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species

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Posts posted by species

  1. On 10/2/2019 at 12:24 PM, 4x4cheesecake said:

    To solve this, choose one resolution of textures and remove the "_HR" or "_LR" extension of the directory names (you may want to remove the other directories which contain the unused textures) OR add the extension to the filepath in the configs (since there are multiple configs, this will take more time though).

    You sir! deserve a eFing medal!!!! Thank you!!!

  2. 2 hours ago, Pappystein said:

    As you can see All I did is comment out the Drag Cube section.  It works fine on my game (but I am playing 2.5x Stock)

    You rock sir! I did a quick test by hyperediting the spacecraft into lunar orbit in sandbox and did the rest of the mission(even gave the crew 18g reentry, they loved it)using your config. The temperature gauges didnt even appear + the chutes didnt got "red hot" so i think its as you said, its now ignoring em :>  Thank you!!!

    Everything else seems to be also working fine, tried opening the chute in higher speeds and it tear up as it should, opening the second one worked like a charm :>

    Also yea RO/RP-1 is using real chutes.

  3. Im sorry for my ineptitude, please be sure it comes from my next to no knowledge about how KSP modding work(ive tried, its just not my department) and not from any malicious or entitled reasons.

    Yes i saw it on Nathans steam, thats what brought my attention to this excellent mod, but made this post after ive seen it on my own gameplay.

     

    anyway-

    -as i said its only on lunar reentry

    -periapsis doesnt seem to matter, even at perigee that makes you skip into space again

    -speeds around 11km/s

    -it happens at around 70km altitude, chutes closed

    -ablator doesnt seem to be the issue, id say its "descent mode" banking way too much but its still an issue even without descent mode

    -basically theres like 1-2 seconds when they reach, and surpass their max temperatore, so i "fixed" it by cheating.

    I can upload log if it helps.

     

    Again, i now realize how my original post might've looked, but i assure you i got nothing but pure amazement and gratitude for anyone working on any of these mods  :>

  4. 16 minutes ago, siimav said:

    What capsules/cockpits are are you testing this with? If the parts have an entry cost of 1 then no training is required before being able to assign crews to them.

    Mercury from FASA, but i jsut time warped to Gemini and that still requires training, thats weird.

    What i did specifically is got 4 astronauts for Gemini at start and all those required training. Then i flew few missions and recruited 4 more for Gemini, and those new 4 can fly Mercury without proficiency or mission training. Hope im not confusing too much lol :D

    Guess its not a problem since im close to Gemini anyway.

     

    edit - RP-1 seems to get it fine, since i cant have the new guys do a mission training since they dont have the proficiency. But KCT allows me to board em for some reason.

  5. Hmm i seem to have an issue where my kerbals stopped requiring training at all, even tho its enabled in difficulty setting. I can use every kerbal anywhere without any proficiency or mission training, pretty sure it worked at start Oo. 

     

    edit - https://www.dropbox.com/s/lkeco49qctqha70/output_log.txt?dl=0    log if anyone cares :D

  6. I support this decision, it really does feel like low quality version of parts that are already avaiable(for years!!) with MUCH better models.

    Only thing that would ever convince me to buy the dlc is if it was required by RO. If take2 realized the full potencial they would try to make modders job easier, not just copy them.

     

    edit - And ofcourse HUGE respect to you guys! I got 500+/- hours from vanilla ksp, the next 1500+ is spent in RO, and i still have so many things to do!

  7. For me, the game is what you make it.  That being said i used near future electric propulsion for my Europa mission and i wouldnt do it again, it felt too much like a stock game and it diminishes the achievement in the long run.

    You should definetly try manned Mars mission! Its a whole other ball game, it really makes you realize how much more difficult would real life mission to mars be, compared to the moon.

  8. Holy excrements the release version is just beyond awesome! I was totally skeptical about the tooling mechanic and i almost turned off the astronaut training. I have to say BOTH of those mechanics achieved what was intended of em for me, i no longer build brand new launch vehicle for every single mission, youre actually encouridged/forced to reuse tanks Saturn I style. And the astronaut training is awesome as well as it actually requires some planning ahead and when something goes wrong you cant just send another mission right away!

    It just blows my mind how much support this AMAZING mod has! Huge respect to anyone capable and willing enought to contribute!!

    edit- @Slome815  I dont think you can :x Because even if you dont use mechjeb you can always use the ingame flight computer to do the exact same thing. Its more of the issue of the "weird" ksp perspective on the player, youre not really the astronauts, youre this invisible hand of god that can supplement even the flight computer input :D

  9. On 10/30/2018 at 3:49 PM, winged said:

    Nice start. Few (hundred) more launches and you will plant a flag on Ganymede like me:

    I would NEVER have made it off the ground without your videos and BREATHTAKING mars mission! Thank you! :)

    my humble europa landing -.- (F you dave... i land where i want!)

    MEdeCnj.jpg

     

    mothership:

    ucl6ceq.jpg

  10. Quote
    3 hours ago, Antstar said:

    I also wouldn't mind knowing how I can stop H2 boiloff. It makes the nuclear engines redundant if you can't arrive at the destination with any fuel left ;)

     

    Boiloff is a recurring problem in RP0, and i guess real life too, but with RP-1's MLI layers(insulation) on maximum and quite a few radiators ive been able to cut the boiloff so manned mars mission on NERVA2 is actually quite viable :)

    I dont think theres a way to completely get rid of the boiloff without straight up editing config files.

  11. 22 hours ago, Starwaster said:

    ...

    Sorry im propably explaining myself like a neanderthal :(

    I had the Tank [Procedural] in my 1.2.2. install but on 1.3.1 it got replaced with Tank type I - IV(at least im assuming it got replaced since it looks the same), taht can be only set to "tank" and "tank-HP"(which i assumed was high pressurised)

    Like this https://imgur.com/a/9qz30X1 (the upper ones are service modules I-IV) Oo

     

    It might be one of the changes asociated to Real progression 1. Ill try fresh install.

     

    Sorry its obvious i know next to nothing about how ksp modding works under the hood, you might be losing your time with me :(

     

    Thank you tho!

     

    Edit - Definetly RP-1 thing, youre definetly losing your time with me! Sorry! :D

     

  12. Haha yea that is an accurate description ^^   I found out that adding two regular radial chutes and opening em at around 400m/s helps a lot, im able to correct it most of the time.

     

    It might sound bad but i consider it a minor issue considering all the problems i had trying to land heavy-ass spacecraft on LEM descent engines and agena's as ascent ones :D

  13. How do you guys get those fancy tank stats? All it shows for me is current fuel and max temperature :p   Found the answer few posts back ^^

     

    Also is it normall that i cant chose cryogenic tank type no matter ho many MLI i put in?

  14. Tested the whole package today and it works flawlessly, the frame for the MEM is a bit heavy but im assuming you got it from RL source?

     

    I have a weird issue when using the MEM command module tho, while landing the whoel package spins by 180 degrees like 20m before the surface(cutting or leaving chutes makes no difference). Gonna try clean install, no issue while using apollo module tho.

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