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Everything posted by linuxgurugamer
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
I have a problem with the contract to create a Kerbin comm network. I launched a single rocket with 4 satellites, into a 300km orbit. I then released all the satellites (due to a Kraken bug, I had to release them all at once), renamed each satellite to CommSat 1/2/3/4 respectively, and then, one at a time, boosted each into a 600 KM orbit, spacing them around so that they essentially formed a huge square around kerbin. Each satellite had 6 antennas; 4 DTS-M1, and 2 Reflectron KR-7. Each also had a Reflectron DP-10 for local comm, and a Communitron 16 for medium range comms. The booster rocket also had 4 antenna on it; a DP-10, 2 Communitron 16 and a DTS-M1, which I used during the ascent since the satellites were all enclosed in a fairing. I got all of them into orbit, and then noticed that the contract had failed. On each satellite, I pointed one DTS-M1 at each of the other satellites, and the 4th at mission control. The KR-7s were used to target the Mun & Minmus (for another contract). It appears that not all of the satellites were recognized, and that the launcher itself was being interpreted as a satellite. What puzzles me is why it failed; from what I see, there is no expiration on the contract, so I expected it to simply be active until it was fulfilled. Here is link to the persistent.sfs file Here is a link to my complete modlist There are a lot of mods, most of which aren't needed for this mission. and this is a link to the craft file This is 1.0.2, will all mods fully updated using CKAN The following is what appears in the Mission Control: Vessel: Kerbin Comm Launcher Probe: Complete Connected to KSP: Complete Vessel: Not CommSat 3: Complete Vessel: Not CommSat 1: Failed Vessel: Not CommSat IV (new): Complete Orbit: Periapsis: Above 248,528m,; Eccentricity: Below 0.0040; Inclination: Below 1.0: Complete Destination: Kerbin: Incomplete Situation: Orbit: Incomplete Periapsis: Above 248,528 m: Incomplete Eccentricity: Below 0.0040: Incomplete Inclination: Below 1.0: incomplete Vessel: CommSat 3: complete Direct connection to: Kerbin Comm Launcher Probe: Complete Vessel: Not CommSat 1: Failed Vessel: Not CommSat IV (new): Complete Connected to KSP: Complete Orbit: Periapsis: Above 248,528m,; Eccentricity: Below 0.0040; Inclination: Below 1.0: Complete Destination: Kerbin: Incomplete Situation: Orbit: Incomplete Periapsis: Above 248,528 m: Incomplete Eccentricity: Below 0.0040: Incomplete Inclination: Below 1.0: incomplete Vessel: CommSat 1: complete Vessel: Not Kerbin Comm launcher Probe: Complete Direct connection to: CommSat 3: Complete Vessel: Not CommSat IV (new): Complete Connected to KSP: Complete Orbit: Periapsis: Above 248,528m,; Eccentricity: Below 0.0040; Inclination: Below 1.0: Complete Destination: Kerbin: Incomplete Situation: Orbit: Incomplete Periapsis: Above 248,528 m: Incomplete Eccentricity: Below 0.0040: Incomplete Inclination: Below 1.0: incomplete Complete any ONE of the following: Incomplete Vessel: CommSat 1: Incomplete Direct connection to : Kerbin Comm Launcher Probe: Complete Orbit: Incomplete Destination: Kerbin: Incomplete Situation: Orbit: Incomplete Periapsis: Above 600,000 m: Incomplete Vessel: CommSat IV (new): Incomplete Completion: 75,000 Direction connection to: Kerbin Comm Launcher Probe: Complete Vessel: Not CommSat 3: Complete Direction connection to: CommSat 1: Incomplete Connected to KSP: Complete Orbit: Periapsis: Above 248,528m,; Eccentricity: Below 0.0040; Inclination: Below 1.0: Complete Destination: Kerbin: Incomplete situation: Orbit: Incomplete Periapsis: Above 248,528 m: Incomplete Eccentricity: Below 0.0040: Incomplete Inclination: Below 1.0: Complete So, correct me if I'm wrong, but didn't I properly fulfill the contract with the 4 satellites at 600km altitude? If so, is there a way to change it from failed to completed in the game? Let me know if there is anything else you need LGG Edit: I'm wondering if this is the same issue raised on the previous pages. But I'm running Contractconfigurator 1.1.3, Contract Pack Remote Tech 1.1.3 as well- 557 replies
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- contract configurator
- remotetech
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Hi, First, allow me to express my thanks to you for all this work you've done. You certainly make the game more enjoyable to play. I've enabled the StockPlus in the StockPlusController.cfg file I have a concern in that when I install the next update, whenever that will be, that this will be overwritten, and I'll forget to turn it back on again. Given that I have a large number of mods installed, and also play on at least 3 different systems (Windows, OSX and Linux), I am concerned that I will remember this. Would you be able to do one of the following: 1. Make this an option which can be set in the configuration during runtime or 2. Check for the file outside of this directory tree or 3. If the file isn't there, assume it is disabled and then delete the file from your release. If the file IS there, follow whatever is in it. This way, if I put the file there, it will be honored, but if it isn't there, you will have the same results as if you had stockplus disabled in the file Thanks Edit: This may be a duplicate post, if so, please accept my apologies LGG
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Sarbian, I'm not sure this is possible, but let me throw it out there: I'm using the Ascent Guidance part of MJ. However, I do different things with different ships. For example, my satellite launcher limits acceleration to 15 m/s, but one of my manned launchers limits it to 40 m/sec. Also, the ascent path is somewhat different for each. Is there any way to do one of the following: 1. Save current settings with the craft itself or 2. Have a way to save multiple MJ config settings, so that when I load a craft i can then load the appropriate MJ config Please take this as a suggestion, it's still great the way it is. Thanks LGG
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Well, it might help if you give some specifics. Also if you did some reading of past posts! The new aero works with MJ. Your problem is that you haven't set the parameters properly. Maybe if you give some specifics, we can provide some help. To start, you are probably accelerating much too fast, and MJ is starting the turn because you are hitting the default limit of 100 m/s at a very low altitude. Try limiting your acceleration to 15-20 m/sec and see what happens. If you don't like it, then don't use it. But don't come here and insult authors who put their own time into these mods. It works, you just have to learn how to use it again since the new aero changed a lot of stuff LinuxGuruGamer
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Contract Pack: Advanced Progression - REPLACED
linuxgurugamer replied to tjsnh's topic in KSP1 Mod Releases
Take a look at the Unmanned Contracts, it has a number of impact type missions LinuxGuruGamer -
Ninjahgoblin, it sounds like a couple of things here: 1. Your rocket is somewhat unstable, and when it tilts to 5 degrees, it just can't maintain that. 2. Try limiting your acceleration to 10-20 m/sec as mentioned in other posts. Also, try increasing the speed at which it starts the turn. LGG - - - Updated - - - The large rockets may have enough gimboling to compensate for the lack of fins LGG - - - Updated - - - Are you running Remote Tech? LGG
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For me, the problem was that the ascent profile started when the speed was hit, which was pretty fast for the rocket I was using. My solution was twofold: 1. Increase the speed in the Ascent Profile where it would start to lean 2. Reduce the acceleration of the rocket (it was pretty overpowered) LGG @sarbian, ignore any messages about the ascent profile for now. I'll see if I can keep my eye on this thread and respond as necessary to those, since it is actually working properly, people just don't understand the new stuff. and thanks for all the work you do on this and other mods
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[1.0] TurboNisuReloaded - Stock-a-Like Parts Pack [06/05/15]
linuxgurugamer replied to a__gun's topic in KSP1 Mod Releases
Your "last updated" date is wrong, it says: last updated 06/05/15 I suspect you meant 5/5/15 -
Ok, my turn for a bug report:-( I installed Mechjeb 2.5.1 on a clean install. Everything was installed fresh. This is running on Linux, 64 bit. First problem: I have gotten to the point where the Ascent Guidance is available. So I have a mission to recover something from orbit. I get on the launch pad, go to the orbit view and make the object my target. In normal time mode, the option to launch to intercept isn't there. What's really weird is that when i go into time acceleration mode, it suddenly shows up, although with a 0 in the entry field. When I slow time back down to normal, it goes away. Second problem (this may not be a problem): I set everything up and hit "Engage autopilot", and the engines immediately turn on and it takes off. I'm used to it waiting until I hit the space bar to initiate the launch. Third problem, and this is a doozy: It seems to totally ignore the ascent profile, and starts leaning over starting around 500 meters or so. I tried editing the ascent path, no change. In Automatic Altitude turn, the Turn start altitude is 8.4 km. In manual mode, I set the turn start altitude to 8 km. Didn't seem to make any difference The rocket consists of a main stage from the NovaPunch mod, and two boosters from SpaceY I'll be trying the same thing on Windows later this evening, I'll update this or post another message with the results of that using the same setup. Edit: Restarting the same solved the problem with the ascent guidance launching to a rendevuez, but the leaning still starts at 500m I'm running nuFAR and DRE, if that makes any difference. Edit 2: Same issue on Windows, it starts the turn at 500meters altitude On both Linux and Windows, it seems to want to get to 45 degrees ascent as quickly as possible. Edit 3: I was going for a 90 km orbit, not sure if this helps.
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
linuxgurugamer replied to Tiberion's topic in KSP1 Mod Releases
I just tried this (Mechjeb & Engineer for all) on a Freya command module. It looked ok. What level are you up to in your science? -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
linuxgurugamer replied to Tiberion's topic in KSP1 Mod Releases
He is referring to a specific mod called "MechJeb and Engineer For All". It is adding mechjeb and Kerbal Engineer to all command pods without the need to add the parts. It's actually pretty simple, it's simply a MM cfg file: http://www.curse.com/ksp-mods/kerbal/221500-mechjeb-and-engineer-for-all/2235984 I haven't yet installed NovaPunch yet on 1.0.2, although it is one of my favorite mods, I was trying out KWRocketry. I'm going to be installing it later today, if I see anything I'll come back and post here. FYI, Mechjeb was just updated to 2.5.1; the previous version didn't support 1.0.2 fully, the new version seems to have better support -
[old thread] Trajectories : atmospheric predictions
linuxgurugamer replied to Youen's topic in KSP1 Mod Releases
The version on Kerbalstuff is still 1.1.3 Thank you so much for the update. Installed and testing now. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
linuxgurugamer replied to ferram4's topic in KSP1 Mod Releases
why not set up a new game in sandbox mode and test the rocket in there?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Hi, First, allow me to express my thanks to you for all this work you've done. You certainly make the game more enjoyable to play. I've enabled the StockPlus in the StockPlusController.cfg file I have a concern in that when I install the next update, whenever that will be, that this will be overwritten, and I'll forget to turn it back on again. Given that I have a large number of mods installed, and also play on at least 3 different systems (Windows, OSX and Linux), I am concerned that I will remember this. Would you be able to do one of the following: 1. Make this an option which can be set in the configuration during runtime or 2. Check for the file outside of this directory tree or 3. If the file isn't there, assume it is disabled and then delete the file from your release. If the file IS there, follow whatever is in it. This way, if I put the file there, it will be honored, but if it isn't there, you will have the same results as if you had stockplus disabled in the file Thanks
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[1.1] RemoteTech v1.6.10 [2016-04-12]
linuxgurugamer replied to Peppie23's topic in KSP1 Mod Releases
OK, thanks. I'm playing with RT for the first time, and wasn't sure where the change had occurred. Just finished setting up a comm network around the Mun, now to do the same around Minmus LGG -
[1.1] RemoteTech v1.6.10 [2016-04-12]
linuxgurugamer replied to Peppie23's topic in KSP1 Mod Releases
Does the current version of RemoteTech disable the ability to retract solar panels? -
LLL - Lack Luster Labs - Development Thread
linuxgurugamer replied to Lack's topic in KSP1 Mod Development
Let me know if you would like someone to help test. I love this mod (well, I like it a lot), and would like to see it continued. LGG