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sisyphean

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Everything posted by sisyphean

  1. Can anyone tell my why im still getting random engine failures when i specifically turned the feature off and how i can go about stopping them from occurring in future? these are the settings for those preferences from my save file so i don't see why i keep getting engines just shutting down mid flight PreferencesReliability { highlights = True mtbfFailures = False criticalChance = 0 safeModeChance = 0 incentiveRedundancy = True engineFailures = False ignitionFailureChance = 0 engineOperationFailureChance = 0 }
  2. hahahaha thats perfect! im still loving the game, when i have time to play it that is, am currently in the process of launching a manned return mission to titan in RP0 but its taking a while to build the infrastructure in orbit, so im not sure when it will be finished i find i have a slight head start already thanks to playing kerbal. i was explaining the fundamentals of gravity assists to a guy from my course today... he laughed when i told him i learned about it from kerbal. i truly think this game should be in every school, it makes learning hard science fun and i think it could really inspire a lot kids to get involved with space. anyway thanks again guys your all awesome.
  3. So i just wanted to say a huge thank you to everyone involved in the making of KSP and the fantastic community. When i bought this game in dec 2014 i had no direction in life was, unable to hold down a job and was suffering with poor mental health, but after falling in love with the game, pouring hundreds and now thousands, of hours into it and then discovering realism overhaul, i found something im passionate about. ROCKETS!!!! now 3 years on after a long and difficult journey and im a month into my first year of my aerospace engineering degree, in one of the elite Russel group universities. now i know the hard bit has only just begun but i feel the need to thank you all. Without KSP and the fantastic community that surrounds it i wouldnt have discovered what my passion is or the motivation to do something with it. anyway im not one for sentiment i just really needed to say thanks and let you know how important this game is to me, it inspired me and i hope it inspires others too. THANKYOU
  4. so im a little stumped. ive managed to get everything working absolutely fine with one exception: for some reason the procedural fuel tank that is unlocked from the start says it requires an entry purchase in the RnD. on inspecting the tech node it lists all procedural parts as requiring an entry purchase. however simply purchasing them does not solve the problem. when purchased they are listed as purchased but upon entering the vab or hangar they are locked once again. returning to the RnD it lists the parts as unlocked however it has duplicates of them all listed us locked each time this process is repeated it has the same result. i have tried reinstalling RP-0, all dependencies and proc parts and the problem persists. note without tree.cfg the parts are not locked from the outset so what do i need to change in tree.cfg to fix this issue or is it some other part of the mod that only becomes a problem when tree.cfg is installed as a side note i recall having this issue with some engines back in my 0.90 rp-0 a year ago but i cant remember for the life of me what the fix was
  5. avionics are features of RP-0 and not part of basic RO
  6. hi guys im having a strange issues on career mode and im not sure where to begin to track them down. im using RO and RP0 as well as many other mods on linux 64 bit but there seems to be an issue with science and contracts. when launching a flight even though the contract parameters are being fulfilled it is not giving me the reward or completing the contracts, eg, unmanned alt record of 5km both the unmanned and alt parts are green but the contract doesnt get completed. the other issue is related to gathering and transmitting science, transmitting science works the first time its tried but after that it just refuses to do anything and science reports gathered and held on a craft that is recovered don't generate any science and dont get listed as complete in the science archive. i did notice that when transmitting science the first time it works the progress of transmission will go to 100% then list eg. 1.1 science recieved telemetry analysis flying low over grasslands, then a new line will flash in green saying the same thing but listing 0.0 science recieved instead. after that trying to transmit science just makes the comms device list permanantly "transmitting science" while no progress will be made. i have tried 3 different installs now and they all have the same problem. i would try more but it takes a lot to do each install as i have to install it on windows restart the pc and then transfer the game data folder to ksp on linux. and its quite a long process (ckan refuses to work on linux for me). heres a link to the log from the most recent one. https://www.dropbox.com/s/rea86409pdqapq8/KSP.log?dl=0
  7. im aware that RO doesnt support career mode however it is by no means conclusive that this issue is caused by RP-0. and if its not then i will be back here anyway to ask again. im going to copy and paste into RP-0 thread though just to make sure.
  8. hi guys im having a strange issues on career mode and im not sure where to begin to track them down. im using RO and RP0 as well as many other mods on linux 64 bit but there seems to be an issue with science and contracts. when launching a flight even though the contract parameters are being fulfilled it is not giving me the reward or completing the contracts, eg, unmanned alt record of 5km both the unmanned and alt parts are green but the contract doesnt get completed. the other issue is related to gathering and transmitting science, transmitting science works the first time its tried but after that it just refuses to do anything and science reports gathered and held on a craft that is recovered don't generate any science and dont get listed as complete in the science archive. i did notice that when transmitting science the first time it works the progress of transmission will go to 100% then list eg. 1.1 science recieved telemetry analysis flying low over grasslands, then a new line will flash in green saying the same thing but listing 0.0 science recieved instead. after that trying to transmit science just makes the comms device list permanantly "transmitting science" while no progress will be made. i have tried 3 different installs now and they all have the same problem. i would try more but it takes a lot to do each install as i have to install it on windows restart the pc and then transfer the game data folder to ksp on linux. and its quite a long process (ckan refuses to work on linux for me). heres a link to the log from the most recent one. https://www.dropbox.com/s/rea86409pdqapq8/KSP.log?dl=0
  9. just curious. is there a way to make rectangular shapes available? i use PP on realism overhaul and could really use some rectangular tanks for satelites and rovers.
  10. sorry i should have mentioned that i am using RP-0. i didnt mention RP-0 because i cant find any config files about resource costs in the RP-0 folder. im assuming its an incompatibility between kw, its 1.04 patch and Realism overhaul. i was just wondering where i would find the unit cost of the HTPB so i can manually adjust it to make sense. as it stands the HTPB works out at about 1.75 per unit which would be cool if it was vanilla units of like 200 per booster but when i have 5000+ units in the booster it throws the price way out of wack.
  11. hey guys im wondering how to edit the cost of solid rocket fuel in the kw rocketry SRBs, im basicly using a 1st generation titan II and i need some extra power and dv to get my payload up, when i added the 4 castor 4As to the rocket the price jumped from 7,800(ish) to 51,000(ish), after removing the HTPB from the castors the price drops back down to 8,000(ish) i have tried going through the real fuels config in the real fuels folder and in the realism overhaul folder and i cant find it there, i also couldnt find HTPB in the resources config file for RO. i tried changing the cost of solid fuel in the above mentioned configs but it made no difference, i can find the HTPB mentioned in the kw rocketry solids config in the RO folder but no price attached to it where abouts would i find what i need?
  12. well i would like the tool if i could work out how to use it, beyond porkshop selections ive only been able to find earth venus mercury. trying to find earth venus jupiter is proving impossible, i have tried expanding all the search criteria and i just end up with blank pages, i have no idea how to troubleshoot or find out what it is im doing wrong to stop me getting any results, spent 40 minutes trying and searched all the way to 2020ish and nada. any chance you can give a suggested method of finding this flyby? ive opened up my search periods all the way to 10000 days and i still cant find anything
  13. so i worked out how to run i with mono, just right click and select run with mono, but im getting the same problem while trying to install the mods. it just sits on the "updating mods" stage indefinately with the progress bar zipping left to right and doing nothing. as im not having much luck, would there be any reason why: making a dummy install on windows installing all the mods i want and then just copying the gamedata folder over, wouldnt work?
  14. so im having great trouble trying to install ro with ckan on ubuntu 14.04 im a noob at ubuntu and not fantastic with understanding computer language full stop. i have the latest ksp on the ubuntu install but i cant find instructions that work for me on using ckan. i followed the instructions on github (https://github.com/KSP-CKAN/CKAN/wiki/Installing-CKAN-on-Ubuntu-14.04) but when it comes to launching the program with "/usr/local/bin/mono ckan.exe" i get "no such file or directory found". just dropping it into the ksp folder and running like i would in windows it comes up and i can refresh to see all the mods but the options are greyed out and unusable. trying to install the mods i can select them all and proceed to the install page but it just stays on the status "updating mods" and doesnt do anything. i tried doing just "mono ckan.exe" like it says on the first page here and i get the no such file or directory found and i get the same if i put in the full path of the file /desktop/something/KSP/mono ckan.exe so what am i doing wrong? im aware this is really a linux support question but honestly this is the only thing i have linux for (64bit RO) so going elsewhere seems kindof pointless. anyone able to help me?
  15. excelent work on 1.0 guys , i have 3 questions, for some reason i cant select the launch site on the map, theres no symbols but all the nodes for RT are there... How do i fix this? i had a load of additional textures for proc fuel tanks in my last install can i just transfer them over to this one without issue? and is there a cloud mod that gives earth clouds and makes venus and titan look like venus and titan?
  16. id also point out that as ksp 1.0 is not distributed with a win x64 version and squad have officially announced that winx64 version will no longer be supported by them until unity is fixed and RO is now being updated to 1.0 there is absolutely no point in you even bothering with win64 version of .90 because soon it will be obsolete and that will be yet another reason why your posting about would be annoying to the people who maintain this thread. honestly dude just stop, so far your posts have provided little of any use to any one and it seems to me from reading them that your only trying to start an argument or at the very least annoy the people who maintain this thread and the mod pack itself
  17. none taken mate thats my thoughts exactly, im asking because most of the time people say you just learn by doing but i dont want to "do" and get it wrong so i wanted to know where the best learning resources for this would be so i could learn without screwing it up for others,
  18. so how would i leaarn about how to do that? ive looked at .cfg files in the past and i dont even understand what i read
  19. i would really love to help you guys with RO but i have absolutely zero experience modding or coding of any kind is there a fast way to learn?
  20. to start im not sure what your on about when you say the redstone had larger control surfaces http://imgur.com/DbRSDEr http://imgur.com/Sq8P7D3 this was done within 2 days of 1.0 launch so i dont know if there were changes between then and 1.02 , i litterally got bored with new stock quite quickly and went back to .90 RO (the only chalenge in stock 1.0 was getting past the irritating things such as the rocket flips and even then the challenge was little more than a minor irritation) now before you start going on a lecture about aerodynamics, im not saying that the new aero is not better or that its less realistic i am simply saying that the realism and improvements it provides make unrealistic things happen because other parts of the game are modeled over simplistically (fuel tank COM shifts to name one) all i have to do to quash ideas that this newest version of the game provides realistic aerodynamics regarding rocket flight is point to the monstrosity in post number 63. while im not saying the new aero is inferior to the old i simply contest the notion that its "realistic" is not accurate. simply because something is "more realistic" than something else does not make it the definitive "realistic" Edit: just updated to 1.02 and that rocket does not have any issues so perhaps it was an issue with the first version to come out, but i do not retract my point that the aero is not actually realistic as so many claim.
  21. what you say is in fact true however that in itself is unrealistic, before you try to argue against that assertion perhaps you should look at the mercury redstone launches or hell even the v2 launches. both rockets are only single stage and yet neither of them consistently flipped over mid flight due to weight distribution. while the current aero is a step up from the previous bowl of turd soup it is by no means infallible. most of the issues come from other aspects of the game such as the over simplification of fluid tank mechanics and COM shifts and how that is handled especially with regards to aero, to point out how imperfect the new aero is just take a look at the fact you can bring a vehicle back from orbit on a very steep trajectory without a heat shield provided you have sufficient air brakes. BUT while the new aero is not perfect i am still eagerly awaiting the 1.0 version of RO to come out because there are substantial improvements in the game and the issues of the new aero will become irrelevant when i can make my own shape and size fuel tanks.
  22. personally im not a huge fan of the aero in 1.x that i tried, while i could get everything to fly there was the weird rockets flipping over at 12km and that just pissed me off as a test i actually made a rocket which was just mk1 command pod then 2 long fuel tanks and an lv45 with 4 of the early winglets and even flying purely prograde and only controlling the turn at launch for a full grav turn it would still flip out, and before people like nikkyD start trolling me as though im some noob, bear in mind that most of my 1000ish hours of play have been using FAR and over half of the total on RO so its not like i dont understand gravity turns or thrust to weight ratios or simulated Aerodynamics. but
  23. wow that is EXACTLY what i was looking for..... <3
  24. i will check out the flyby finder, and honestly that tutorial is fantastic, ive never had any issues traveling to lanets in stock ksp because the d/v cost isnt very high and putting lots into LKO is not difficult, RO on the other hand makes it a real head scratcher and that basically explained how to do it. i had thought of using Jupiter for an assist but strangely the cheapest transfer to Jupiter (within 50 years) is 8.342 Km/s whereas the transfer to Saturn is only 6.8 Km/s (im assuming the difference is down to orbital inclination) i think im going to do some trawling of the webnets to see if i can find an interactive solar system map and some info on how to calculate transit times etc
  25. yea the assume it away was pretty much my objective with adding so many modules, the design started out as an adaptation of the nautilus and the reason i added the second ring is because im aware plants have great difficulty sprouting in 0g so the second ring was more about ring is the assumed hydroponics area. in its current design its carrying 49t of water but im having braiin fade in working out weather i should replace most of it with water purifiers... for 10.5t i can have a water purification plant for 6 kerbals but the conversion rate is .081 waste into .077 water and .004 waste so im not sure how to work out how much i need to start out with because im not sure how often that conversion takes place so if it will only save me 10t of water theres not much point but if it saves me 30 then i can cary at least a further 2 years of food and O2, its a shame there isnt the regenerative CO2 remover found on the shuttle available in game, that would make life very simple
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