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kananesgi

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Everything posted by kananesgi

  1. Tried playing around with this last night. Couldn't get the right buoyancy balance, but I didn't try all that hard as I had another mission to think about. I did notice though that the game ran extremely slow and choppy when I placed one of your gondolas. I tried with the little unmanned one and the regular cockpit one (away from my computer now or I'd give part names) and both would drag the game down, in the hangar at least. Not a problem with the hulls. Built the first test with the Stayputnik core and it worked fine (except for the fact that I have no idea how to use this mod yet).
  2. Ok, I tried the first option which helped a lot. It still wobbles a little, but not near as bad. I believe the problem is too much torque. I'm using the smallest reaction wheel available, though. I'll try more experimentation when I get home. Thanks for all the help.
  3. I'm curious about this. I've tried doing some research and find lots of info about wobble in large builds, but that has to do with the various parts of the ship flexing. This is not related to that, as my craft is only a small handful of parts. So, I've built a small, two-stage, sub-orbital probe using Procedural Parts fuel tanks, with a pair of reaction wheels (one 1.25m on stage one, and one .625m on stage two with the probe core). Stage one is a Swivel engine, stage two is a Terrier. Stage one launches nicely, and it flies quite well. This is actually the first design I've made that I have successfully executed a gravity turn with. I have to play with the throttle all the way up, otherwise it will go unstable and start flipping at around 25,000m. The problem comes in stage 2. For some reason, the SAS causes the craft to wobble endlessly, and I don't know why. It's wasting my electric charge from all the constant control inputs. If I turn off the reaction wheel, the craft just floats wildly out of control because the probe core doesn't have a built-in reaction wheel. I've had this problem before, but it was usually associated with having multiple active reaction wheels or RCS thrusters that were interfering with each other. This time, I have only the one reaction wheel active. Any ideas?
  4. This depends on which Goodyear blimp you refer to. The newest ship is indeed a semi-rigid, as it's actually a Zeppelin NT model. Previous Goodyear ships were proper blimps, meaning fully non-rigid, requiring gas pressure to maintain the envelope shape. Semi-rigid means it has some structural elements inside the envelope, but it still relies on gas pressure to maintain most of the shape. Rigid airships (as one might guess) have a fully rigid structure inside the "hull" that maintains the shape, with gas-bags inside to provide lift. Really looking forward to seeing where this goes. I've always been a huge airship nut.
  5. I'm no sure if this is a good idea or not. I'm just getting back into KSP after a little break to deal with the headaches of Christmas. When I left, 1.05 was fairly new and many of the mods I wanted to play weren't compatible, so I was still playing on 1.04. For the last couple of days now, I've been trying to get a modded 1.05 install working and running into constant problems with CKAN not installing mods or not updating them. At any rate, I finally got it working by simply giving up on some of the mods. I started a career up with the following list of mods installed (copied straight from AVC) KSP: 1.0.5 (Win32) - Unity: 4.6.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit USI Tools - 0.5.4 CactEye 2 - 0.6.11 Community Resource Pack - 0.4.8 Contract Pack: Bases and Stations - 3.1 Contracts Window Plus - 1.0.5.5 Crowd Sourced Science - 3.0.2 DangIt - 0.6.2 Deadly Reentry - 7.3.1 Engine Lighting - 1.4.1 Ferram Aerospace Research - 0.15.5.4 Firespitter - 7.1.5 Interstellar Fuel Switch - 1.18 RasterPropMonitor - 0.24.2 Kerbal Attachment System - 0.5.5 Kerbal Construction Time - 1.2.3 Kerbal Joint Reinforcement - 3.1.4 Kerbal Inventory System - 1.2.3 kOS - 0.18.2 KSP-AVC Plugin - 1.1.5 Infernal Robots - 0.21.4 ModularFlightIntegrator - 1.1.2 NearFutureConstruction - 0.5.5 NearFutureElectrical - 0.6.1 NearFuturePropulsion - 0.5.4 NearFutureSolar - 0.5.5 NearFutureSpacecraft - 0.4.4 Final Frontier - 0.9.1.1749 PlanetShine - 0.2.4.2 Procedural Parts - 1.1.11 QuickScroll - 1.3.2 QuickSearch - 1.1.4 RCS Build Aid - 0.7.6 RemoteTech - 1.6.9 SCANsat - 1.1.4.5 SETI-CommunityTechTree - 0.9.5.1 SETI-Greenhouse - 0.9.3 SETI-BalanceMod - 0.9.5.2 StageRecovery - 1.6.2 TextureReplacer - 2.4.11 ThrottleControlledAvionics - 2.3.0.2 TAC Life Support - 0.11.2.1 Trajectories - 1.4.5 Kerbal Alarm Clock - 3.5 Transfer Window Planner - 1.4 TweakScale - 2.2.6 USI Core - 0.1.2 Karbonite - 0.6.6 NuclearRockets - 0.1.1 USI Survivability Pack - 0.3.3 Universal Storage - 1.1.0.8 [x] Science! - 4.12 Now, some of these I don't even know what they are as they installed with SETI. I read the brief description, but that often doesn't really say what they are for, such as the Throttle Controlled Avionics. No real idea what that is. To get to the point, when I started the career, the first thing I notice are these procedural boosters. I assume they came from the Procedural Parts mod that I didn't realize was in there. I'm on the fence regarding the realism or whatever arguments for or against using procedural parts, but from what I understand about how KSP works, they (procedural parts) are definitely better in terms of system resource usage. As such, I'd like to try a game using only procedural parts and getting rid of any stock parts that fill the same role. For example, procedural boosters would override the stock SRBs, so there is no need in having both in the game, taking up resources and space in the build menus. How would I best go about identifying the stock parts that are replaced by procedural ones and then how do I remove only those parts, without loosing things like command pods and science modules and such? I think mainly what I'm wanting here is to use procedural parts for things like boosters, fuel tanks, fairings, and wings. Maybe cargo bays if there is a procedural version of that. Sorry if this sounds like a stupid noob question or something. I'm still recovering from a heavy bout of the flu and I'm not quite firing on all cylinders. That's probably why I've had so much trouble just trying to get things working again.
  6. My apologies if this is asked and answered already. This forum doesn't work well on a phone. Will kOS scripts work on an inactive craft? Meaning, could I launch a rocket with an accent and rendezvous script, then go to the target craft in orbit and let kOS take care of it, or do I need to stay focused on the launch vehicle until the program finishes?
  7. OK, after digging into things a little more (I'm new and don't fully understand the operation of the mod yet), I now see part of what's going on. First, I didn't realize that TAC does not kill on CO2/Waste/Wastewater full tanks. I figured it would, but I guess they can vent excess from the tanks, so that's why they haven't died from those. Now that I'm home, on closer inspection, I can see the other resources are moving a little, just extremely small amounts. Seems way too small IMO. The flight has been active for 7 days, and 2 kerbals have generated a whopping .49 units of waste, and consumed 5 units of food, 4 units of water, and about 500 oxygen. I may have to look into the resource consumption levels to fix that to my liking. As for why the wastewater and co2 tanks filled so quickly, that was my screw up. I just inspected the ship and realized I forgot to put tanks on for those, so all that is stored in the command pod. I was certain I had installed the universal storage modules for everything, but I missed those. This leaves just the electrical problem. I was under the impression that all resources (including electricity) were consumed/produced all the time, regardless of whether the craft is the "active" craft or not. However, my electric charge is only dropping when I have the craft active. If I go to the tracking station, I can advance several days and the EC remains the same when I go back. Am I wrong about how the mod works here? [EDIT] Just tested it to make sure. I advanced time about 2 months and checked the resources again. The food, water, and oxygen levels all dropped appropriately in the TAC monitor, but the EC remained unchanged. I guess electrical just doesn't matter as much.
  8. [quote name='FancyMouse']It should - but it's configurable per-save from KSC. Did you accidentally disabled itself?[/QUOTE] No, I specifically remember leaving it enabled when I started. Also, the monitor window shouldn't work if the mod waa disabled, should it? Not to mention the wastewater and CO2 tanks filling up.
  9. I am having a problem here. I'm running 1.0.4 still because a couple of mods I'm using aren't 1.05 compatible yet. Does TAC-LS work in sandbox? I've got a flight going that suffered a couple problems that resulted in two kerbals stranded in orbit without fuel. The ship is using Universal Storage containers for all of the TAC-LS supplies. The problem is they don't seem to be using those supplies. Their food, water, and oxygen are not depleting, their wastewater and CO2 tanks have been full for several days, the waste tabk is not filling, and the electric charge only depletes if the ship is active. If I go to the tracking station and advance a few days, then go back to the ship, it still shows 1d12m of electric and the ladies are still alive. Any ideas what's going on here? It's not like I'm upset that my only two female kerbals aren't dead, but I think they should be by now. Apologies for grammar, punctuation, etc. I'm at work and using my phone. I don't text so well.
  10. Woo-hoo, it worked finally. I'm at work and using my phone atm, but you can bet you'll be seeing me here a bit. Thanks for the quick welcome!
  11. Hi all. I'm more or less posting this just to see if I can post here yet. I've been playing ksp for three weeks now, and the only place I've been able to get support from is the Steam forum. Hopefully this will change sometime soon.
  12. Can anyone tell me where the simulator backup is saved? I just lost about a week's worth of play because I accidentally hit the lousy quickload key and loaded a save from a week ago. I got to thinking while I was at work today that the KCT simulation probably worked by creating a backup of the save, which is apparently exactly how it works. Now I'm wondering if I can find that backup, perhaps I could restore my career to at least close to where I was. Aggravating, as I was in the middle of a Mun landing mission, and the damn quicksave was way back before my first manned orbit! There really should be some kind of confirmation dialog on quickloads. I'm going to try S.A.V.E. now, but the damage is already done. I've tried searching my computer for all .sfs files and it finds a few "KCT_Backup.sfs" but none are for the current save. Otherwise, I am not finding anything. Is the backup written to RAM or something?
  13. First off, I don't know if this is the right place for this, but it makes sense. I'm at work and using my phone, so browsing is rather difficult. I have a number of mods installed, but I think the only ones affecting this issue are SpaceY, MRS, and FAR. I'm trying to build a small lifter to carry a rover on a sub-orbital flight to the far side of Kerbin. The mission is to fulfill a survey contract and test some ideas for a planned Mun rover mission. I've built a rover and placed it atop a launch vehicle consisting of 1 stock 800 FLO tank and 1 400 tank, with the Swivel type engine under them. A couple of structural fuselage pieces sit atop that, with the rover mounted inside a small procedural fairing. There is also a small reaction wheel and a second small drone core inside the fairing. The fairing expands to about 2.5m to incase the rover. All other components are the standard small size (1.25m?). Some B9 procedural full-flying stabilizers finish it off. Apologies for the rather vague description. As I said, I'm at work, and will be til the wee hours of the morning. When I get home, I can make a better description and maybe some pictures. Just wanted to get the ball rolling before I get home. Anyhow, the rocket is highly unstable. At first, I had some small SRBs from SpaceY on it, but the moment it reached 200m/s,it would pitch over and explode. I thought perhaps too much power, so I reduced the number, then eliminated the SRBs completely. It still goes out of control at 200. It also does so if I try to maneuver away from straight up at all. If I control the throttle on the swivel and keep the velocity below 180 during the ascent, I can keep it flying straight up till it's out of the thick of the atmosphere. Then I can maneuver, but that's incredibly hard on fuel and the engine wants to overheat. I'm thinking this is caused by drag and something like area ruling on the fairing, but I haven't a clue how to fix it. Any ideas?
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