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Phineas Freak

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Everything posted by Phineas Freak

  1. That's why the Gameplay Questions and Tutorials sub-forum exists. New (and old) players can ask questions about the game and other players can give answers. Ask away and have fun!
  2. @Kommodore Without even a basic .log file no one can say. It could be anything, including dragons...
  3. @Steven Mading Yes, it completely removes the module as i do not believe it is possible to have an Action Group entry without having the PAW option at the same time. Either: be very careful when triggering actions from the PAW or set every PAW action to be accessible from an Action Group or outright remove the module responsible for it
  4. RP-0 Take a look inside the "RP-0/PartHacks.cfg" file. The ModuleRangeSafety is added at an "AFTER[RP-0]" pass so you should be able to override it by defining an extra AFTER pass: @PART[*]:HAS[@MODULE[ModuleRangeSafety]]:FOR[zzzRP-0] { !MODULE[ModuleRangeSafety],*{} } BTW, it is accessible via Action Groups: if you click the probe core/avionics unit you should have an option to assign and trigger it.
  5. @KAO I have a guide that walks you through this process in my GitHub Wiki pages: https://github.com/PhineasFreak/RSSVE/wiki
  6. @akron It seems that it is impossible to actually open them with any image editor/viewer. They are reported as being broken and/or encoded incorrectly.
  7. Hmm, none of the "official" AJ10 (or other American hypergolic engines, like the LMAE/LMDE) ever had very detailed pictures of the inner workings, only the overall factor. Also, these engines are pressure-fed so the only real components are the combustion chamber, some propellant pipes and the propellant valves. Example No. 1 (AJ10-37 - Vanguard Able): Example No. 2 (AJ10-142 - Thor Delta): Example No. 3, a more complicated design from the Apollo SPS (AJ10-137): As you see...not a lot.
  8. @Alcentar You are a very lucky person! The AJ10 engine in general is (was?) the simplest engine ever to be manufactured using non-modern techniques. Orthographic view: Using the above image as a basis you could also make almost every AJ10 variant ever made. Compare it to the AJ10-118K used on the Delta II launch vehicle: Only a bit longer of a nozzle. The very early variants (used on the Able/Ablestar upper stages) have a nozzle slightly smaller than the AJ10-190 variant. TL;DR: it would be great if by modeling the Shuttle OMS engine you could also make the rest of them...
  9. Meaning that you are creating a new instance of the KSP installation, since you are completely removing and reinstalling the files/folders. And losing everything in the process. This would not happen if you had a standalone unmanaged installation... Your point was...?
  10. @strudo76 It is possible. The x86 and the x64 KSP instances are completely separate and self-contained. In fact, you can also: Delete the original "KSP.exe" binary and the "KSP_data" folder Rename the "KSP_x64.exe" binary and the "KSP_x64_data" folder into just "KSP.exe" and "KSP_data" (replacing the original ones) And you will have a x64-only version of KSP.
  11. @Galileo But if you don't keep it in the temp patch then the naming will be correct for Earth and everything will work "out of the box". Aren't the adjustments required only if you remove it via MM?
  12. @Galileo Exactly as you said. There is absolutely no reason for the end user to ever change any of the setting assuming that everything works OK or a "zero-day" bug appears (a change that breaks the current Scatterer settings). @gemini4 You have various exceptions logged, both from various other mods (TestFlight and probably KSCSwitcher) along with the EVE CityLights plugin. I have seen this behavour on other installs, mainly when the base KSP installation has suffered a breakdown (has happened to me before on my dev installation) of some kind or some Windows permissions have been set incorrectly. Since you have a ton of mods and i do not see anything else going wrong I'd suggest to test with a clean KSP 1.2.2 installation. @Gordon Dry Don't get me wrong but...the point is? A testing report? BTW, the cbNameLater parameter will be part of RSS and it is required by RSS (and, by extension, by RSSVE) to operate as intended. You will have to remove it from the temp patch. It will also make easier the installation of RSSVE under KSP 1.3 as no config changes will be required.
  13. @Galileo Thank you for the offer, i really appreciate it! Your work that you have done for all your packs is something godsend! I'll see if i can squeeze them into the current Release Candidate or for the next one. Probably for the next one since i have also made a ton of changes and i'd like to make sure that nothing got broken...
  14. @Heady978 Known issue, fixed for the next version. @avi I commented on the Earth surface detail textures in the previous page. I have added a detail texture for the next version but it will only work under PQS and not ScaledSpace. Also, i am not an artist so texturing in general is not something easy for me to get right. Contributions in that area are always welcomed. TL;DR EVE does not support such textures anymore and no way around exists. Edit: ninja'ed by @Theysen. Also, the laggy terrain was my fault since i was just getting started with Kopernicus.
  15. @MR L A Let's assume that you have a modded KSP 1.3 install, managed via Steam. Everything will be cool and dandy until the next version (let's assume that is KSP 1.4) is released. Depending on your Steam settings: KSP will be automatically updated to the next version, probably without you even noticing it KSP will be updated at some point manually, leaving behind files that may conflict with the new ones (the KSP 1.1.3 --> KSP 1.2 update did that) Then, you will launch KSP, expecting to continue your favorite career or sandbox game, only to be greeted by a mess. Chaos will ensure...
  16. @MR L A Use the 2.8.1 version of Module Manager, the 2.7.5 version is KSP 1.2 only. Offtopic: it would be better not to mod your Steam installation. Copy a fresh KSP install somewhere else and mod that instance.
  17. @NotJebediah You are running out of memory: C:\<redacted>\Kerbal Space Program\KSP.exe, run by <redacted>. 54% memory in use. 0 MB physical memory [0 MB free]. 0 MB paging file [0 MB free]. 0 MB user address space [56 MB free]. Use the 64 bit version of KSP.
  18. @Toontoonizer thank you, i appreciate your kind words! I had an implementation for detail textures (since the EVE terrain manager does not work anymore) early on but users complained about low frame rates. I recently tried to revive it but i also got the same issue (the lag was unbearable). That's especially annoying considering that i implemented the exact same system to add detail textures to Triton and it worked like a charm. The water level is managed by RSS itself, i do not touch it. A new normal map texture would be required and that is not something that this mod does (maybe in the future). There was such an alternate texture though posted by @Observe in the first couple of pages of this thread. This is (was) a bug with the camera far clip values. I have fixed it for the next Release Candidate.
  19. I get your point but the Kopernicus detail terrain textures only apply in PQS and not SS. These are two different beasts and that's why i asked if we could fix/update the EVE terrain manager. Maybe i should bug @Thomas P. and see if something similar can be implemented by Kopernicus? I guess the answer will be "no" as it probably is out of scope.
  20. @Galile-Ho Hope that i will do a good job answering your questions. So: Being pressure-fed does not mean that ullage is not a problem. This is a common misconception but it is easy to understand why it happens. I will use an excellent example, courtesy of our lord and savior @NathanKell: Pick up a can of spray paint (these containers are pressurized to allow the paint to exit with high velocity from it's nozzle). If you orient it properly (i.e. with the nozzle at the top) then you get the paint. If you place it upside down then you will get just the pressurant. This is exactly what happens in micro-gravity (the "paint" will not cover the outlet, even if the pressure inside the tank is sufficient). MechJeb is usually better at handling stage Dv numbers. KER also has a bug where the Dv numbers do not show up in flight. Personally, i use KER for the per-part management (the info windows are hard to beat here) and maneuver predictions and MJ for all the other goodies. Every crew member has an inert mass of 100 kg. Be aware that there is also a bug where the Kerbal mass is applied to all parts of a craft file so the final values may/will be bogus. Communications are not a problem for deep space but for very low orbits. You can very easily get yourself in a situation where the vessel is between two tracking stations but it cannot reach either of them due to the vessel being over the local horizon. As an example, a correctly positioned GEO relay will allow your vessel to connect with them. The signal delay is part of RemoteTech. RT has a flight computer where you can "program" various actions (action groups, maneuvers, orientation) but is is buggy as hell. I'd advice, even if it utterly unrealistic, to just disable signal delay. You could have a crewed vessel in a low martian orbit and a rover in the surface and let your crew manager it, allowing for near real-time operations. This goes hand in hand with the signal delay feature though so if you disable it then command points are not needed anymore
  21. @Jack95970002 Without even a basic log file i cannot say what the problem is. One guess, judging from the sky appearance and since you said that you are using CKAN, is that the EVE BoulderCo folder is present in the GameData folder, breaking the RSSVE cloud configs. BTW, CKAN installations are not currently supported by RSSVE.
  22. @Mr.Maxwell None of these two engines have smoke effects. It is by design.
  23. @TheEpicSquared Since RF takes care of the cryogenics (heat conductivity, boiloff, ullage) i'd say that it would be best to remove it. If you are still having problems then start by removing any mods that are not required by RSS/RO (including RP-0 and it's own dependencies). If you are still having problems then remove half of the mods (being careful not to remove a mod that is required by another one) any try again. If everything else fails then crowbar the #$*@(! do a completely clean install, including a fresh KSP copy.
  24. It is part of the "Cryotanks" mod: GameData\CryoTanks\Plugins\SimpleBoiloff.dll Did you have any luck by just installing the correct MM version?
  25. That is what the toggle does. This is by design. As @Theysen mentioned, since one of the major dependencies (RSS) is not yet updated for KSP 1.3 there is absolutely no reason to update it for KSP 1.3. Do not expect any compatibility updates anytime soon. However, bug fixes and general improvements are in the works (as i noted a couple of posts above). Be patient. Technically, it is possible to get the whole RSS suite up and running for KSP 1.3 but it is not something straigtforward.
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