Patrykz94
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Patrykz94 replied to ferram4's topic in KSP1 Mod Releases
I have a bit of a problem with parts (a specific part) failing due to atmospheric stresses. Is there a way to increase a part's strength through a MM config? I have KJR installed and this is in a RO/RP-0 game. The issue happens quite often during reentry (doing a Falcon 9 landing). I'd mostly be looking for a part config since this pretty much always happens to the center engine but any suggestions are welcome. Thanks in advance- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Patrykz94 replied to ferram4's topic in KSP1 Mod Releases
Answer in the spoiler below (as it's not really relevant to the thread). And as for the issue I had with the aero stress destroying the rocket, it seems to be kind of working properly now.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Patrykz94 replied to ferram4's topic in KSP1 Mod Releases
Yes, but for now I'll do a clean install later today of KSP and RO with just depenencies and the mods that are needed because I get quite a few crashes while trying to test things (lot's of other mods in current install). This could potentialy fix my issue, I'll let you know if it does.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Patrykz94 replied to ferram4's topic in KSP1 Mod Releases
Yes, I have KJR installed. This is the full RSS/RO/RP-0 install with some additional mods.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Patrykz94 replied to ferram4's topic in KSP1 Mod Releases
Hi, I'm making a Falcon 9 landing script with kOS (here's an earlier version of it in action) and after recently updating some mods (many mods), I'm having a bit of trouble with Rapid Unscheduled Disassembly during reentry, usually when the drag force on the vehicle passes ~600kN. It is always the Merlin-1D engine (from Launchers Pack) that fails due to atmospheric stresses first, taking the rest of the rocket with it. So my question is, is there a way to increase the parts strenght with a config? I tried increasing the breakingForce and breakingTorque but thay didn't seem to do much, unless I just didn't increase it high enough (tried 2000 each). Thanks in advance.- 14,073 replies
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Guys, is there any good colonisation mod that works with RO/RP-0? I'm assuming that UKS is probably not compatibile so do you have any recommendations?
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[Old Thread] KRE - Kerbal Reusability Expansion
Patrykz94 replied to EmbersArc's topic in KSP1 Mod Releases
Would you be able to make them more suitable for Realism Overhaul for real-life sized Falcon 9 (3.66 meters diameter)? I built a Falcon 9 with accurate dimensions and everything and the 3.75m legs look a bit too big and they stick out a little bit from the rocket (as in there is a little bit of empty space between the rocket and the legs) so I need to move it manually. Other than that, the mod is awesome! BTW. Having them in white would be great as well -
I can confirm that I did have an issues with resized fins, I did remove parts 1-by-1 from the craft and found that whenever I had resized fins attached, my craft would slowly raise even when attached to launch clamps, after a while it was starting to shake uncontrollably and crashed my game a few times. Didn't happen with regular non-resized fins. This was in the previous version thoug. In the version that came out yesterday (5th of March) I noticed another bug (don't know if it was there before but I noticed it now) I installed MFT again as it says that the compatibility for it was fixed. Whenever i resize a fuel tank or any part that can store fuel with MFT, the dry mass of the parts is calculated incorrectly. It shows the correct dry mass on the right click menu in VAB (thats what MFT displays I believe) but the actual dry mass of the part is different and when parts are scaled down it can go to negative. I tested to see if it is just a bug in displaying the mass incorrectly in the VAB but on the launchpad, a craft with negative mass with slowly start raising and if there is any other part on the craft that has mass, the craft flips around so that part is on the bottom (makes sense since it's heavier). This doesn't happen when I resize a procedural tank so I'm guessing it is an issue with tweak scale calculating dry mass incorrectly.
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[1.1.2] Cacteye Telescopes Community Takeover (V 7.1.0)
Patrykz94 replied to Andem's topic in KSP1 Mod Development
I'm having a little issue. I just got the FungEye Telescope into orbit and took a picture of the Mun (actually I probably took 5 as I didn't know if it works, there was no message). Now the science window popped up and it has 5 results. Each of them is worth 3.2 science and the bars are only about 1/10 filled but whenever I click Keep Experiment or Transmit Data, nothing seem to happen and the debug log says: [Log]: CactEye 2: Logical Error 3: SkinStored is null! [Exception]: NullReferenceException: Object reference not set to an instance of an object The science window doesn't disappear and it still says theres five of these experiments, when I transmit, it does give me a tiny amount of science but the experiment is still there.- 71 replies
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@taniwha I haven't tested it but this is the most recent changelog of TweakScale: BTW. I've been using TweakScale for around a year now and never encountered the bug you talked about.
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I did that and the same thing happens. It also happens with modded LES towers so I guess the basic action groups in the game are just bugged. It works just fine if I assign it to action group 1 for example but ABORT or BRAKE won't fire the engine.
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Hi all. I have a problem with the Launch Escape System, not sure if it is because of AGX exactly. I made the abort action group and added the option for it to activate LES, a decoupler and a fairing. When I press the abort button, the fairing and decouplers do their job but the Launch escape system doesn't start. It says that the engine is activated and on the staging section on the left off the screen it displays the fuel bar as if it was working, but the actual engines don't ignite and after I right click on it, its says the status is off. Same happens when I activate it by clicking activate. It works just fine when I start it via staging but that's obviously not how it's supposed to be used. Am I missing something? Edit: Looks like this only happens when I use the actual abort action group. If I use any of the regular action groups for example AG 1 then the LES fires just fine.
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
Patrykz94 replied to Pak's topic in KSP1 Mod Releases
Awesome mod, just what I needed for my space shuttle. I would recommed using this mod with Space Shuttle Engines and B9 Aerospace Procedural Parts for the wings. I also use kOS to make a launch script (because shuttles are not controlling friendly).- 2,351 replies
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Space Shuttle Pack for ksp 1.0.4 dev thread
Patrykz94 replied to Mike-NZ's topic in KSP1 Mod Development
Hey Mike. Awesome mod. The only thing Is that the Dream Chaser wouldn't fit inside the Shuttle (in reality). Dream Chaser has a wingspan of around 7 Meters (https://en.wikipedia.org/wiki/Dream_Chaser; http://www.space.com/19551-dream-chaser-space-plane-flight-test.html) and the payload bay of the Shuttle is only 4.6 Meters wide (http://www.esa.int/Our_Activities/Human_Spaceflight/Space_Shuttle/Shuttle_technical_facts). EDIT: Wrote this before looking at your last post. -
Space Shuttle Pack for ksp 1.0.4 dev thread
Patrykz94 replied to Mike-NZ's topic in KSP1 Mod Development
Hi. Is anyone else having an issue with the nose gear acting strangely? For me, when I land it just keeps suddenly stopping every few seconds. When it does that, the whole front of the Shuttle bends. Not sure if it's an issue with brakes or something. And a question to the dev. Could you make the parts more expensive? At the moment it is unrealisticly cheap to build the whole Shuttle with fuel and everything for 29k while a regular MK3 Cockpit itself costs 21k. I made a shuttle with some stock parts and couple of mods and the newest version of it (I was rebuilding it a few times) costs 207k and weights 605 tons with the whole launch system. -
I'm not able to provide the log because once the game frezes i can't click on anything. I have instead taken a few screenshots which show when this happened. It doesn't seem to matter which way I'm transfering the resource or whether it is a modded or stock fuel tank. When I transfer LiquidFuel and Oxidizer (at the same time) I'm only able to transfer from 1 tank to up to 2 other tanks. I can also transfer from 2 to other 2 tanks without issues. Transfering to 3 tanks freezes the game. http://i.imgur.com/XPv4Lj3.jpg http://i.imgur.com/JBhd0bt.jpg I have tired only LiquidFuel and only Oxidizer and then the problem first occured when transfering it from 1 to 5 tanks. However in this case It did transfer some of the fuel prior to freeze. It usually freezes right when you press the Xfer button. http://i.imgur.com/OLUG1zl.jpg I have also tried the Monopropellant and that gave the same result as LiquidFuel + Oxidizer. http://i.imgur.com/NTdMfgm.jpg I have many mods installed, here is the screenshot of my GameData contents. http://i.imgur.com/vu1YJEN.jpg Let me know if there is anything else I can test.