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AVaughan

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Everything posted by AVaughan

  1. Well I think I might have seen it once before, but I definitely didn't have kerbalism installed then. I probably had KIS + KAS + Tac-life support, and maybe Interstellar Extended. Lots of stuff that modifies what kerbals have and how they behave during EVAs. They do similar things, so possibly they share similar code to Kerbalism.
  2. Oh. One other issue I meant to comment about. I like the colour coding for used/produced resources for converters, but that might cause problems for anyone who is red/green colour-blind.
  3. Your welcome. And thanks for the fast reply. No idea on this one. Maybe unrelated with this mod, albeit I am setting a 'frozen state' on EVA kerbal deaths. I wouldn't have expected these kerbals to have died. One was a rescue kerbal who went ragdoll mode when he released his grip on his mk1 pod. (Or possibly was already ragdoll. I wouldn't have noticed until he started manoeuvring with his jetpack). He just flopped around jetting rcs fuel in all directions and and never seemed to orient to any one facing. I the end I needed to reset him by switching to another vessel. I think I might have seen the same behaviour months ago with another kerbal. The second was a kerbel who didn't really leave ragdoll mode when he stood up after dropping to the surface of the mun. Again he refused to properly orient when I tried to use his jetpack to get him back in his capsule. Eventually he knocked his head on something and fell to the surface again, and was then fine when he stood up again. These could easily be a stock bug, or possibly a rare stock bug that is occurs more often after you make the changes for eva life support. Probably not worth spending time trying to track down, unless other people also start reporting similar issues. Any possibility the ship was eclipsed by the Mun for part of it's previous orbit(s)? That can mean that you are in shadow more than you anticipate.
  4. I was testing playing Kerbalism 1.1.5-pre1 in a clean 1.2.2 KSP install last night. (I know that 1.1.5-pre1 was built for 1.2.1, but I wanted to try 1.2.2 ). This is my first time playing with this mod and I really like a lot of what you have done. Two minor issues, (which could easily be stock KSP bugs I haven't noticed before) and one issue which looks like a Kerbalism bug. First the minor issues. Twice kerbals on eva seemed stuck in ragdoll mode, even whilst maneuvering with the suit jetpack. (And they use tons of mono-propellant as they flop around almost uncontrollably). Secondly, under some circumstances the game seems to use the command pod's EC before starting on the other batteries available. This can be a problem if you decouple the command pod for re-entry and discover you don't have sufficient charge to survive re-entry. Lastly wetworkshop tanks magically gain fuel after a revert, or loading a saved design, or even leaving and re-entering the VAB. Reproduction steps. (Bugs seen in a career mode save in KSP 1.2.2, and reproduced in sandbox). Firstly the battery priority. Build the following ship. Mk1 command pod. TR-18A stack decoupler. PPD-10 hitchhiker storage container. Add two Z-100 batteries to the hitchhiker container. Launch with 1 kerbal crew and use Alt-F12 to cheat it into kerbal orbit. The game will use command pods EC before touching the Z-100s. Secondly the magical wetworkshop tanks. Build the following. Mk1 command pod. Rockomax X200-32 fueltank. Note the weight 18888 kg. Deploy to the launchpad, and revert to the VAB. (Alternatively you can trigger the bug by simply leaving and re-entering the VAB, or by saving and then loading the design). The same ship now weighs 34891 kg. The command pod has gained 3kg weight, and the fueltank has gained 16000 kg. (Dry mass is the same. It has gained an extra 16000kg of liquidfuel and oxidiser). The FL-T800 and the Rockomax Jumbo-64 tank also have the same issue. Installed mods: Kerbalism 1.1.5-pre1; Kerbal Engineer 1.1.2.8; Module Manager 2.7.5; Kerbal Alarm Clock v3.8.1.0; Transfer Window planner v1.6.0.0; TriggerAu's flag pack; KSP 1.2.2.1622 64bit.
  5. Thanks for the pointer to the original thread. (I had had a quick look over there earlier, but had missed the 1.1.3 version). After a bit of trial and error to tune the initial turn, the original Gravity Turn is working better for me than Mechjeb's ascent module. Eg my on my last launch gravity turn shutdown the second stage leaving me in an initial orbit of 325 x 243, from a target orbit of 320. Only 36 m/s to circularise, which is something I could do with the probe's onboard rcs. It does have trouble with getting the right inclination for a proper polar orbit, but again I expect that with trial and error I can learn what inclination to tell it to launch into to work around that. @AndyMt Once I move to 1.2.x, would you consider a Realism Overhaul mode for Gravity Turn? Possibly activated by setting sensitivity to 1.00, and then using pitch to control time to apoapsis during the final stages. (This is also my first play-through of realism overhaul, and I'm still on light payloads. Once I start trying to launch heavier payloads, things might change).
  6. Hmmm This looks potentially promising. I'm wondering how well this will work with Realism Overhaul + RP-0, where most engines are limited to 100% throttle, and can't be restarted. Ckan has this listed as only compatible with 1.2. Is there a build available for 1.1.3 ? (Still waiting for mods to update before I try install RO in 1.2).
  7. Just add fuel lines to make the fuel flow explicit. Then KER can handle it.
  8. Did you check the in atmosphere TWR in the VAB? (Most rockets are less efficient at sea lvl than they are in space).
  9. I haven't tried replicating this in a stock game yet, but in my current (60 + mods) game KER doesn't consider fuel in surfaced attached fuel tanks when calculating dV. (KER version 1.1.2.4p on ksp 1.2).
  10. I always copy the game out of steam before installing mods, and then play in this copy outside of steam. That way any updates won't affect my current game.
  11. Hi Roverdude, Many (all?) of the parts that offer a habitation bonus require activation and consume electric charge. Would it be possible to list the EC cost in the VAB stats pop-up? That would make estimating out how many solar panels I need much easier.
  12. Ah. No. I didn't realise the hitchhiker model needed to be activated. Doing that gets me back to 117 days. So I guess everything works as intended. Thanks for that Merkov.
  13. Hi Roverdude. I'm currently playing 1.2 with the latest USI core and USI LS from ckan, but without USI colonisation. After having some kerbals prematurally turn into tourists on the way back from a a Minmus mission due to running out of Hab time, I reloaded that ship back in VAB and rechecked the Hab time listed in the life support pop-up. 117 days. Hit launch and opened the life support pop-up. Hab time 12 days 3 hrs. Home time 12 days 3 hrs. Relevant parts : Mk 1 Command Pod, Mk1 Crew Cabin, Mk 1-2 Command pod, Hitch-hiker Storage Container, 6x Nom-o-matic 5000 all configured as recyclers. 6 kerbal crew. Thanks for your work on KSP.
  14. Well in my case KIS + KAS + an engineer to surface attach a docking port whilst in orbit did the trick.
  15. Hi RoverDude. Not sure whether anyone else has mentioned it, but I just got a rescue contract where the kerbal was stuck in a Malemute Crew Cab, which doesn't have a eva hatch. I'm using the latest version from ckan 0.2.1.0. Thanks for your work modding KSP.
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