Bosun
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[1.2.2] Space Shuttle System new release 26.01.2017
Bosun replied to DECQ's topic in KSP1 Mod Releases
The way to really do this well is to get kSPRC going, and actually do the math in flight. Working backwards, assuming a certain AoA, and calculating the rate of descent, loss of speed and drag, and determine where your PE would need to be post-burn in order to successfully place you on a trajectory for landing at KSC. That's what they have to do in real life, and the only way that it works. The computer holds the AoA the whole time during descent, as well, to prevent problems. I suppose a cheap work around to this through trial and error would be to start at a set orbital velocity and altitude, and using the same amount of burn to place the same PE, use a static AoA to measure how long around the globe it takes you to reach an approach vector for landing, and then over several tries, hone in your own visual accuracy on when to burn based on that familiarity and hold those parameters in de-orbiting rigidly to get reliable results. To get this to work with RSS - if you don't have enough dV to get to orbit or maneuver, you can go into the part configs and change their values, increasing the amount of fuel the ET and fuselage can hold, how powerful the engines are, and even affecting the mass, should that need to be (but it shouldn't.) I've managed to get it to work by just altering how much Monoprob the OMS engines have access too, as well as increasing the internal volume of the External Tank. -
Hey! I think I got it. I also had, I believe, some tainted copy of install. After a fresh install of 1.2.2 (which it was to begin with, but whatever), it seems that I'm now getting the proper definition seen in the video, and it appears to be working. Whew. Cool. NOW I need to get DECQ's shuttle working and I'm good to go. THanks boatman, this is really cool stuff.
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Thanks, I think I've got it working now, but I'll do more checking later as well. I had to download ScaledRSS textures from Pap, as 1.2.2 Kopernicus and RSS wasn't loading properly with the CKAN indexed RSS Textures. Weird. Also - the clouds look great really far away, but from low orbit ~145km, they're kind of just lighter patches of sky. Just wanted to confirm that sounds like it should, I totally get that 8k isn't all that high a resolution, so I wanted to make sure they shouldn't look more crisp from that altitude. Next thing we need are E.T Land textures! Edit - Watching the launch to orbit video several pages back, I am definitely not getting the definition of the land or cloud textures at similar altitudes that the video had in it. Hmm. Tomorrow....
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I appreciate it... Just curious, can you tell me, what version of Module Manager you have, EVE, and Scatterer while running on 1.2.2? I've got 16 gigs of RAM, and even when the game loaded with E.T.O (even though blue sphere error), I never topped more than 4-5 gigs, so I don't think I'm running out of room that I would need vm. I just cannot find a functioning compilation of mods. Also - does this work on 64b or perhaps I need to only use 32? Cheers,
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[1.2.2] Space Shuttle System new release 26.01.2017
Bosun replied to DECQ's topic in KSP1 Mod Releases
Also having this same problem...hmm. I'm still tinkering -
Hey Joe, Can you put up a Github link? Even without Defender Firewall on, my network isn't allowing me access to Spacedock.
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By deleting the contents of the Cubemaps folder, however, I now only have the original textures from RSS. So - No way to get the game to work with Cube maps, then? It would be helpful to have a solid version of the game, and other mod dependency versions clearly stated. Exactly what version of the game, with which version of Kopernicus, RSS, Scatterer, do you need, to make this work?
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My WarpDrives will not work. I have downloaded the Github FOR_Release folder for the warpdrive and used it's contents as outlined in other posts, but I still have a menu without advanced controls for the WarpDrive. It simply has Activate/De-Activate and toggle torque buttons. When activated - the warp bubble extends out around the ship, and when I throttle up while pointed at the target with the engine activated, it tells me I have 0.5kn thrust, 0.343c[max: 1.275c](throttle not maxed), T@13.800ec, Conservation: Velocity, Fuel Flow .938u, Status Nominal, Fuel Req Met: 100%, Specific Impulse: 20,000 running at 1/3rd power roughly. I have full Xenon and Charge, with Tokomak Generator running. I have an engineer in the main hull. The ship at full throttle will shudder violently and sometimes lose parts. But will not actually go anywhere. Any ideas?
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Bosun replied to RoverDude's topic in KSP1 Mod Releases
My WarpDrives will not work. I have downloaded the Github FOR_Release folder and used it's contents as outlined above, but I still have a menu without advanced controls for the WarpDrive. It simply has Activate/De-Activate and toggle torque buttons. When activated - the warp bubble extends out around the ship, and when I throttle up while pointed at the target with the engine activated, it tells me I have 0.5kn thrust, 0.343c[max: 1.275c](throttle not maxed), T@13.800ec, Conservation: Velocity, Fuel Flow .938u, Status Nominal, Fuel Req Met: 100%, Specific Impulse: 20,000. The ship at full throttle will shudder violently and sometimes lose parts. But will not actually go anywhere. Any ideas? -
Just a note : I've downloaded the latest Cristoffel on a stock system and I am having the same result. Was this ever resolved? Currently, at about 80-100 days, Vall is ejected from the system. At a year and a half, I had lost Laythe as well. I discovered this rather by accident, as my ship arrived in the Joolian system and readied for transfer to Laythe...but, that's odd, she doesn't appear on the scopes, like she isn't even there. Let's check out that small moon over there....if that's even what it is....
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Anyone know what this is about? [LOG 21:43:57.688] ******* Log Initiated for Kerbal Space Program - 1.3.1.1891 (WindowsPlayer x64) en-us ******* Kerbal Space Program - 1.3.1.1891 (WindowsPlayer x64) en-us OS: Windows 10 (10.0.0) 64bit CPU: Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8) RAM: 16305 GPU: NVIDIA GeForce GTX 980 (4060MB) SM: 50 (Direct3D 11.0 [level 11.0]) RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, Default, ARGB2101010, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8, ARGBInt, RGInt, RInt, BGRA32, RGB111110Float Log started: Mon, Dec 11, 2017 21:43:57 [LOG 21:43:57.917] AppCanvas MASK: 3458764513820540928 [WRN 21:43:57.924] [SpaceNavigatorWindows]: Could not initialize device. [LOG 21:43:57.927] MainCanvas MASK: 3458764513820540928 [LOG 21:43:57.930] PhysicsGlobals: Loading database [LOG 21:43:57.943] ActionCanvas MASK: 3458764513820540928 [ERR 21:43:58.578] FontLoader: Bundle is null [WRN 21:44:00.835] Cannot create config from file 'C:\ksp-win64-1.3.1\Stock Scaled Up\GameData\InterstellarFuelSwitch\Patches\IntegrationLiquidFuel.cfg'. [WRN 21:44:00.836] Cannot create config from file 'C:\ksp-win64-1.3.1\Stock Scaled Up\GameData\InterstellarFuelSwitch\Patches\IntegrationLiquidFuelOxidizer.cfg'. [WRN 21:44:00.837] Cannot create config from file 'C:\ksp-win64-1.3.1\Stock Scaled Up\GameData\InterstellarFuelSwitch\Patches\IntegrationXenon.cfg'. [WRN 21:44:00.839] Cannot create config from file 'C:\ksp-win64-1.3.1\Stock Scaled Up\GameData\InterstellarFuelSwitch\Patches\Jettison.cfg'. [WRN 21:44:00.840] Cannot create config from file 'C:\ksp-win64-1.3.1\Stock Scaled Up\GameData\InterstellarFuelSwitch\Patches\XenonTank.cfg'. [WRN 21:44:00.841] Cannot create config from file 'C:\ksp-win64-1.3.1\Stock Scaled Up\GameData\InterstellarFuelSwitch\PatchManager\CCFULLSetups.cfg'. [WRN 21:44:00.843] Cannot create config from file 'C:\ksp-win64-1.3.1\Stock Scaled Up\GameData\InterstellarFuelSwitch\PatchManager\CTFULLSetups.cfg'. [WRN 21:44:00.845] Cannot create config from file 'C:\ksp-win64-1.3.1\Stock Scaled Up\GameData\InterstellarFuelSwitch\PatchManager\ISTFULLSetups.cfg'. [WRN 21:44:00.846] Cannot create config from file 'C:\ksp-win64-1.3.1\Stock Scaled Up\GameData\InterstellarFuelSwitch\PatchManager\PGTFULLSetups.cfg'. [WRN 21:44:00.847] Config in file 'C:\ksp-win64-1.3.1\Stock Scaled Up\GameData\InterstellarFuelSwitch\PatchManager\RFCFULLSetups.cfg' contains no data. [WRN 21:44:00.849] Cannot create config from file 'C:\ksp-win64-1.3.1\Stock Scaled Up\GameData\InterstellarFuelSwitch\PatchManager\TankRevampPatches.cfg'. [WRN 21:44:02.673] Config in file 'C:\ksp-win64-1.3.1\Stock Scaled Up\GameData\SXT\Parts\Aviation\Aero\Wing\elevon2.cfg' contains no data. [WRN 21:44:02.821] Config in file 'C:\ksp-win64-1.3.1\Stock Scaled Up\GameData\SXT\Patches\ModCompatibility\WIP\Nukes\NFE.cfg' contains no data. [WRN 21:44:02.896] Cannot create config from file 'C:\ksp-win64-1.3.1\Stock Scaled Up\GameData\TweakScale\Examples.cfg'. I can build it. When I click 'Finalize Build', no matter the craft, it always crashes to desktop.
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Hi folks, Attempting to get this to work via the d3d11 shortcut. Currently, I get the blue sphere problem. I've downloaded PhineasFreak's config used for RSSVE, and changed the Before/After texts from RSSVE to E.T.O, which is what MM uses as an ID for it. However - I'm wondering - where do I place the config, if it were to work? I currently have it the Scatterer/Configs folder. Is that correct? Also - has anyone else been working on the problem lately? Cheers,
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Any ideas about this graphical anomaly? I've had it with most graphical mods dealing with Atmospheres. The atmo from orbit is a hard edge. Any simple values I could play with either in code, or in graphics (I own the Adobe suite) to make this a natural fade? This is a fresh stock install of Spectra with very few mods, mostly only those that came packaged with it, Mechjeb, and a parts mod. Running a Geforce 980 GTX, latest drivers.
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Galileo - Oh man, thanks! I have been reading that a few folks have endeavored to create 16/34k textures for the SS, but I only saw them mention working on it, and don't think they've released them. I believe the post said they were changing them all by hand. Amazing. I may see about that myself. In the meantime, I'm just trying to see what is possible with the render engine at this point. lol.
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Hi all, I just downloaded this mod again for 1.3.1 and I'm attempting to solve the low resolution in low orbit. Essentially - I want to move the zone where we go to scaled space out to 200000. Currently, I have the 8k textures installed, and I have RSSVE as well. In the RealSolarSystem.cfg file, the only lines present are Time Warp limits. Nothing else is in the file. In the RSSVE GLobal Config file, I have changed the references to Fade Start and ENd for PQS and Scaled Space from 1**** to 2******, essentially doubling the limit. I can now get the detailed textures further out - however - the oceans are also textured/tiled now as well as the land itself still lacks definite boundaries, the tiles are drawn on the low resolution of the low resolution of 8k textures close up. Is there a way to get the definition you have at 30k, to remain until 200k...IE...not go to a flat or scaled model, but to keep rendering the planet as if you're at 10 or 30k. FPS is no object, I just want to know what values to manipulate, as my attempts thus far have only affected tiled textures and not the actual borders of land/sea or the definition of the continents or islands. I know this may not be possible, but it must be a matter of some value manipulation. Surely there's a way... I love this mod, but I can't abide being in low earth orbit and being confused as to where I'm passing because it's so blurry....
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Bosun replied to Theysen's topic in KSP1 Mod Releases
Piggy Backing on JustZach - I'm hoping to scale the Mk1-3 pods back down to Kerbal Sized Pods, because they look way to big on EVA in RSS/RO. I'd like to keep the attributes but simply scale the models back down to be properly sized with Kerbals, as well as the relevant fuel tanks, etc. Is this also something I could modify via MM and if so, what value should I change?- 2,215 replies
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Thanks Art! Yes, I was actually attempting to build rockets that would follow a natural gravity curve without the need for steerage on the pitch. After looking through several equations for gravity turns that have been written, I finally had the thought about trying to just build rockets that have dV staged well enough to turn on their own, as in, a real, actual, gravity turn. At a certain altitude, I'll pitch the engines to tilt the rocket to a pre-determined pitch, and once at that pitch, release the rocket from corrective steering to simply point prograde. At first, I attempted to use the game's own SAS control through kRPC to keep the rocket toward prograde, but I'm curious if the kRPC command without SAS engaged might be a little more stable, as the SAS tends to give most of my vessels horrible waggle, so we'll see. Once I get decent at building the rockets, I can begin to actually work through the math of the build to design a rocket on the ground, write the code without flying it first, and know exactly what it's going to do. Finally - thanks for giving me insight into pointing prograde! I am still curious to know about the numbers that the conn.flight().prograde spits out, because I also want to know when my prograde surface flight path has reached a certain pitch, upon which I would release the rocket to prograde direction instead of forced pitching. Cheers!
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Another puzzler! I'm wanting to feed the 'prograde' vector from the conn.stream into the guidance for the target-pitch-heading function. Currently, I've created two functions, pitch and heading, to parse out the individual parts of the 3-float tuple that prograde stream spits out. My question - which of those three tuples is the heading, the pitch, and what is the 3rd value in that tuple? Also - printing these off, they are in decimal. What kind of conversion should I use to translate them into 0-90 ranges? I'm using RSS, btw. Not sure if that matters. Thanks for any help!
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Bosun replied to Theysen's topic in KSP1 Mod Releases
Random Question: Is there a way to modify the CFG files for RO to default the physical models of the parts back to their original sizes while leaving the values they have RO'd? I ask for two reasons, 1: Other parts for Mk3 expansions, tanks and things do not match and they don't always have a TweakScale module. Used RSS before RO and managed ok without the size changes there. 2: When I go to do EVAs, the Kerbals look incredulously small. I am going to try and do some fun videos that might be a little historical stock-a-like, and want the EVA activities to match up, with reference to the size of the ships they're clinging too. (or...is there a way to make Kerbals on EVA bigger to match) Cheers!- 2,215 replies
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[1.2.2] Space Shuttle System new release 26.01.2017
Bosun replied to DECQ's topic in KSP1 Mod Releases
The problem I run into, Rigel, is that attempting to follow this outline, even remotely emulate, will either cause the craft to burn up in the upper atmosphere, or cause it to correct for COM forward, which is the tail end of the craft. There is no scenario I've been able to emulate in RSS with RO where I hit 104k-ish and while reducing speed. What ends up happening, is I will accelerate towards the planet even at oblique angles until I hit around 103k altitude, and then immediately, the ship will begin to over heat, and before I can drop below 7000 m/s, I've burned up at around 100k. Is there a trick I'm missing in RSS / RO? I currently have no craft that begins deceleration before 103k. Until that bar, they all accelerate regardless of shape or entry angle. Is that correct behavior? I'm beginning to think my RO/RSS atmosphere may be the problem, as I see others posting with the shuttle apparently working, so I'm thinking it's got to be something other than the Shuttle itself. Except for the COM thing, but I think I can fix that creatively with excess ballast weight. -
[1.2.2] Space Shuttle System new release 26.01.2017
Bosun replied to DECQ's topic in KSP1 Mod Releases
Following NASA's descent profile for the Shuttle just leads it to point Retrograde and is uncontrollable or recoverable after that. Perhaps the Center of Mass needs to be adjusted? Currently, it is difficult to fly to orbit 'cleanly' without a lot of heavy manual steering to keep it oriented, and I have not found a descent profile that works to keep the ship oriented correctly in the reentry phase without aerodynamic forces either overheating the hull, or causing it to spin around against the flow. Anyone else have success? I'd love some pointers. I should mention I'm using RSS for this. -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
Bosun replied to steedcrugeon's topic in KSP1 Mod Releases
Time to get Rickeddy-Rickeddy-REKT! -
[1.2.2] Space Shuttle System new release 26.01.2017
Bosun replied to DECQ's topic in KSP1 Mod Releases
Nothin' much man... What's op wit' you? /hadtosorry Also - Aside from how awesome this mod is in most respects - I have very much trouble controlling the STS during launch. I have tried with Mechjeb, manual, SAS, and kRPC auto_pilot scripting, and cannot seem to get the shuttle to keep a steady course. She appears to over-correct with the shuttle engines, and limiting them only makes the wobble worse. Has anyone encountered this and solved it?