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Manabender

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Everything posted by Manabender

  1. Howdy! I must say, you've put a lot of work into this mod, and I salute you for it. However, there are a couple subtle problems. Problems that would easily creep past. Problems arising from the KSP engine. For whatever reason, I decided to start putting together a database of all celestial bodies' various stats. As I was doing so, I started to notice a couple of odd things. The first thing I noticed is that, for some bodies, particularly the super-small ones, you've defined their boundary between "low space" and "high space" for science purposes too high, and are thus outside their sphere of influence. This could be by design, considering the size of some of these rocks, but then came the bigger problem... You have some bodies that have a radius larger than their sphere of influence. This means that they are, quite literally, impossible to orbit or land on. (Hyperedit can't even do it.) This is a pretty big problem. I don't want to have these completely useless rocks lying around, especially when they consume load time and RAM space. The way I see it, there are three possible solutions to this problem, listed below in order of what I deem most to least reasonable. 1. Crank up their mass. This'll increase their gravity, and in turn, their SoI. This may go against the whole "realism" thing, but it gives them a reason to be loaded. Besides, even if you have to increase gravity tenfold, ten times almost nothing is still almost nothing. Take Pan for example; the difference between 0.00017g and 0.0017g is basically unnoticeable to humans. 2. Remove them entirely. If you can't land on Pan in real life without Saturn screwing everything up, why should we be able to land on it in KSP? And, as stated before, if I can't land on or orbit it, then why am I loading it? 3. Decrease their radius. I list this only because it would fix the problem, not because it's a good solution. These bodies are already small enough as-is, making them any smaller is likely to just make the game engine go nuts.
  2. Be that as it may, I can't see any logical use for the RSS version of Historic Missions that doesn't involve RSS (for obvious reasons), RO (which comes highly recommended by RSS), and RP0 (which comes highly recommended by RO and RSS for anyone wanting to play career mode; career mode being required for contract packs to do anything). That doesn't mean RP-0 should support contract packs. I've seen the extent of the work you do just to make RSS+RO+RP-0 bare-bones playable (fantastic work, might I add), asking any more just seems selfish and cruel. Support can work two ways, however. Instead of RP-0 supporting a mod, a mod can support RP-0. That seems like the most logical path for RSS Historic Missions. Hence why I'm posting here. On a related note, both of you are doing awesome work. Keep being awesome.
  3. So, I've been playing the RSS version of this contract pack, along with a full Realism Overhaul + Realistic Progression Zero install. I'm about 100ish missions in and enjoying it for the most part, but I've got two major complaints. 1. Deadlines are completely unreasonable if you have Kerbal Construction Time installed. About half the missions so far have had a base deadline of 70 (Earth) days. However, many of the ships I build for such missions take longer than that to build. I had to use Contract Reward Modifier to multiply contract deadlines tenfold. 2. Rewards are misaligned. At the start of the game, most RP0 contracts are offering a few thousand funds at most, while yours are offering about 20k (both combine the advance and completion rewards into one sum). Later, however, yours are only barely worth doing, because A) The cost of the ship approaches or is greater than the reward and B) RP0 contracts to do the same thing offer much, much more. As an example, RP0 offers 2,750,000 to land a man on the moon, while you offer 400,000 for Apollo-11 and 85k for Apollo-17. Again, for the most part, I like what you've put together. I just think it could be even better.
  4. Ven's Stock Revamp changed some things in the latest update. Solar panels also kind of got broken. I'd like to imagine it's a compatibility issue, because I can't see anyone releasing such a broken update. In the mean time, I reverted back to 1.9.2. I suggest you do the same for now. On an unrelated note, does anyone know how to make a module manager patch that multiplies all antenna's transmission rates by, say, 100? It'd be a temporary (if crude and unrealistic) fix to the issue I described a few days back.
  5. Lately I've been having an issue involving science transmissions. I've looked around, and can't seem to find anyone else having a similar problem, nor can I figure out exactly what mod is at fault. Most of the mods I have installed are from the RO or RP0 required/recommended/suggested lists, so this seemed the most logical place to post. Here's how it's supposed to go: Do a science experiment. Click the blue "transmit data" button. The upper left should say this: [Antenna Name]: Starting Transmission... [Antenna Name]: Uploading Data... (An increasing number)% [Research & Development]: X data received on (experiment). [Antenna Name]: Done! You gain science points. In most cases, that's exactly what happens; no problem. However, occasionally, steps 6 and 8 don't happen. Despite having broadcasting the data over an active and uninterrupted RemoteTech connection, I get no science. In fact, the game acts like I never broadcast it in the first place. When I do the experiment again, the science points are still available. Usually, the fix is just to do the experiment and broadcast again. It usually works the second time around...with one exception. ScanSat data never goes through. No matter how many times I broadcast the results of a complete map, it never works. Ultimately, I had to just put a ScanSat part on the launch pad, "do the science", and recover the vessel to get the science. But that only works for maps of Earth. If I had to guess, it has something to do with some background process occurring during transmission that messes it up. ScanSat data is distinct from all other data (so far) in that it has a huge data size (200 Mits for low-res altimetry, 800 Mits for high-res altimetry, compared to at most 40 Mits for an EVA report). As a result, it spends a long time broadcasting, making the background process much more likely to mess it up. EDIT: As a temporary fix, does anyone know how to make a ModuleManager patch that simply multiplies all transmitters' data rates by, say, 100? I know it's neither the best nor most realistic fix, but it is the simplest, and it'd be enough for me until a proper fix. Here's my list of mods, as reported by AVC:
  6. This issue is new to 0.90. When I first launch a ship, everything is just fine. It goes where I want it to go, everything is nominal. Sometimes, I need to return to the space station briefly, after which I return to that ship. Everything is still fine. However, when I quit the game, relaunch it later, then try to reload the ship...bad things happen. For starters, engines refuse to work. Engine exhaust appears to come out both the nozzle and the side of the engine, the latter of which is not normal. When I throttle them up, they consume fuel at a normal rate, but don't add any thrust. This has happened several times. Most recently, the problem got worse. Not only did the engines freak out like before, the ENTIRE SHIP freaked out. A couple radial parts flew off (while many other radial parts stayed "attached", at least as far as the game recognizes), then every part on the ship visually detached, spun like crazy, and flew in various directions, leaving the camera looking at basically nothing. When I time-warped up, the detached parts returned slowly to camera view, but remained visually detached, and all spinning wildly, and individually. Time-warping back to x1 had no effect. I tried reloading the ship several times, and did occasionally get it to remain whole (minus the few parts that broke off). It was still spinning wildly, and mechjeb's "kill rotation" function had no effect. I was able to kill the rotation myself after considerable effort. Still, the engines were acting up as before, so it was still a space brick. I have the following mods installed, all updated to 0.90 versions: MechJeb2 RealChute SCANsat ScienceAlert TweakScale
  7. I like the premise of this mod, but there's one big problem... It's showing experiments that are impossible to perform. I would have taken a screenshot, but the one three posts up actually shows the problem; the bottom entries are things like "Crew Report while splashed down at Kerbin's Mountains". Last I checked, mountains aren't made of liquid. I'm also seeing listings of experiments performed at Launch Pad, Runway, and KSC, that don't involve being landed. I'm 99% sure that, for example, a crew report while flying over the launch pad becomes a crew report while flying over Kerbin's shores.
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