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Aelfhe1m

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Everything posted by Aelfhe1m

  1. @Kazkar I'm not seeing this either. Since I had RP-1 open in the background when I read this, I popped into the VAB and stretched an existing SR to 18.96t with 20t avionics. Added an overbuilt launch stand to get it to 21.12t gross. Launched a simulation and added a downrange (difficult) contract. Didn't have enough SR payload on board for that part of the contract but the "maintain sufficient avionics" parameter completed fine : This is an RP-1 express install (CKAN) on KSP 1.12.3 with a few extra UI and utility mods.
  2. I haven't tested this mod with RP-1, but some general comments: RP-1/RealismOverhaul explicitly "hides" all parts that don't have specific RP-1 patches for tech node, price, mass, scale etc. If you go into Settings -> Difficulty Options -> RealismOverhaul and move the Speculative Level slider all the way to the left (Scifi) then this will enable maximum compatibility mode in RO. Most unconfigured parts should then show up in the Non-RP-1 Parts node in the tech tree next to the starting tech node. There is a tool on the RP-1 wiki to help users configure unsupported parts appropriately.
  3. Copy the text into a new text file and save it anywhere in the GameData folder with a .cfg file extension. (The same applies to any other MM patch you see published in the forum unless explicitly told otherwise) I like to give all my patches meaningful names and keep them organised in a folder that will come last in the patch cycle (and thus more likely to override mods own patches), so I would save it as GameData/ZZZ_Custom/BDB_Kerbalism_MESA_Science.cfg
  4. That's only 4 months. I've was away for longer. Sometimes people just want a change and then come back refreshed and reinvigorated.
  5. None unfortunately. Best I've come up with is a Module Manager patch to show the internal experiment ID in the contract and in the part information box in the editor. This is only a partial fix however as some contracts are written in a way that won't display any useful extra info with this patch.
  6. Cloud Manager is complaining about"Kerbin-clouds1" and PQS Manager is complaining about a "body = Jool" entry. Those are not part of the KSRSS install. You have got the stock Kerbin system config files loaded as well as the KSRSS ones. Deleting the "BoulderCo" folder from GameData should fix this.
  7. I think that placement is because it's most useful for landing planes/spaceplanes.
  8. Try upgrading to the latest version of ModuleManager. If it's not that we'd need to see your logs:
  9. Basically anywhere nearby that isn't in one of the mini-biomes will count as KSC biome. Just drive off the side of the runway. Or there are a few spots between the various hexagons that the main buildings sit on that are at the same level as the building tiles (e.g. the grassy spot between the VAB and Tracking Station - under the word "tracking" in the below image's "Tracking station Dish North" label)
  10. @tinyspy44 The Baikonur Cosmodrome is at latitude 46° N. You cannot launch into an orbit with a lower inclination without a dogleg, no matter your launch window. The Moon's inclination relative to Earth is only ~ 28°. If you use launch to plane of target then it will always try to dogleg for lower inclination orbits. You could however time it manually and set orbital inclination to "current" and that would get you a non-doglegged launch with a ~18° inclination relative to The Moon. One way you might try to get Mechjeb to help you with manual timing would be to initially click the launch to target button (but non enable autopilot), note the countdown time, set a manual alarm (stock or KAC) for that time, cancel the launch to target and switch inclination back to "current", then fast forward till the alarm goes off and enable autopilot at that point.
  11. @Blalo Zooming in on the image I can't see anything wrong. The only "issue" is along the night side edge of the planet where the circumference line is drawn a little heavy. I believe this might be an issue with Scatterrer drawing some of its effects in front of other objects (i.e. the rings) on screen but if so its barely noticeable in this case.
  12. Reginal Morrison piloted the final and very successful X-planes (low) flight, hitting altitude records at 50km, 60km and 70km and a new crewed speed record at 1500m/s, before returning safely to the Cape.
  13. @RoverDude Great to see these all releasing. One small note - the Catalog link in your signature leads to a web page which still contains the old BobPalmer GitHub repository links rather than the revised UmbraSpaceIndustries ones. You might want to fix those.
  14. The Mechjeb AR202 case isn't in pods, it's in the control category beside the stock RCS blocks and reaction control wheels. The "Mechanical Jeb - Pod" is deprecated and won't appear in any category by default but should be findable if you put its name in the search bar. But because it's deprecated I don't recommend using it.
  15. How to find the log files is detailed in this post - they were moved in later versions of KSP:
  16. The Artifexian rabbit hole is deep! I've whiled away many an hour on the minutiae of worldbuilding and conlangs. Fascinating stuff. I'm sure he probably references KSP in other videos, in a similarly off-hand manor, but I can't remember for sure.
  17. Well assuming you installed the recommended mod Kronometer, then you can use the same fix I posted to the JNSQ thread:
  18. @Cagz Looking at the final state in ModuleManager.ConfigCache, the patch you want would be: @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[@CONFIG[LR79-NA-11]]]:FINAL { @MODULE[ModuleEngineConfigs] { @CONFIG[LR79-NA-11] { @minThrust = 50 @ignitions = 20 %throttleLocked = false @description = Main engine for MB-3-II propulsion system - test1 } } } NOTE: this overwrites the existing LR79-NA-11 "MB-3-2 on Thor" engine configuration with these new settings. If instead you intend to add an additional config, that would require a different patch.
  19. Add a ModuleManager patch to your GameData folder with the following: @Kronometer:AFTER[JNSQ] { @DisplayDate { @PrintDate { @offsetTime = 3600 // add 1 hour } @PrintDateNew { @offsetTime = 3600 // add 1 hour } @PrintDateCompact { @offsetTime = 3600 // add 1 hour } } } You'll need to adjust the offset amount (in seconds) to get it to line up correctly. It's never bothered me so I haven't taken the time to calculate the correct offset. Kronometer is a dependency so you should already have it installed. You may also want to install Early Bird for more control of the warp to morning button.
  20. Kerbin's default radius is 600km so if Earth is 1500km that's 2.5x (10x is 6000km and full scale RSS is 6371km)
  21. Thanks @Joesk I don't know how I missed that radio button! Symmetry button seemed to work for me.
  22. Does anyone know how to properly configure drag chutes in RP-1/RealChutes? I attached a pair of radial chutes to the tail of my plane and configured them using the drag option in the real chutes config screen but they didn't deploy when I hit space just after touchdown. The log unhelpfully just says: [LOG 01:47:57.247] [RealChute]: RC.radial was activated in stage 0 [LOG 01:47:57.249] [RealChute]: RC.radial was deactivated [LOG 01:47:57.249] [RealChute]: RC.radial was activated in stage 0 [LOG 01:47:57.249] [RealChute]: RC.radial was deactivated I need the chutes to help slow down since the brakes and spoilers can't seem to cope before I run out of runway. (The plane did stop safely but not on the runway so I missed out on the bonus in the contract)
  23. Progressing to supersonic jets in my new RP-0 career. After an air launch 300km from the cape and holding a Mach 1.4 cruise at 13,000 m for 3 minutes to complete the first supersonic planes contract. I managed to surprise myself with a near perfect glide slope approach to the runway. Touchdown was a little late but everything was looking good Umm, not braking very quickly... Whew! Down and safe. Maybe I need to figure out how to add some drag chutes before the next flight. Edit: Jet is a modified version of the JP-1B Pingu from here
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