aluc24
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[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
aluc24 replied to Kobymaru's topic in KSP1 Mod Releases
@Kobymaru @Youen Hey, I'm having this issue with Trajectories in 1.2.2. I'm running the latest Trajectories version (updated through CKAN). The problem is that the trajectory prediction line is invisible unless time warp is turned on. There's just nothing, but if I turn on time warp (doesn't matter what magnitude), the lines re-appear. If this is not a known bug, let me know what information is needed to determine the cause, and I'll gladly provide it. For now, here's the log.- 981 replies
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- atmosphere
- trajectories
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(and 2 more)
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@magico13, are there any plans to re-implement the part stocking system? Some time ago, KCT used to store and re-use old parts, meaning that building same rocket again would be faster each time. Also science gains from building were diminishing each time to prevent science farming. But now every rocket build takes the same time, and makes same science gains. Just my opinion, but previous implementation made more sense...
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@ShotgunNinja, I'm having a strange issue with Kerbalism. Every time I'm launching my favorite SSTO (named SoSTenutO) from runway (launching through KCT), I started getting numerous malfunctions right after the vessel loads - every time, it's random. It never happened before. I didn't install any additional mods lately. Here is my save file and log. I'm running KSP with 58 mods, but the only non-stock part this vessel has is a Mechjeb controller. I tried renaming the craft before launching in case Kerbalism has some issue with the name, but it didn't help. I really have no idea what's causing this. Any idea what's causing this? EDIT: I tried launching other crafts from runway.... They also get a ton of malfunctions right away. But it doesn't happen when I'm launching from Launchpad.
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That probably needs testing. Because when I tried disabling greenhouse in the VAB, the planner didn't reflect it in the radiation calculations, unlike when disabling habitat on other modules. That makes me think, it would be great if there was one or two more parts that could do the ECLSS function. I mean, adding an additional pod to your ship just so you can get that extra scrubber doesn't make a lot of sense...
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I found the problem. My MK3 pod had full shielding, while greenhouse had none. But then again, how do I disable habitat on greenhouse during CME's so that Kerbals can "hide" in the pod? Or is it intentional (food radiation poisoning)?
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Dres is inclined so much, that the dV requirements would shoot through the roof. Then again, what about Sarnus from Outer planets mod? It takes 4 years at minimum from Jool to reach Sarnus. Or Eeloo from stock system. That's a whole bunch of CME's to survive. You see where I'm going with this. We need a different solution, because avoiding CME's is just too impractical in long trips. Thanks for your answer. But in my Eve mission, I had all my crew in the MK3 pod, with maximum shielding, and no other habitats. They all went from 30% radiation to 90% radiation in just 5 hours, and died soon afterwards. Even the maximum shielding didn't protect them enough. Is there a way to know when the next storm is going to hit, so we can plan missions in advance? Ok, got it for the greenhouse. But it would be great if the VAB planner would somehow indicate more accurately about how long can the crew survive. My mission failed because the planner predicted that the crew will have more food than it actually did.
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Well, you might be right about that. Anyway, it would be great if there would be a way of predicting CME's so that we could at least make 2-4 year trips without getting Kerbals fried. I mean, even if you use Jool as a mid-trip stop, it still takes almost 3 years to reach it... And as of current, there will be at least several CME's along the way.
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Yeah, I know, but I love the fact that CME's are happening. It makes a lot of sense and adds another challenge. But it is a bit unfair at this point, because it's random and there's no escape from on if you get caught on interplanetary flight.
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That's quite tedious... I mean, it makes certain sense, but if you only have to do it because of CME's, then this issue really begs a different solution. Yeah, we really need @ShotgunNinja input on this. I certainly can't get it to work, so I've put all my manned missions on halt.
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Yeah, that's possible, I suppose, but it would take one hell of a craft, plus lander, plus refinery, etc... I doubt it would be done this way even in the real world. I reinstalled Kerbalism 1.2.8, and tried once again to get that electricity symbol to appear. It just doesn't. I slapped all the science instruments on a new probe, put it on the orbit, tried everything you suggested up to now. It still doesn't show up. What am I doing wrong? I could swear I've seen that symbol sometime earlier, but didn't pay attention to it.
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A lot of things aren't exactly realistic in KSP. I am, in fact, realism freak, but if a particular issue makes gameplay unreasonable, then maybe something should be done about it... Just my opinion. My solution would be like this: implement clear CME prediction method, so that one could schedule short trips (say, up to Jool) to avoid CME's. For long trips to the outer planets, maybe some heavy shield or something, that would be costly, but still reasonable.
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This sucks big time... @ShotgunNinja, are you reading this? I'm sure you would agree that this issue needs a better solution...
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No, no CME at the moment. I am also using 1.2.8. Uh, this is getting tedious - isn't there another way of protecting Kerbals from solar storms? I mean, they are very frequent, and what if I'm making a many-year long trip to outer planets? Solar storms are bound to happen, and more than once for sure.
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Well, I can get the black sun symbol appear in the active vessel, but I'm not getting that electricity symbol that you have. It's just just not there, I've tried pretty much every combination I can think of. If I hover over the black sun symbol, I'm just getting the "in shadow" message, and nothing else.
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Still nothing...
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Yeah, that might be it. As I said, not a major issue, I'll wait for the next release. Thanks!
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No, really, I'm not getting it. I have the unlit sun symbol appearing and disappear on various crafts, but nothing else. Here's a pic:
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Um... I'm not getting this electricity symbol on any of my ships. So I need to have some instrument onboard for this to show up?
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I was using the rectangular probe core for my rover... Whatever it is called. Not sure if it's relevant, just informing.
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Um... I hover over that symbol (tried both from the vessel and from VAB), and I don't get the next storm estimation. How exactly do I get that message to pop up?
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4 greenhouses for 4 kerbals? WHAT? You can't be serious. This is definitely not balanced... What if I wanted to send a 16 kerbal crew to start a small colony on Laythe? The greenhouses alone would probably make the ship larger than the VAB building. I did have a storage 2500 large, and it was empty enough. Problem is, 1 greenhouse can barely feed 2 kerbals for these 200 days. Could you please elaborate on "plan your missions so that way you're not out in interplanetary space when a solar storm strikes"? How the heck do I plan for it? These storms seem pretty much random, and it does take time to cruise between planets. For example, my Kerbin-Eve-Kerbin mission takes around 475 days, and 99% of that time is spent in interplanetary space. I get warning about solar storm several hours prior. So how exactly do I prepare for it?
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Hey, @ShotgunNinja , could you please help out a bit? Using Kerbalism, I designed a 3 Kerbal Eve fly-by mission, and took a greenhouse with them, since it seemed most weight-efficient. In VAB planner, the food estimation (with all crew onboard) was said to be 1 year and 116 days, which should have been more than enough for the mission. After I launched, I started the greenhouse, and it took 200 days to grow food. I had enough food supplies for Kerbals to last until the harvest with 30 days to spare. But the harvest yield turned out to be so minimal, that now I only have 166 days of food, and it's 200 days until next harvest... Meaning Kerbals will be long dead by then. There are still 277 days before return to Kerbin. So what the hell? Why did the planner say I've got food for 1 year and 116 days if it is much less in reality? I guess Jeb, Bill and Bob are doomed Too many has happened during that mission to revert to an earlier savegame... P.S. Also, how the heck do I protect the crew from Solar Storms? I had maximum shielding in the pod, but a storm came, and nearly killed everyone just now. Now they are definitely not making it back to Kerbin. The Active Shield part description said it doesn't protect from storms, so what does?
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Hey, @maja , I noticed a potential bug. Even though my rover has RTG's only (no solar panels), BV still says "awaiting for sunlight" and doesn't move that rover at night. I mean, RTG's don't need the sunlight, right? Not a major issue, but I thought you might want to look into it sometime.
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Oh. I must have missed that. I knew this problem from before, didn't notice it was fixed.
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Nice! I've been wondering about fuel cells for a while now, it would be great if they were recognized by the BV. Option to switch controller off would be also very welcome. As of now, even if I terminate an unneeded rover from Tracking Station, it still shows up in BV control window in KSC. It does add a significant clutter later into the game. So now I just flip my unneeded rovers at high speed to take care of that