Error

  2. Ah yes sorry, i should not have posted that one last night, since i was exhausted and tipsy at the point, and didnt do any reasearch and/or testing on the problem; i can say for sure that it has nothing to do with Real fuels, since this also occurs when i dont have real fuels installed.    Sorry for that  :wacko:

    Yes it is with KSP 1.11 ,  and most likely the problem you linked to,  

  3. I found an interesting (weird) problem:  Something is off with the DV i get out of my (final?) stages. From the looks of it my engine seems to Burn more fuel then it is supposed to for a certain change in DV.

    For example a Satlite i fly just now: The  readout in KER aswell as the readout in Mechjeb tell me i do have 842m/s worth of fuel left,  I set up a maneuver node that requires 400m/s to complete.  But when i fly said maneuver i end up with 306m/s  left in my tanks

    In additon, when i launch the rocket via Mechjebs asscent guidance in the final stage (the satelite itself) i start to get a readout that says "Mass is off by X%"   it starts at 0.1% and in the example case it went up to 4.6% in my parking orbit.

    The "stock" readout also seem to have some trouble, but there it seems to be even worse. The burn time indicator turns red, telling me the craft has not enough fuel to fly the maneuver at all (but it does)

     

    I wonder if real fuels is working correctly, or is it just that those other tools cant calculate the DV correctly with real fuels?

  4. 3 hours ago, likke_A_boss said:

    Been a while since I needed support, so let me know if I missed anything :)

    Downloaded ETT + Yonge Tech to go with my new modded install on 1.11, deleted CTT and started a fresh save, but the tree looks like cobwebs, similar to problems described by others in this thread years ago when they had conflicts with CTT or Remove empty nodes, neither of which I have.  Any ideas if it's a conflict/incompatibility from a mod or if it's from the latest version? 

    Mod list is pretty long, but I'll be working through it after this posting looking for a conflict. (Biggest downside of modded games is the long load-times imo, makes it a nightmare to test). 

    Tech Tree with Cobwebs

     

    Annoyingly long mod list. (Will type this out soon)

     

    Log

     

    Thanks for all your hardwork and Merry Christmas!

     

    I got the same, when i use ETT with 1.11 KSP.  Seems fine when i roll KSP back to 1.10, so i guess they changes something on the Matrix  Tech tree with the latest update.

  5. From my experience, the orbit heigt of ships etc is based on their distance to the center of the planed = If you scale your planets up mid game, they will end up in a lower orbit (or within the Atmosphere/inside the planet), if you scale the size down, they end up in a higher orbit above sealevel 

  6. Just from a short glimps i'd say you have too much coverage over minmus already, with this one satelite + the dish from kerbin.    The one Prequisite that is unmet clearly states that you MUST have LESS than 70% coverage of minmus for this contract to be available.

     

    so, probably just turn off the dish antennas pointet at Minmus, and timewarp until you are 100% guaranteed mission control has not line of sight towards minmus, then this contract should pop up.

    Note that if increased your base antenna range, and/or the multiplier for multiple antannas on one craft, in the RT settings high enough, you migt cover  Minmus with Omni antennas from Mun if it is close enough, or even Kerbin. 

  7. 12 hours ago, Raknark said:

    Thank you for the great mod.

    I would like to request a modification for the late game.

    Since your reputation is capped at 1000 you budget is also capped, removing the incentive to gain extra reputation for extra budget after you hit the cap.

    Would it be possible to add functionality where if you reach for example 850 reputation it drops the reputation down to 800 but increases the amount per reputation by 5%?

    Since the reputation gains decrease exponentially it makes you work harder for a small increase in budget.

    Currently I am simulating this behavior by reducing my reputation with the "Bailout grant" and manually changing the budget multiplier value, but it would be nice to have this functionality as default.

     

     

     

     

    Isn't this exactly what the Reputation Decay in this mod does?

  8. Is there a way to delete the tracked vessel data from a savegame?

    In my careergame i have a whole lot of Vessels still in the LIfesupport tracker, despite the fact the have all been recovered. I dont think this is a bug with TAC_LS itself, since this did not happen in a new game i just started to see if this happens there aswell.  Probably just a byproduct of installing-deleting-reinstalling mods mid game.

  9. Great!  

    As for Orbital decay, there is a "unofficial" recompile that seems to work fine.

     

    However, i am more than willing wo switch over to your version, since i  vermy much like to have a fair amount of realism, but keep it in "simple terms",  In addition i just assume to use several mods by the same Autor is a good practice, since there is a better chance they dont mess each other up.

  10. hmmmmm i play with  the Orbital Decay mod right now. 

    This raises a question: When you develop your orbital decay mechanics further (especially the station keeping part) i guess both mods qould do basicly the same?

     

    And a bonus question just pops to my mind :D:   When the orbital decay mod removes objects (debris), will kessler syndrome realise it is gone?

     

     

     

    Edit: and a word of warning!

    The Whitecats orbital decay mod hat the bad habit to deorbit the "stranded" capsules created by rescue contracts, which made said rascue missions close to impossible to do (there is of course a sort of workaraound, by prebuild the rescue craft and send it out to the launchpad before acepting the contract). You may want to have an eye on this "problem" when working on your decay mechanics.

  11. Sorry for spaming the topic but i just realised some other issues, number 2 might actually be the reason for my first post.

    1) there is a button mentioned to turn off the red glow of a broken part, but i cant find it, neither in the stock toobar nor in the toolbar plugin.

    Edit: Forgett that one, i have misread the information

     

    2) When i dont use the recovered parts, but new ones, the plane starts with 50% failure rate on them all, just as i f the parts where used the very first time. This is not the "in the hanger the wrong nubmers are shown" bug, but it also shows a 50% failure rate on ALL parts when i launch the plane. so it appears as if my game fails to take into acount how often a specific part was manufactured before.

    "Fixed itself" after reinstalling UPFM and Scrapyard.

     

     

     

     

    Quote

    .I've had many flights with zero issues and then I'll just have an Apollo 13 moment.

    Isn't this the reason we want a mod like this? =D

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