BMot360
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Posts posted by BMot360
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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?
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On 8/28/2017 at 4:36 PM, Kartoffelkuchen said:
Yes, you can make a module manager config file where you apply new values to the existing entries in the parts cfg's. You will need to experiment with it however, you can't simply say "well the universe is three times bigger, so I will simply multiply all existing values with 3", so it might take a little bit of time.
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!
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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?
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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?
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12 minutes ago, linuxgurugamer said:
Most likely some of those mods aren't updated for 1.3, which is what you are running.
if you are running Steam, I may have auto-updated from 1.2.2 to 1.3
You have two choices in this case:
1. Use steam to downgrade to 1.2.2
2. Update all you mods, and remove the ones which aren't updated for 1.3
Hmm, I've tried downgrading to 1.2.2 but the crash still occurs.
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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.
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 -
Is anyone else having a problem with the Prometheus liquid engines and not being able to change the Thrust Limiter whilst in-flight?
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On 15/11/2016 at 6:55 PM, BMot360 said:
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!
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.
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11 minutes ago, VenomousRequiem said:
Is Apollo fully fueled? Filled all the way Apollo weighs too much for Saturn Ib.
Just now, CobaltWolf said:^ Saturn 1B - balanced to perform relative to IRL - needs the Apollo tanks to be mostly empty to make orbit. Saturn 1, and then 1B, struggled to keep up with the ever-increasing weight of the Apollo CSM. Luckily for them, the orbital missions that the S1B needed to launch it into didn't need much dV.
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!
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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?
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3 hours ago, Jso said:
I'm not sure what the current state of prepackaged rescales is, but all you need to roll your own is Kopernicus and Sigma Dimensions. Edit the GameData/Sigma/Dimensions/settings.cfg and change Resize and Rescale to 3.2. I've heard everything works well as is at 3.0x, and we're currently testing tweaks for higher rescales. Don't forget to go into advanced options and set the antenna and dsn range modifiers to whatever value you used for the rescale.
Thanks for the recommendation. Did you make any changes to the atmosphere height?
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Are there any recommendations for a 3.2x rescale mod, as suggested in the Latest Release notes on GitHub?
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16 minutes ago, CobaltWolf said:
Can you confirm that it works under circumstances that were causing issues before?
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?
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On 23/05/2016 at 5:40 PM, CobaltWolf said:
Can y'all download the latest commit off GitHub? I tried to upload some possible fixes for the Gemini parts - basically I strengthened the joints between the pod, RCS module, and the parachute. Let me know if it helps - make sure you build the crafts from scratch, I don't know if using old ones will have an effect.
Ideally, I would want you to explicitly recreate the circumstances of a reentry that broke the pod (ie tell me what your initial orbit was, and then what your periapsis was for reentry) using the version that breaks, to verify it, then do the same thing with the new version.
There is some weirdness going on with the Github today - if it says the latest commit was 'Added SOLTAN parts' then just download the files from Dropbox.
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.
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On 20/05/2016 at 7:57 PM, sp1989 said:
@CobaltWolf @Jso I would really like to use the Vinci as my standard orbital launch vehicle but I can't because the parachute system for it keeps killing my Kerbals.
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.
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8 minutes ago, tree_tchoper21 said:
Let me know if it works
Yeah, it works and looks fantastic.
Remember to remove Boulder Co as well as EVE!
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15 hours ago, BMot360 said:8 hours ago, tree_tchoper21 said:
okay it seems that opm was causing it
it seems kerballoons had boulderco in it, i must have put that in accidentally when installing eve. however opm does not have anything that was put there by me so i think that is the issue.
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.
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6 minutes ago, Nhawks17 said:
Can you post your KSP.log and your output_log.txt files for me as well as a picture of your Gamedata folder
What I was seeing when I had EVE and Scatterer installed
Here you go.
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Just now, Nhawks17 said:
Did you install the EnviromentalVisualEnhancements folder included in my download?
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.
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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?
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12 hours ago, Sgt.Shutesie said:
Try out my set of craft files (listed on first page) and see if you get the same result. Atlas Agenas are Muo IB-ID I think.
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.
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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?
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On 05/01/2016 at 9:31 PM, BMot360 said:
I'm having some problems with the Inon Decouplers since the last dev release. The attachment points aren't the same as they used to be/don't work and neither do the engine fairings.
I noticed the problem when trying to attach to the Inon Engine Mounting Plate/Inon-75 engine (either one engine or two). Previously, an engine fairing was generated that lined up correctly with the fuel tank.
13 hours ago, CobaltWolf said:Stream is done. Got some work done on Thor, and finished Transtage - didn't have time to get it in game though! Have a dev release, including the new Thor stuff, the Titan fairings, and more balance work.
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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12 minutes ago, CobaltWolf said:
Sorry about that - The new node placement is near the top of the mounting plate, at the bottom of the dark grey rim. The interstage should attach there.
Heh, so it is. I could have sworn I tried that.
Thanks for the quick response!
How to optimize rocket engines for a rescaled solar system?
in KSP1 Mods Discussions
Posted
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.