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MatterBeam

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Everything posted by MatterBeam

  1. InterSolar The Escape from Earth A Kerbal Series in Real Solar System, using: Realism Overhaul Realistic Progression-0 Simple Realism USI KSP Interstellar - Extended In 2016, Earth has been shaken by the First Event. In 2051, it will be annihilated. Humanity must escape the Earth, and to do that, it must break out the Big Bad: Nuclear technology in Space. Follow this series as humanity's concerted efforts place nuclear spacecraft in orbit, then use them to establish colonies on Jupiter's moons, far from the impending apocalypse. We start the series with a 50-image mega-album to establish the setting and humanity's various objectives and struggles. InterSolar January 2017 InterSolar February 2017 InterSolar March 2017 Intersolar 4: April 2017
  2. Square cube law. Planets are spheres, so halfing the diameter leads to 1/8 the mass. Graity is linear with mass, so a half size Kerbin will have 0.13 gravity
  3. I have a rather heavily customized install of Real Fuels. Could you tell me which files were updated for the latest release?
  4. Well it's good enough for me, even better in some aspects. Macollo has the intriguing complexity and the satisfaction of multiple constructions working together, but you give us epic music and cinematographic experience.
  5. This is a stock KSP problem that has existed since 1.0.1 Anything lightweight inside a fairing overheats explosively when exposed. It also happens to nearly empty procedural fuel tanks, because the weigh under a kilogram.
  6. How do I get the stock docking ports back? I've deleted the Squad-Docking ports .cfg files, but all I've got is the small docking port (Jr.) Why have RO or RP-0 removed the larger docking ports?
  7. You should find out in the next 2-3 days. Here's a hint: In the far future.... there is only nuclear light....
  8. Great update! I feel the Hammaguir rockets might be referencing something... not sure. Also, nice to see other nations joining the Gryphon Interplanetary adventure. Question: Will you be keeping to mostly realistic rockets for the entire playthrough?
  9. Oh wow, that's quite a few changes. Will test
  10. I tried again and got this at the bottom of the KSP Data output_log: (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [ModuleManager] Applying node UmbraSpaceIndustries/Kolonization/MMIVA/@PART [*]:HAS[#CrewCapacity[>0],!INTERNAL [*]]:FINAL to UmbraSpaceIndustries/Kolonization/Parts/MK3_Akademy/MK3_Akademy (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [ModuleManager] Applying node UmbraSpaceIndustries/Kolonization/MMIVA/@PART [*]:HAS[#CrewCapacity[>0],!INTERNAL [*]]:FINAL to UmbraSpaceIndustries/Kolonization/Parts/OKS_HabRing/OKS_HabRing (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) OutOfMemoryException: Out of memory at (wrapper managed-to-native) object:__icall_wrapper_mono_string_alloc (intptr) at (wrapper managed-to-native) string:InternalAllocateStr (int) at System.String.Concat (System.String str0, System.String str1) [0x00000] in <filename unknown>:0 at ModuleManager.MMPatchLoader.PrettyConfig (.ConfigNode node, System.Text.StringBuilder& sb, System.String indent) [0x00000] in <filename unknown>:0 at ModuleManager.MMPatchLoader.PrettyConfig (.ConfigNode node, System.Text.StringBuilder& sb, System.String indent) [0x00000] in <filename unknown>:0 at ModuleManager.MMPatchLoader.PrettyConfig (.UrlConfig config) [0x00000] in <filename unknown>:0 (Filename: Line: -1) MiniAVC -> IssueGui was destroyed. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) MiniAVC -> Starter was destroyed. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
  11. The loading hangs up on Module Manager : FINAL and places this error message in KSP_log = OutOfMemoryException: Out of memory at (wrapper managed-to-native) object:__icall_wrapper_mono_string_alloc (intptr) at (wrapper managed-to-native) string:InternalAllocateStr (int) at System.String.Concat (System.String str0, System.String str1) [0x00000] in <filename unknown>:0 at ModuleManager.MMPatchLoader.PrettyConfig (.ConfigNode node, System.Text.StringBuilder& sb, System.String indent) [0x00000] in <filename unknown>:0 at ModuleManager.MMPatchLoader.PrettyConfig (.ConfigNode node, System.Text.StringBuilder& sb, System.String indent) [0x00000] in <filename unknown>:0 at ModuleManager.MMPatchLoader.PrettyConfig (.UrlConfig config) [0x00000] in <filename unknown>:0 (Filename: Line: -1) I'm at 1.9GB used.
  12. Hi. Is there ANY way to edit the avionics capabilities of the various probes? None of the config files even include a ModuleAvionics!
  13. Well, first of all, congratulations on the detailed album. 1) Your RCS is working, because the last image was showing that you were consuming 1.13 Nitrogen per second. 2) Nitrogen RCS is the weakest but lightest RCS fuel. Different fuels have thrust multipliers, so a 111 Newton thruster might have 7 Newtons with Nitrogen by 80 Newtons with Hydrazine. 3) In your situation, you had a several ton craft being maneuvered by a 7 Newton thruster.... wholly insufficient. I recommend creating clusters of RCS thrusters until you gain the tech to use higher thrust fuels.
  14. This is literally the best RSS video of the last few months, a worthy successor to Macollo's epic journeys.
  15. Hi. I have installed everything as instructed, and I get the clouds and ground textures on Earth, in RSS, but Venus still has no clouds. I've heard mention of using the stock game 'Eve' config for getting Venus clouds. Any idea on how to do that?
  16. Well that's a suggestion I'll look forward to doing. Here's some more.
  17. Radiators can orient themselves away from the sun, so that they are facing it edge-on.
  18. I think you should do this with Precedural SRBs....
  19. Spken like a true kerballer. Will you be doing more videos or imgur albums in the future?
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