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BMot360

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Everything posted by BMot360

  1. The Falcon 9FT in the Launchers Pack mod doesn't have enough dV to get to orbit (even without a payload) in 3.2x scale. I'm trying to figure out what I need to change to get it working.
  2. Hi, I'm currently running Sigma Dimensions on a rescale factor and resize factor of 3.2 - celestial bodies and orbits are increased by 3.2. Some of the parts mods I'm using, e.g. Bluedog Design Bureau and Tantares, are optimized for this size of solar system, however others (like Launchers Pack) aren't. I'd like to change the config of these unoptimized mods, so that I can use them in a 3.2 solar system, but have no idea where to start. Do I need to amend the config of each part (if so, what?), or can I use a module manager patch to fix them all in one go?
  3. Thanks for the response. It's my first time making any config changes. I've changed the ISP, but I guess there's other things I'll need to change too, as that's only made a slight difference to the dV. Guess I'll get tweaking!
  4. I'm currently running Sigma Dimensions with a Rescale factor (adjust the size of planets) of 3 and a Resize factor (adjust the size of orbits) of 3. Is there a way that I can adjust these parts so that they're compatible with the new scale, as a F9 FT with no payload doesn't have enough dV to get to orbit?
  5. Is Mechjeb's Ascent Guidance able to change the flight path when staging to a lower TWR engine, i.e. pitch up to keep raising the time to apoapsis?
  6. Hmm, I've tried downgrading to 1.2.2 but the crash still occurs.
  7. Hi, Just booted up KSP after a couple of weeks away and it now crashes on load. This never happened before I took the few weeks off. Error Output_log Mods [x] Science! AIES_Aerospace B9PartSwitch BetterBurnTime Bluedog_DB Chatterer Coatl Aerospace CommunityResourcePack CTTP CustomBarnKit DistantObject DMagicOrbitalScience DMagicScienceAnimate EnvironmentalVisualEnhancements Firespitter Flags jool_rings JX2Antenna KAS KerbalAlarmClock KerbalEngineer KerbalJointReinforcement KIS Kopernicus KWRocketry MechJeb2 MechJeb2 Embedded by Dennis6492 MissionControllerEC ModularFlightIntegrator OPM PlanetShine ProceduralFairings RcsSounds RealPlume RealPlume-Stock scatterer Sigma SmokeScreen Squad StockVisualEnhancements SVT Tantares TantaresLV TransferWindowPlanner TweakScale WildBlueIndustries
  8. Is anyone else having a problem with the Prometheus liquid engines and not being able to change the Thrust Limiter whilst in-flight?
  9. Still struggling getting an Apollo CSM (with 90/110 Liquid Fuel/Oxidizer) into orbit with a Saturn IB booster. I'm using x3 rescale. The Saturn V is working great and seems to stage in the right places, but the IB seems underpowered.
  10. Oh, I see! I didn't realise that. Ah yes, looking at Wikipedia, I see that an LEO Apollo CSM was about 1/2 the weight of a Lunar CSM. Thanks for the heads up!
  11. Am I doing something wrong with the Sarnus IB (plus Apollo), as I can barely make it into orbit without the Apollo engine kicking in to get me there? I though the S-IB and the S-IVB would do it?
  12. Are there any recommendations for a 3.2x rescale mod, as suggested in the Latest Release notes on GitHub?
  13. Yeah. Same orbit, same re-entry periapsis etc. Just noticed that I'm having problems decoupling the Belle Nose Cone from the Belle Docking Port. It can't be staged. I created an action group on the Belle Docking Port to decouple the node, but the Belle Nose Cone doesn't budge. Do I need to use a stack decoupler?
  14. The latest commit works fine. Thanks Cobalt. For information: it looks like you do need to build a new craft for the changes to take effect.
  15. Keeps killing mine too. When the chute deploys, the Landing Parachute System somehow detaches due to the sudden G-Forces, hits the capsule and sends it plummeting towards the ground in spinning doom.
  16. Yeah, it works and looks fantastic. Remember to remove Boulder Co as well as EVE!
  17. BoulderCo, you say? I still have that installed from when I had EVE installed previously. I'll try removing it when I get home and see if that gets SVE working.
  18. Game Data What I was seeing when I had EVE and Scatterer installed With SVE installed KSP Output Here you go.
  19. Yeah, I removed my existing copy of EVE and pasted the full contents of the Game Data folder, contained in the SVE download into my KSP Game Data folder.
  20. Forgive the stupid question but...how do you actually install this mod? Now, I'm not new to installing mods but this one has me stumped. I have been running EVE and Scatterer previously, so this is what I did when I followed the READ ME instructions. Removed EVE and Scatterer. Reinstalled a fresh copy of Scatterer. Copied the entire contents of the SVE Game Data folder into my Game Data folder, merging and overwriting Scatterer in the process. The result looks exactly like Stock, with Scatterer installed. No EVE or SVE in sight. I messed around with a few variations, such as leaving full EVE installed and installing SVE, but I'm not seeing much difference. Where am I going wrong?
  21. Hmm, your craft file seems to work ok. The only difference, aside from a different fairing (Procedural Cone Fairing for me) and a few additional RCS thrusters and the HLR15 batteries, is that I use an additional MUO600 fuel tank on the Atlas. Maybe that's enough to upset the mass distribution.
  22. Apologies if this has already been covered, but I can't see it in the thread (I've also been out of the loop KSP-wise for a few weeks). Since upgrading to 1.1 and updating BDB, my trusty Atlas-Agena (now updated with the new BDB parts) now flips like it's never done before at around 5KM. Has anyone else had similar problems, or have I messed up the build with the updated parts? Craft File
  23. Hey Cobalt, I don't think the Inon Decouplers are working in the latest release (I don't think it's just me this time).
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