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Rob K

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  1. Hello @linuxgurugamer, I really love all the work you put into maintaining all these mods. I seem to have developed an issue with this one. I'm playing RSS/RO/rp1, so I'm quite dependand on this mod, but since yesterday I cannot movebeyond the VAB, even in the extended (grassy) scene. I can neather scroll up or use the movement keys from WASD-editor, I'm just stuck inside the building without it showing. By now I've tried: - removing and re-installing hangar-E trough CKAN - set the slider on the settings page to max (15) - removed editor extensions, WASD-editor, tried again, no change, reinstalled them trough CKAN , no change. Is there anything obvious I'm missing here? I've gone trough my logfile and it isn't sowing anything regarding hangar-E except it being loaded, no errors regarding it I can find. If you need logs etc let me know and I'll post them. A gratefull KSP gamer.
  2. Problem was solved when I moved the save to a backup install on my laptop. I was able to complete the mission there.
  3. EDIT ******* SOLVED ****** @ rp0 devs Well, I ran into a situation yesterday. 2nd time this happened to me, on a different 1.6.1 install, but as far as I can tell exactly the same circumstances. I pretty much ragequit yesterday and haven't been able to get time on my PC to gather the logs and modlist/versions and I won't be near it until next thuesday. I might be able to replicate it on my laptop install, if so I will post the files a bit sooner. I'll put down a description of what happened here, I'm hoping someone has seen the same and knows what's going wrong. KSP RSS/RO/rp1 install on 1.6.1, RO and rp1 are both master branch installs from about 3 months ago when I built the install. All required mods installed and IMO no crazy non-ro stuff. I do have SSTU installed but only use it for the engine clusters, which work fine. Also use USI, with a RO config I got off reddit. I tested extensively before starting the career and I haven't seen anything "weird" so far. Career save is in mid-1972 and I finally got my first manned Moon landing launched. I was trying to get 2 contracts done with this launch: First manned moon landing (land, place flag and return home safely), Manned Lunar orbit (stay in orbit for 20h, return safely). Vehicle is a Saturn5 clone, SSTU 5xF1A on the first stage, SSTU 5xj2s on second, stock(RO) J2s and AJ10SPS, stock(RO) LMDE and LMAE on the lander. Using RO apollo pod and lander can for crew. The CSM and LEM have been tested in LEO without problems, undocking/docking multiple times, leaving physics range and coming back and redocking, crew transfers. Pretty much all the things I'd have to do on the real mission and apart from some thruster placement issues I found no problems. What happened?: Launch went off without a hitch, got to orbit pretty easily thanks to the F1A's and J2s's added oomph, and did an uneventfull TMI and insertion to a 70km'ish orbit. I put the lander straight on top of the appollo pods with docking ports and put the whole thing in a fairing to avoid the hassle of transposition. I exited to SC between the burns to conserve LH2 boiloff for my fuell cells and not having to watch a wildly spinning navball. I first completed the 20h orbit contract and then moved 2 crew to the lander. Landing was a succes, the flag was planted, surface samples and EVA reports were to be had and we took the obligatory screenshot. I waited on the surface for the CSM to complete it's orbit and then launched the LEM after it to rendezvous. When rendezvous was completed things started happening tough. I first noticed something funny after I switched to the CSM, I told MJ to hold retrograde for ease of docking, but once it aligned the RCS ports kept visually firing, not consuming any fuel and velocity didn't change, but all the nozzles were acting as if they were running at max. I didn't think much of it, switched back to the LEM and proceeded to dock normally. Once docked I transferred one crew and EVA'd the other to get the science into the CSM. Funny thing: when viewing the docked vessels the RCS is still firing on all ports of the CSM. In EVA view the ports are silent and once I boarded they started firing again. I transferred remaining food and O2 to the CSM and undocked the LEM, set up my burn to break orbit and return home and remembered I had to do a tweak to the next lander in the production que. This is where things went bad, quickly. Tried pushing the spacecenter button at the top of the screen.....nothing, try pushing it multiple times....nothing, Ok, F12 menu, input locks is clear but clear it anyway (Don't think input lock has anything to do with returning to SC, but I was getting nervous now) still no reaction. I hit escape to go to spacecenter that way, no response, same with exit to menu and the save/load buttons. Every way to exit the flight scene is blocked. I try pushing other buttons and all the other UI is functioning normally. at this point I decide to quickload to just before I left the surface but F9.....nope. Try switching to one of the sattelites I have around the Moon....nope. And this Is a carbon copy of the problem that cost me my previous install early this year. Once I try to get back from the Moon everything just locks up. My previous install bugged out after this situation and I'm afraid to now do anything with this one. Finally I decided to just make the burn home and land, to see if I could recover the vessel to see what happens, I reenter and land, try to recover and still no reaction. Even tried the KCT recover option but get a dialog saying it is unable to recover for...reasons. Ultimately I had to force-close KSP trough the task manager. I booted up again and the last autosave is a few minutes before the LEM burn to an encounter with the CSM, I try and return to SC, and I return. So it seems that docking a spacecraft that has been on the Moon surface bugs out my game? I didn't do anymore tests after that because it was getting late and I was fed up with it. Does the Hivemind here have any idea what is happening and how to maybe fix it? I'll try to put up logs etc. asap, but it'll probably be after the weekend.
  4. @Starwaster I just tried this "patch" you posted for SSTU, and even tough it kinda fixes the negative mass issue for tanks, it doesn't fix the SSTU issue with pods losing added recources once you launch them. Right now the Orion capsules for instance do not contain TAC LS recources, you can add them in editor and all the numbers seem to check out, but once you launch you are left with the default recources. This is both in sandbox and career modes. An issue was posted on github a few days back adressing this, and the answer was that it should work if you have the correct version of SSTU against which the RO configs were written. Is there any way to see which version this was??? I scoured both the SSTU config files on github and in my game directory and simply cannot find any annotation or version number. Would it be a good idea to have the mod version used added to the beginning of the config files to prevent version mismatch issues? And is there ANY version of SSTU that creates usable capsules under the current RO version? I'm using the 12.7.2 version of RO and the rp1 master branch.
  5. That one is, orbit most likely isn't, unless you roll out unfueled and load on the pad.
  6. You should definately tool the parts for the first sounding rockets, it will help a lot with build speed and if you launch a couple of them in different directions you should end up with some money and science to do the first upgrades. Also get an upgraded pad building as soon as you can, you will need it for the required distance contract to get orbit contracts.
  7. There is a "experimental" install for 1.6.1 on the github wiki. As far as I can see it works. Ramping up to manned moon missions at the moment.
  8. You can just put the whole rollout cost formula between brackets ans add a *0.15 to it. For build time, just add more build points, thats where most of my money went, after science building upgrades. In my current save (which I cant open cause the game does a CTD when I try to load) I think I have 2 build rates at about 15 points and 1 on 7ish. I think I can churn out a moon landing mission every 6 to 8 months with that. One of the biggest cost drivers is human rated stuff, also I never use the premade tanks. You could try replicating it with PP and see what the build cost and time is for that.
  9. Yeah, rollout costs are pretty crazy in rp-1. My solution was to cut them to 15%. You can edit the rollout cost formula in the KCT options. To compensate I tool all procedural parts. I almost never use the premade tanks. My reasoning behind it is, you basicly cant build a tank without tooling (well you can but it's hard). A 15% rollout cost gets me to about 200k rollout for a saturnV, with a tooled VAB cost of about 150k (first time tooling costs like 2m for the whole thing). That way you actually make some money doing manned contracts, otherwise your entire manned program will run at a giant loss beyond your first moon landing and progression to something like manned Mars becomes near impossible. Sure a lot of people would disagree with cutting rollout costs this much, but I prefer building and flying stuff, and not go completely broke on a single failed launch.
  10. @New Horizons Not a really quick reply but I'm pretty sure you can just set an entrycost = xxx in a mm patch, just refer to the right part.
  11. "Liquidengine" doesn't really work in rp1. The costs are set in a spreadsheet which is used by rp1 to create a config for all parts. It can be edited directly but you need to use python for that. What you can do is make a "final" mm patch ro change the config for an engine after rp1has set its configs. For an example on how to do that look in the realisru github. It has a config file to add parts to the tech tree. You can use that as an example to do what you want.
  12. Don't know if I should ask this on the rp-1, RO or Realfuels thread, but here it goes: Is there a way to add additional RCS fuel combinations into RO/rp-1? I've been digging trough the gamedata files and cannot seem find where they are specified. The different MM configs all seem to direct to eachother but if I make an additional config or edit it doesn't seem to get picked up by the game so I can't use it. I think I've dug trough every forum post and Github issue that mentions RO and RCS, but I'm coming up with a blank so far. The reason I want this is I want to add lCH4/lO2 and lH2/lO2 as a later option in the tech tree. With the better and better mod compatibility we have gotten from rp-1 the late tech tree has been given more options for the post-Apollo era. Engines like the BE-4 and the RL-10CECE variants are in the tree by default and SpaceX raptor is also supported. What I'm missing is RCS tech past the apollo ERA, yes the TL levels up some more giving more efficiency and a bit more thrust, but nothing new is added, forcing you to still use heavy Mono- or Bi-propellant RCS tankage. Also I've been editing some REALISRU files and it seems to "work" on my game, so I've set myself a goal of doing a ISRU Mars mission. I've been researching the subject online and loads of work has been done in RL over the past 10 years on these systems, including vacuum chamber long duration live firings and NASA has flown a methalox test bed with a full Methalox RCS system for a while. The gist of the later documents is the hardware could be made mission ready right now if the mission to use it existed. That is all in NASA public documentation, I would guess SpaceX and BO are also diligently working on these systems. So basicly looking at a 2010-2020 bracket for placing them in the tech tree. So for the DEVS my question would be: Is expanding the RCS fuel options being considered??? I'd be willing to work out the numbers needed to add it, which shouldn't be too hard, it's only rocket science after all . I just need to know which data is needed. Apart from that any pointers as to which config files to EDIT to get this working are very appreciated. Some documentation: https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20170006927.pdf https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20170004427.pdf https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20030067582.pdf Can't imagine playing KSP without RO/rp-1 anymore, it just ads so much more gameplay.
  13. @Bornholio That's great getting ready for release, I think I speak for most of us lurking on this tread and the git pages when I say: Thank you and the others for all the work and time you have put into this. Few questions tough , Will the release be compatible with the dev installs? I'm running a game from the early November release and am getting ready for manned moon missions. If the release breaks the save I'm going to wait for release and start over. Are the RTG's back in the tech tree? In the earlyer versions the RTG nodes were nicely filled with historical RTG's from Venn's, In the more recent releases they were all gone for me, even tough Venn's is installed. It's kinda hard powering probes to the outer planets on solar power, and the only RTG in my current tree is sitting in some 200-300 science node. I dug trough Venn's, RO and rp0 part configs but I can't seem to find them. Is there going to be a (easier) way to populate the later tech nodes other then using the excel file? I tried to add things like raptor engines from RealEngines and I somehow keep failing at it. Is there a way to translate the CTT used by a lot of mods into the rp0 tech tree directly? There are a lot of good part mods that add more endgame parts, but right now it is a nightmare to get them into the tree.
  14. @Bornholio Thanks. I'll try and fiddle with the numbers. On the ISRU side. I'll try and 'hack' it into a copy of my game and see if anything works.
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