Frimi_2
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Frimi_2 replied to nightingale's topic in KSP1 Mod Releases
Yea you were totaly correct. I was still pointing the dishes from the 2nd contract to mun. Plus the one sat I had already there it was enough to set the coverage over the threshold. As I turned the dishes of the 2nd contract off and kerbin rotated to the opposite side, the 3rd contract appeard after a little contract cycling. Suggestion: Add a fullfillment agreement to the point to contract that includes deactivating the dishes for "result proceccing" than it's less likely people run into that? BTW I totally love your contracts ^^- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Frimi_2 replied to nightingale's topic in KSP1 Mod Releases
Hmmm it stays strange somehow. The first two missions worked, at least on the contract side. For a while I saw the nex mission offered (Mun network) but I did't picked it up for a while, now its gone and resists to show up again. I tryed the usual (Cycle trough offerd contracts, Debug menue remove fulfilled missions, reinstalled CC) but nothig seems to motivate the missions tho show up again. Here is the output log. I fly over it already and I fear that my install is a little messy with that many errors inside https://drive.google.com/file/d/0B3S6YRtGQtcsblplM1B5UnRfOTg/view?usp=sharing- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Frimi_2 replied to nightingale's topic in KSP1 Mod Releases
Ups, I thought I did update to the last version. Yea now it works Sorry ^^ Thanks a lot- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Frimi_2 replied to nightingale's topic in KSP1 Mod Releases
Cycle trough the offerd contracts was the first thing I did. After that I tryed force check reqierements and cycled trough again. Maybe somthing went wrong because I installed RT over my existing install by using the XF version. Here is the Log. https://drive.google.com/file/d/0B3S6YRtGQtcsTVFZWHZzU2ppMEU/view?usp=sharing Thanks a lot- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Frimi_2 replied to nightingale's topic in KSP1 Mod Releases
Hi, did the split up in two contracts solve the issue with the non appearing Kerben contracts? I have the same issue with the missions. The Debug menue shows all green.- 557 replies
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Frimi_2 replied to FreeThinker's topic in KSP1 Mod Releases
Not really. It's more a cross mod compability issue. See the link to procedural parts above. It happens to get messy if you try to fill a tank with real fuels by having isfs installed. You end up with a double filled tank. One filled by rf one with isfs. A possible solution might be if you detect some fuel to ignore, than set the default to be an empty tank? Or the more complicated solution what NatanKell said.- 1,187 replies
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Frimi_2 replied to FreeThinker's topic in KSP1 Mod Releases
Uhhhh nice. ^^ I just tested it out. It now let you fill in the VAB the fuel that you want, calculate everthing correctly and works fine with procedural parts. The stock tanks are a little more stupor. They refill itself with the last ISFS setup after loading on the pad.- 1,187 replies
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Frimi_2 replied to FreeThinker's topic in KSP1 Mod Releases
I'm not so sure that will help much. We discussed somethin simmilar in the PP thread: http://forum.kerbalspaceprogram.com/threads/106975-1-0-2-Procedural-Parts-Parts-the-way-you-want-em-v1-1-1-May-12/page36?highlight=procedural PP supports real fuels, but not ISFS. Additionally if you try to use both they override each other.- 1,187 replies
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Hey guys, I encouterded a minor bug. If you fill a capsule inventory in the VAB but launch it without a pilot in it e.g. a lander. It don't save the KIS inventory whith it. If you put a Kerbal into it everything is fine. So better launch your vessels fully manned
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Frimi_2 replied to FreeThinker's topic in KSP1 Mod Releases
Does this mean It ignores now fuels added by an alternative mod like real fuels kerosin?- 1,187 replies
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Frimi_2 replied to Raptor831's topic in KSP1 Mod Releases
Raptor, I made you a show off what I tried. https://drive.google.com/file/d/0B3S6YRtGQtcsNll3Tkd6WjV2cjg/view?usp=sharing If my math is wrong please correct me. Otherwise I will use the web app If I get to a point when I understand what Iam doing there -
cipherpunks I agree this is a solution. But I'm thinking a little further. Since KSPI and procedural parts are in my opinion two of the major game changer it would be awesome if it works together more smoothly. Especially KSPI and its vast ammount of recurces would profit very much due to it lacks a decent variaty of fuel tanks (don't mind freethinker the mod is fantastic ) I'm not sure how hard it is to do. As I understand the actual coding procedural parts checks if RF is installed and than uses a different set of parameters to make procedual real fuel tanks. But nevertheless it's for OtherBarry to decide if a different parametrer set for KSPI fuel switch will be supported. But one is certain, you can't use both tank modders.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Frimi_2 replied to Raptor831's topic in KSP1 Mod Releases
I know the web app. I will look into it deeper because without further backround knowledge it was hard to understand. A small how to would be nice 😉 I thought it is enough to change some names and number in the existing configs, because the SpaceY enginges are already implemented and have just new namens -
The looking time is a minor issue. Try to fill a tank with lqdhydrogen for example and try to launch with a hydrogen burning engine... supprise... tank still holds lqd fuel. You can remove fuel switch but the interstellar enginges wont recognize real fuels.. It just won't work. Please feels free to proof me wrong ^^
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Frimi_2 replied to Raptor831's topic in KSP1 Mod Releases
Sounds like a great plan. In the mean time we are happy to live with a linear isp curve as well. In that case than, were is the missed number? Is it the tech level? What value is used for calculating? If you use the actual configs and only change the name, it works fine, but the Engines are immense overpowered... -
No it is not an new recouce. Interstellar fuel switch is FreeThinkers version of a adjustable Tank contend for Ksp Interstellar. I messed around with with several Mod combinations and editing configs, trying to use a procedural tank in combination with one of the interstellar Engines but it is just not possible right now. I came so far by using real fuels to configure it. That it works in the VAB but it's not flyable because the tank filling is complete messed up afer rollout. I talked to NatanKell yesterday and he comfirmed that two mods that define the tank contend won't work togehter. So it's up to you if you want to support Kspi Players as well or not. If yes would be fine. If not please make a short notice in your description, than ists clear.
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Hey NathanKell, I discovered a minor Issue. By trying to run KSPI with its integrated Interstellar fuel switch togehter with RF/RFT it happens that those two override each other. It works fine in the VAB untill you roll something out to the launch pad. Than it reverts itself to a setting as in the Interstellar options marked. I'am aware that the two mods are not supposed to be used in this way. I was trying to fill a procedural tank with one of the IS fuel by using the real fuel mod. Not sure how it can be solved except to avoid using this together. Perhaps If you might talk to Freethinker? Maybe you can agree on something? regards Frimi
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Frimi_2 replied to Raptor831's topic in KSP1 Mod Releases
Hi Raptor, I was trying to update the configs for the necrobones SpaceY engines because, first of all thy are awesome with real fuels and more importand there have been some changes in namings and ISP settings, but I can't get the values right. I corrected the mass and trust values but the ISP values won't comply -.- I input the values as so: @atmosphereCurve { @key,0 = 0 295 @key,1 = 1 255 as in the original engine configs stated. I'm aware I should reduce this values because they were multiplied wit the values IspSL = 1.1021 IspV = 1.1021 but I was testing out. And I noticed the result is not 325 and 281 as you would expect. Instead it is 345 and 307 Am I missing something? -
Hey, I don't want this to post in the forum. I can't stop thinking about your DE modding. I would like to help out. My coding skills in C# are limited but I was pretty good in thermal dynamics in university. Maybe I can assist you with the physics modeling if you want to?
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Frimi_2 replied to Starwaster's topic in KSP1 Mod Releases
Okay so far so good. Forget that thing with the decimal places. It's just the teperature mod that doesn't round up the numbers.... Besides shielding from raiation does make sense after all. Point 1: Exploding Jebs, the casings have a thermal mass of 0. I wasn't able to confirm that is the reason it explodes every time because I can't find the value to edit but I think this might be it. If I understand your coding correctly you calculate the thermal mass as a factor in the overheating limit. Then it makes perfecly sense that it explode instantly. Point 2: Exploding parts in the upper atmosphere fairing independed explosions. Here also helped turn off the radiation. If turned on after gaining some distance to kerben they survive strangely. The explodings parts (illuminator, landing struts, solar panels have a thermal mass of 0.12 maybe it would make sense to tweak this value a little? You know your balancing values better. But it is kinda odd wy no further explosions happens after gaining some distance. Does Kerben emmit radiation heating?- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Frimi_2 replied to Starwaster's topic in KSP1 Mod Releases
According deadly launches... I think the exitement have been a little early. Parts with low maximal temperature (Jebcasings, Fins, Legs) but eveb with higher values (Illuminators) still get fried for no appearend reason. (part temperature near zero in upper atmosphere) I can defently confirm the connection between direct sunlight an the pseudo overheatings. By launching at night the overheatings occur later and less likely, but strangly its alwasy the jeb casing that pulverises first. And it happens all inside a procedural faring that states parts are shielded. So no thermal gradient from near hot surfaces, no atmosphere therefore no condunction, no convection let only the suns radiation as source. @Starwaster, are you sure the shielded coding is inside? Or am I missing something? I noticed aomething wiered in the temperatures, besides very long lines of zeros in the cecimal values... The parts explode if the temperature gets a value ot e.g. 8.079° with a max temperature of 800° So now, guys depending in with coutry you live in, you will say yea its correct the part regulary is overheating or you will say it can't be. Its eigher 8079°C or it's 8 POINT 079°C But eigher way, Starwaster... could it be possible that DR interpretating points and komas the wrong way?- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Frimi_2 replied to Starwaster's topic in KSP1 Mod Releases
Hey hey, so far so good. No more deadly launches, you did it ^^ It's working nicely...except randomly exploding Jeb casings for no appearand reasons... S.o. any idea? Logs: https://drive.google.com/open?id=0B3S6YRtGQtcsYnpwcGFaZFdORkk&authuser=0- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Frimi_2 replied to Starwaster's topic in KSP1 Mod Releases
Ok if Ksp is measuring in F rather than C it makes perfectly sense. But in this case I don't get wy it's colored as dark red in the thermal Debugger. Exept Kerbals have a brodelt visual spectrum in the red wavelength of course 😜 Besides the issue that the fairings cooking parts inside stays. But if I understood Starwasters post that is on the todo list. Now it makes sense that a launch at night works perfectly with Dr and in daytime the payload becomes frech fried kerbal stew- 5,917 replies
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