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[quote name='Varsi']You are saying they point at the next satellite but there's nothing pointed back? One way communications don't work that well. Since you have dish pointed at active vessel it may seem like the system works sometimes when you have the right satellite active.[/QUOTE] So I need something pointed back as well? Okay, well, what if I were to increase the wedge of the 20 Megameter dish to 90° and then point each one at Kerbin? That would place the other two satellites within the wedge and, I believe, would thus grant 2 way communication. Does this solve my problem?
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Hello, I've recently had a slight issue with this mod. I was setting up a trio of geostationary satellites spaced out around Kerbin to begin my network with, but as I was getting the third one into position, all three stopped projecting connections to one another. The only one that is even connected to anything is the one directly above the KSC. I'm using a custom made tree. The ones I currently have unlocked are a 1 Megameter antenna to get things into space, a 5 Megameter antenna to get things farther out, a 20 Megameter dish with a 60° wedge, and a 100 Megameter dish with a 15° wedge. The arrangement on the satellites are one 5 Megameter antenna to get them into position, two 20 Megameter dishes (one points at the Mun, the other points at the next satellite in line [1 points at 2, 2 points at 3, and 3 points at 1]), and two 100 Megameter dishes (one points at Minmus and one points at active vessel, until I expand my network). Again, my issue is sudden unexplained connection loss. Satellites should be in range of the 20 Megameter dishes that are the basis of their connection, and yet they just don't connect. What is happening?
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Can't Get Started
Rithaniel replied to Rithaniel's topic in KSP1 Technical Support (PC, modded installs)
The output_log text file is in "KSP_Data," correct? If that's it, then I went in there but couldn't find any null reference exceptions, however I did find a few lines that are repeated over and over again, so I'm gonna type them out in here. Just to be sure, I went ahead and dropped by texture usage to half res and my rendering quality down two steps. The issue still arose. So, I don't think it's RAM usage. Anyways, here are the lines that I suspect might be relevant: The referenced script on this Behavior is missing! (Filename: Line: 1771) Serialization depth limit exceeded at 'ThermalLink'. There may be an object composition cycle in one or more of your serialized class. (Filename: Line: 67) Serialization depth limit exceeded at 'OcclusionData'. There may be an object composition cycle in one or more of your serialized class. (Filename: Line: 67) Serialization depth limit exceeded at 'Contracts.Agents::AgentMentality'. There may be an object composition cycle in one or more of your serialized classes. (Filename: Line: 67) Serialization depth limit exceeded at 'Contracts.Agents::AgentStanding'. There may be an object composition cycle in one or more of your serialized classes. (Filename: Line: 67) -
Greetings forum goers and troubleshooting gurus. I seek your help in resolving an issue. I start up a new game, set it to career mode, and go into the KSC. As soon as I'm there, I try opening any facility, and the problems begin. VAB, Spaceplane Hangar, and Tracking Station will highlight, but when I click on them, they won't open. Research and Development, Administration Building, and Mission Control will open, but when I try to exit out of them, the time warp bar will appear at the bottom of the screen, but the screen will otherwise stay on the display for the building. The Astronaut Complex will open, and then close, but then I can't even highlight another building in the KSC. Pausing the game will bring up the pause menu, but "Quit to Main Menu" button will not work. Now, I have no idea what might be causing this, but my install is heavily modded, so I don't know if I should list every single mod I have or not. I should also note that I have tried my hand at shuffling around some part files. I am currently using individual parts from LLL, AIES, and Remote Tech to create my own custom Remote Tech satellite progression. I am also using individual parts from AIES for their intended function. If I need to provide additional information, I will, but it might take a day to get it here, because my computer is not connected to the Internet (I am posting this via my phone). So I would need to copy the information to a flash drive and ferry it to a usable Internet connection before posting it in here. If I should list my full list of mods, however, I can probably just type that out on my phone. Any suggestions or advice is appreciated immensely.
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The Name Change Thread (WARNING! ONE TIME ONLY!)
Rithaniel replied to Souper's topic in Kerbal Network
I'd like to get my username changed to Rithaniel, if it's not taken. -
I believe the modifier "seems to" before the "propagate instantaneously" was to account for the fact that it's not, in fact, propagating instantaneously. On topic: That's actually pretty exciting, because (allowing string theory is correct) that means we have found potential evidence of wormholes existing.
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Okay, so I was off researching the heavier elements out of pure curiosity and I learned that Holmium forms extremely magnetic compounds with Yttrium. However, looking through a few Google searches, I found no further details on these compounds. So, does anyone know about these compounds and what they are like? How magnetic are they, specifically? Also, just for the sake of discussion: In the hypothetical pursuit of terraforming Mars, the single largest obstacle is the planet's lack of magnetic field and the human race's current inability to restart the core of a planet. Suppose, however, that you were to instead construct a net of hyper-magnetic satellites orbiting around Mars, to grant it an artificial magnetic field, free of the trouble of melting the core of a celestial body. What would such an undertaking be like? What confounding factors might there be?
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I seem to be having an issue with a parameter for Kopernicus, specifically "givesOffLight." When I try to set the default sun's light to "false", the body still produces light, and when I set a custom star's light to "true", the body fails to produces light. Several different variations on the parameter have already been attempted, including %, @, and ! followed by immediately posting a new copy of the parameter. I've even tried flipping the values. It's been established that it's only on my computer, and the parameter functions on other computers in the same file I've put together, but I need to be able to see the changes I'm making on my own computer. So, what could be going wrong and what could I do to fix it? (I sure do hope this is the correct place to post this.)
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Rithaniel replied to ferram4's topic in KSP1 Mod Releases
I've attempted this method before, but it has been amplified far too quickly in my experience, often ending up 100% horizontal before 20km. As for TWR, I'm actually starting this ship with solid rocket boosters, and I have them set to 1.23 TWR, to ensure I don't reach supersonic speeds until I'm above 6km.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Rithaniel replied to ferram4's topic in KSP1 Mod Releases
Alright, so it's my flight skills. Thanks for the advice, guys. I'll give it another go in about a day or so.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Rithaniel replied to ferram4's topic in KSP1 Mod Releases
Hi. I'm having a slight issue which I believe to be originating in FAR. I've been building a massive orbital station part-by-part recently, and currently I'm sending up the heaviest/longest part, so I have an extremely large/tall ship to get into orbit. I have the important chunk stowed away in a 5m KW fairing, and have ensured that my center of lift is securely below my centers of mass/dry mass. Yet when I launch, if I try to enact a gravity turn where I turn my inclination more than 5° anywhere below 20-25km, my ship flips out every single time, no matter how powerful I make my gyroscopes or RCS blocks. This is fairly detrimental as, due to it's size, it will explode spectacularly if it flips. After turning on aerodynamic overlays, it seems that the fairing is acting like a colossal elevon tilting the entire ship into the direction it is already moving. Drag forces from the body of the ship (now flying sideways) come into play shortly thereafter, forcing it to spin even more. I've had this issue before, but have always been able to overcome it, but, due to the scale of this launch, it has not been possible this time. I have currently rage quit after approximately 6 hours of repeated attempts at this launch, but was simply wondering if this could be my build, my flight skills, or FAR to blame. If it is FAR, what can I do to fix the issue? (Also, my computer is old and was cheap even when it had been freshly bought. Thus, this computer is not designed to play KSP, and my install runs extremely slowly. One minute of in-game time with such a massive ship in the lower atmosphere, takes more than 15 minutes of RL time. I believe this has no bearing on the matter, but I'm just sharing my pain.)- 14,073 replies
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No, asteroids generally don't collapse into spherical shapes because they don't have the requisite gravity to do so. Now, there are asteroids large enough to collapse into spheres. The best example of this would probably be Ceres. If a planet or moon, meanwhile, had "time to cool and solidify", it would still collapse, because there is no known material capable of withstanding the stresses necessary to maintain such an irregular structure. This is the main problem facing people trying to engineer a space elevator, the lack of such a material. You could have an elipsoid object like Haumea, stretched out due to extremely quick rotation, but that's a different can of worms altogether.
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Well, a celestial body would not be able to maintain that shape. It's own gravity would collapse it into a sphere again in fairly short order. Then again, even if it managed to retain that shape, the exposed core wouldn't stay molten, as it would lack the pressure necessary to keep it so. It would expand and cool over a series of days, really. That being said, I'm kind of okay with being able to land on the core, as that makes it into a chunk of phosphorescent rock. Now, with the science out of the way: "OMG! Broken moon is so cool!" P.S. I've been following along this thread since it started, and I've really been wanting to pick up some skill with 3D modeling so I might be able to contribute. Any advice on how to start learning that? Also, what kind of computer specs would be recommended?