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Everything posted by cytosine
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Okay, I'm going to start by 'unpruning'. My gaming rig doesn't really need it, but I found my travel laptop has seen some minor perf benefits after pruning. Plus it's been nice having 'less' parts, but I admit there are some I can't live without like the FASA Atlas skirt... Just means I need to roll up my sleeves and tweak to my little hearts content. I will let you know if I find anything useful... Thanks!
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Yep, you are exactly correct. I tested a fresh install with only RO and it's dependencies. And there it was; the Saturn S1B tank with welded engine plate in all of it's glory! Turns out my problem was two-fold: 1. AutoPruner did indeed remove the 6.6m S1B tank, but left the smaller FASA 3.9m engine plate (hence part of my confusion) 2. RP-0 changes the S1B tank to the original FASA tank *without* any engine plate. The only engine plate I could find was that smaller 3.9m one, so either they expect me to install TweakScale or it's a logic bug in that there is no matching plate to fit the 6.6m tank. Oh well, it's not your problem, I'll take it up with the RP-0 crew. So even without AutoPruner I still would have had an issue with RP-0. On a side note, I built my own S1B with procedural tanks and 2x procedural thrust plates. Seems to work, but it also seems a little heavy. That or my math just sucks! Either way, at least I know the correct size is indeed 6.6m! Thanks again!
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Ok, that is good to hear. I guess my install is bunked then. Everything else (like the ASAS and S-IVB plate) appears to be 6.6m, but my S1 engine plate is the same size as the 'Early Saturn Instrument Unit (3.9m)'. The S1B fins look funny when attached to my puny S1 plate: Maybe I am using the wrong S1 engine plate? I took this screen-shot in sand-box mode, but didn't see any other S1 engine plates. Or maybe RP-0 is affecting my install? Not sure what other mods might be tweaking the RO tweaks. I also recently ran the Auto-Pruner, but don't see how that would have anything to do with it... Thanks!
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Folks, The internet says the Saturn 1 was 6.5m in diameter, but I couldn't find if that means the first stage rocket body or if the diameter is supposed to include the S1 fins too? Since RO's H1's don't seem to fit in Frizzanks excellent Saturn 1 engine mount (which measures roughly 3.74m), then I'm inclined to believe that Frizzank must have manufactured this part for good ole' fashioned KSP and not RO, is this correct? Thanks!
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In the science archives all of the planets and moons have been correctly renamed except Earth is still named Kerbin. As such, none of my completed Earth experiments show there, albeit I know they've been working. Is this normal? Otherwise, my career mode game seems to be working fine, contracts and all... I scoured the FAQ and also tested this on a fresh Ubuntu x64 KSP v1.0.5 with only RSS and the required mods via CKAN, so I'm not sure if this is RSS or Kopernicus or a game engine thing... Thanks!
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Thanks all, I finally got my tiny little ComSat into equatorial Geo from KSC. Whoever said "space is hard" was *not* kidding....
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Ok, so I think I understand my confusion now. I don't own a dog so that other picture was confusing me with the shape of a rabbit-leg. A dog-leg maneuver is more like this:
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Err, maybe I'm just confused. In the example of the ISS, the picture from one of Ferrams links seems as if the rocket starts in a parallel direction as the target orbit, but then veers toward the ISS orbit, then later turning again to match the parallel ISS orbit. I'm just wondering why the rocket wouldn't start by launching East, then make a single turn when it meets the targets parallel orbit...? So for my equatorial need, I would think it would be more efficient to launch at 135 degrees, then half-way up turn to 90. Thanks!
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Why the dog-leg and not a 'hockey-stick'? My Atlas-Agena is really struggling to get a tiny com-sat into an equatorial geo-sync orbit from KSC. Ferram suggests a dog-leg, but what about driving south-ish, then hanging a left at the equator? Wouldn't a 'hockey-stick' maneuver be more efficient than dog-leg or is this untrue because the atmosphere is denser (like me) near ground? *hockey-stick = I don't know what to call it, so I'm making it up.... Is there an 'official' term for something like this? Is 'pork-chop' the right term? -Cyto!
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TestFlight AND DangIT: A Match Made in Kerbi-heaven!!!! These are both excellent mods. Both cover VERY different aspects of how part failures are discovered, resolved and occur. TestFlight covers the 'development phase' of part engineering. Engineers require data to figure out how their parts can be better designed and using this data they continuously improve their designs until 'good enough' so they can move onto the next exciting project. This is the 'pre-production' phase where engineers work-out bugs and kinks. DangIT covers the 'post-deployment' or 'GA' or 'production' phase of part failure. Heat, aero-dynamic and chemical stress, even radiation and magnetic forces all work against our most brilliant products. Time and neglect are the enemy and everything, I mean EVERYTHING, even the best engineered mechanical masterpiece will fail given enough time and neglect. This is where regularly scheduled maintenance can extend the life of our best parts, but even that has a shelf-life. Well, everything except for my Tandy 1000 which is still going strong after 30 years of abuse and neglect... Should have shot IT to the moon... So cheers to you for creating a VERY fun and interesting mod. And also to the other guy for creating his mod too...
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
cytosine replied to AlphaAsh's topic in KSP1 Mod Releases
Awesome mod. This is on my 'cant play without' list right next to KerbinSide. I vote for Squad to hold a press conference saying this: "We are pleased to announce KSP version 1.0.5 will include Kerbal Konstructs as part of the base game!" Oh I'm just dreaming, but it's nice to dream.... Thanks AlphaAsh & medsouz!!!!- 872 replies
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Ok, this was easier than I thought... Removing KIS (Kerbal Inventory System) allowed me to enter, but that wasn't the root cause. After Bill got back in he looked at me with a sad and very pale face (which is odd for a Kerbal). Next he pulled out a Corned Beef sandwich from his inventory and I said "DAMMIT MAN! Don't you know this is damned illegal?!?!?!" But it wasn't the sandwich either. Storing an EVA-X backpack in his inventory is what did it. Storing it in the VAB is technically 'legal' but when you exit and try to re-enter a vehicle the game pukes. However if you add the backpack outside then the expected behaviour works where the Kerbal wears the backpack and when he enters the vehicle then backpack drops off onto the ground. Minor logic bug in how KIS handles objects in the VAB versus outdoors. The work-around is simply don't try to enter a vehicle without wearing the backpack and leave any paraphernalia like Corned Beef sandwiches at home!!! Either way, Mun-shot testing is back on schedule!!!
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Hi FASA peeps, I got a fun one for ya.... Earlier today Jeb and Bill were out on pad 29 doing some prototype testing of the newly designed LEM 1.0.2. We're still several months away from orbital testing or any hope of a Mun-shot, but we're making progress and hope to complete ground based mission training and testing very soon. But after successful descent stage engine smoke-tests Bill hopped out to inspect wear and tear, looking for cracks, etc. (which all looked fine BTW). But when he tried to re-enter the LEM his body was suddenly cloned inside the LEM preventing him from entering! At first Bill was excited that he could get twice as much work done, but after realizing he'd have to share his snacks with alter-Bill he was less than enthused! That and having to give his seat to his clone while he remained on the Mun kind of bummed him out too... Jeb was a little spooked, but he's a survivor. Now first I need everyone to keep this 'phenomenon' under wraps because if Congress gets word it could be scandalous and jeopardize our funding! Any of you kerbonauts seen this kind of very strange behaviour? Anyone able to get out of their LEM and then get back in without being cloned in v1.0.2? Jebs down in the simulator removing mods that may not play nice with FASA. Hopefully this turns something up. We've only tried from KSC launch pad on our Linux x64 Ubuntu rig, but Jeb assures me this probably has nothing to do with the issue. Nothing outstanding in the KSP.log, but I'll keep looking and if I find the answer I'll be sure to let you guys know. Thanks all and happy FASA'ing!!!
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Funny, I actually uninstalled KJR about a month ago for that very same reason! But since I no longer use KJR it would seem to be related to the out-dated .craft file in v5.20. I want to test my new .craft file again and if it works fine I will send a copy to Frizzank so he can choose to use it or scoff at me, his choice....
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Jack, I think you're right. I just finished building my own from scratch, testing it and it was able to undock correctly after the save. I never knew what the purpose of Apollo 10 was, but now I know!!!! hehe...
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Hi FASA peeps, Just started running into an issue with FASA 5.20 when trying to undock the CSM from the LEM. Both crafts 'explode' when the crew tries to undock. Undock works fine if I haven't restored from save, i.e. from a direct launch, but unfortunately Apollo 11 is standing-by orbiting the Mun and ready to land our first Kerbal! Their life-support is running out so we sent Ken Mattingly down to the simulator to see if he could squeeze 3 or 4 more amps and here's what he found: First Ken installed a fresh KSP .90 x32 on his Win8 rig. Then using CKAN he deployed *only* FASA 5.2 and no other mods and copied the "FASA Sandbox" to his saves dir, fired up the game loading FASA Sandbox, selected the 'FASA Apollo Saturn V.craft' and launched it into a high orbit. After successful capture and extraction of the LEM, he transferred Jeb and Bill into the LEM and saved the game. As I said before we can undock at this point without issues, but if we Load from save disaster strikes and nobody gets to go to the Mun! Time is running out people so I want that procedure and I want it NOW!!!! Err, <cough, cough>... sorry, I've been spending too much time with Gene Kerman lately... Using this unmodded test tree the results are slightly different than my heavily modded tree. Instead of exploding on undock, the LEM appears to still be attached to the CSM 'logically' in that RCS thrust can be seen from CSM and LEM at the same time even though they are technically no longer attached. At the same time the parachute shield unattaches itself and so does the CSM docking port and the Apollo heat shield too. All very bizarre and a mission killer. So am I just nutz or is anyone else seeing this issue? I haven't tried parsing the log files yet, maybe I'll go do that now.... Thanks In Advance!!!
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
cytosine replied to AlphaAsh's topic in KSP1 Mod Releases
This is by-far one of my favorite mods, thanks for the hard work! And a BIG thanks for the new airbases which has made my SSTO program far more feasible with 'backup' landing sites because my Kerbals always seem to overshoot their primary designated sites.... Strange how that happens.... For those having memory issues, here's what I did: Last month I added the -force-opengl flag to my KSP shortcut and saw a 1.2 Gig drop in memory on startup. I saved so much memory I decided to drop ATM entirely. With Kerbinside and all the other mods I use I was able to crank the quality settings back up to max and overall the game is much more stable. Only after I've been playing for hours will it crash when it hits that magic 3.6 Gig number which is fine by me! Again, thanks for the excellent mod! -Cyto- 2,488 replies
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