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Spheniscine

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Everything posted by Spheniscine

  1. Sounds like a bug introduced sometime during 1.0.x then... as I don't remember experiencing it in 0.90...
  2. Disabling autoshape only disables it for that particular fairing base. Your other rockets will still have it on by default.
  3. Yes, that is an obvious workaround, but the behavior when pressing Enter is unexpected and dangerous, misleading one to think it is actually saved when it is not, and therefore is a bug.
  4. Process: Complete a satellite contract (perform final burn in flight view), then switch to map view right after. Event: Your view gets flung out into deep space. The only thing you can do from this screen is to press escape and return to the Space Center. The game works properly after that. I had experienced this bug with satellite contracts even back when it was just a mod called FinePrint.
  5. Pressing enter when saving a game after giving a name to the file closes the window but doesn't actually save the game.
  6. Yet another alternative is to disable auto-shape; IIRC there is a setting to manually set the height.
  7. I have experienced the problem too. There are three workarounds: 1. In such a situation there are usually some telltale "hairs" that appear near atmosphere exit, where Trajectories predict escape trajectories but fail to render it correctly. 2. Reduce the number of patches that Trajectories predicts to the minimum, then slowly increase it. If no orbit appears in the patch after atmosphere exit (or if the orbit is extremely high and would push you out of SOI), you're not gonna be captured. 3. Try using a maneuver node to lower your orbit. If the orbit "jumps" after a certain point as you're decreasing (or you notice those "hairs"), then you know you won't get captured.
  8. Issue / bug: The procedural heatshields seem to both heat up and lose ablator very quickly compared to the stock ones. I tested two return craft (Mk1 Pod + Mk16 Parachute + heatshield), both with Ap at 46400 km (Minmus height) and Pe at 30 km. The procedural one quickly burned it all up by about 30k (though survived the landing even though reaching orange temperatures), while the stock one completed the reentry with 173 ablator left. 100% reentry heat, no FAR, no timewarping, though the same problem persists while playing with FAR. I have looked in the config file and it appears that there are some numbers that P-Heatshields set very differently from stock (like pyrolysisLossFactor is 10000 to stock 600, which is a factor of over 17! And thermalMassModifier is 0.001 instead of 1.0). I have tested an MMConfig that sets all values that might look important to be identical to stock, and as a result its performance is on par with stock (though the p-heatshield does expose a small "lip" from the command pod... could just be p-heatshield being "too perfect" for its size while the stock parts stick out a little). Here is the config file for those interested: https://dl.dropboxusercontent.com/u/26985795/ksp/proceduralHeatShieldsFix.cfg
  9. I'd like a mod that allows one to load a spacecraft onto the launch pad pre-rolled to a particular direction (set by the user by degrees). My reasons: 1. I could roll after launch, but that tends to push my craft slightly off center for some reason. I also often lack the torque to do so (relying mostly on gimbals for the gravity turn, as control surfaces on rockets don't work well with FAR and SAS) 2. I could pre-roll the craft in the VAB, but this makes it difficult to modify the craft after because everything has been rotated and must be rotated back just right; I have to resort to making two saves for any craft I want to tilt. Also removing and replacing fairings with Procedural Fairings tends to mess up their staging.
  10. Horizontal speed also seems to be wrong... when parachuting down on Kerbin it always shows roughly the vertical velocity (~7m/s when descending at 7m/s, e.g.) rather than nearly 0.
  11. I discovered another issue with the CC: Apparently FAR's shape detection always treats the claws as deployed. The phantom claws create a bump in the cross section where they "stick out" of the fairing, and show up when debug voxels is turned on.
  12. For those who think that the planets rotate just a little too fast in KScale2, I have whipped up two config files: This one multiplies all sidereal days by √2. This keeps them in sync with tidally locked bodies, gives the same number of days in a month/year, and makes SMAs of stationary orbits exactly 2x stock. (As a consequence, Duna is once again mutually tidally locked with Ike): https://dl.dropboxusercontent.com/u/26985795/root2dayscale.cfg This one mulitplies them by 1.5 instead (except for Duna, which is still muliplied by √2 to be tidally locked), giving Kerbin a 9-hour day: https://dl.dropboxusercontent.com/u/26985795/9hday.cfg Drop the one you want into GameData/KScale2 to use.
  13. Yeah I thought it might be something like that, but just thought I'd mention it to be sure. Well, I'd actually prefer a confirmation dialog.
  14. Yes, Ferram's explanation accounts for part of it, but it doesn't quite explain why OverHeatFix actually exacerbates the problem...
  15. The idea is that upon Trajectories-quickload, Trajectories then stores that data somehow in its memory, independent from the savefile, thus allowing it to be used after the quickload. The process I imagine is something like this: User Trajectories-quicksaves User then activates stage User activates Trajectories-quickload: Trajectories saves reentry profile data, THEN quickloads while still using the data it saved.
  16. I like this program, but there are a couple of problems I have with it: 1. It takes a very long time to start up, and does not give any feedback whatsoever that its starting up. 2. It is possible to start KSPTOT, start one of its subwindows (e.g. 2-burn orbit or rendezvous planner), then close the main KSPTOT program itself: if this is done, attempting to perform any calculations in the open window would fail. This is especially annoying for me given the previous issue. I am using Windows 7.
  17. I have a problem with Overheatfix. It seems to run on opposite day on my build, causing a weird thermal issue with EVA'ed kerbals: To be more specific, I was in Low Kerbin Orbit. EVAing from a standard Mk1 Command Pod would cause the kerbal to heat up to orange/red levels. (~500 according to the debug menu). Letting go of the capsule dissipates this heat quickly. Uninstalling FAR does help, but it still causes ~300 according to the debug menu, while under both a clean install (no mods, download fresh from Steam) and my current build without OverheatFix, it's only in single-digit levels. My mod-list: https://dl.dropboxusercontent.com/u/26985795/ksp%20opposite%20day.ckan (doesn't include StockBugFix or StockPlus because I had removed it for testing before producing the modlist) ; also have MRSLite manually installed (tanks removed), as well as tanks pruned using AutoPrune. My output_log.txt: https://dl.dropboxusercontent.com/u/26985795/output_log.txt
  18. One possible idea to check off that elusive staging feature-request, not sure if it's any good, just throwing it out there: Have an interface for quicksave and quickload specific to Trajectories. The idea is that you Trajectories-quicksave, then activate the staging you want, then Trajectories-quickload. Past the quickload, Trajectories will still remember the characteristics of the post-stage craft, and can make predictions based on that.
  19. You mean in terms of now adding mass to the parent part in KSP 1.0.x? Yes, I know that, that's why I have it. I don't want "physicsless parts" to add mass to the parent part; I'd rather they have their own mass. That way I avoid the heat-shield flipping problem, as well as the problem of the editor engineering tools (CoM etc.) still treating physicsless parts as completely physicsless. Maybe I should release that, if it hasn't been already. It's not exactly a complicated mod. By the way thanks for diagnosing the ModuleManager problem - in hindsight that should probably have been checked first >.< Either that or just chuck the whole mod folder into a backup archive before using CKAN and add things I want back. Kinda unfortunate about the stock craft, but I understand. Just wish I had some starter planes though; I don't know how to begin designing one that works in the new aero or FAR.
  20. CKAN 1: http://gyazo.com/8b01c474b013b96d1f5850a71cd92db2 CKAN 2: http://gyazo.com/7639c54471ff1b52f283e26f90bb0910 GameData Folder: http://gyazo.com/52a2ea9bfee4b12bee9af63236be9f71 "custom" only contains a Module Manager config making all parts non-physicsless. customflags only contains flags, as what it says on the tin. Also, where are the SETI starter craft, or are they not included in this version due to changes in both stock aero and FAR?
  21. Yes, I installed it via CKAN. But it tells me I have both CTT and SETI-CTT.
  22. Is something wrong here? I tried installing this modpack but I think I have a bunch of tech nodes missing. In particular, there only seems to be one command-pod node that comes late, and I can't find the Mk1 Command Pod anywhere. Screenshot: http://gyazo.com/c4498d7dfc69f68b428de60e35482abc
  23. I wonder if surface bases can get this treatment some time... unfortunately docking base parts on the ground is much harder without some kind of rover/forklift system.
  24. I'll just link to this: http://forum.kerbalspaceprogram.com/threads/117262-1-0-Physicsless-Parts-Editor-CoM-sadness
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