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Kreole

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Everything posted by Kreole

  1. [quote name='seanth']Not sure this helps, but the BioMass mod has a part that convert liquid oxygen to oxygen and that works fine with TAC-LS. Having re-read your post, are you trying to get the kerbals to breath liquid oxygen? That seems...bad.[/QUOTE] LOL... Thx Seanth... I will certainly look at that mod... I have to say though, that oxy is always in liquid form when sent skyward.... Actually I just want Jeb to stir the tanks and see if they blow up.... :)
  2. [quote name='StahnAileron']Sounds like the mod is (hard)coded to convert O2 to CO2. If it can't find the input resource, then no output resource. You probably need an intermediary conversion of LO2 >> O2 so the O2 >> CO2 conversion will work.[/QUOTE] Thx Stahn.. let me play with that
  3. I've been toying around with converting from oxygen to LqdOxygen... and everything works perfect except one thing. Suddenly my Kerb's don't seem to produce CO2 .... Anyone know how changing oxygenresource=oxygen to oxygenresource=LqdOxygen might affect the CO2 creation algorithim? Everything else from Tac's dll works great. I get waste and waste water production, food, LqdOxy and water are being consumed... I just don't see any CO2 production.... I tried bumping up the default consumption (in this case production) of CO2 to crazy large numbers just to see if it just took a lot of time to produce CO2, but I still see empty CO2 storage over time (in command modules as well as CO2 tanks....) Any thoughts are appreciated... thanks! ~K
  4. [quote name='NotAgain']Where do you get solar sails anyway?[/QUOTE] Along with Solar Sail Navigator found at the top of this forum page, you'll need the SM-Solar-Sail-MK2 part which comes in the [URL="http://forum.kerbalspaceprogram.com/threads/133735-WIP-1-0-5-PersistentThrust-v1-0-4-alpha"]Persitant Thrust Mod[/URL]
  5. Hey Solar, thx for the reply. Yes, I have the lock attitude button and I can engage it. What I don't understand is that if after I lock the attitude, as I adjust the cone and clock angles, should I be seeing the sail move about the cone/clock in real time? If so, I am not. I can manually move the sail with SAS manuevers but not with the sail gui. I can also see the sail responding to solar wind over time, so I can fly her, just not with the command sequence. When I input a command sequence, lock the attitude and then hit the set to now button... when I preview I do not see any of the orbit portions in their respective color for each command sequence. I just see the current orbit. I've been working on my station for a while, so I'll play some more with it this weekend. If it's working for you guys, then I must have dinked something somewhere.... :(
  6. [quote name='EnigmaG']@ Kreole 1. Do the rcs5block work mounted on the hydrazine tank? 2. You can try to add "fuelCrossFeed = True" to the parts. [/QUOTE] Works great mounted to any fuel tank that can hold hydrazine except the x11. The x11 part definition already has fuelcrossfeed = true. If I remember correctly, the default is fcf = true if not over-ridden anyway which has me scratching my head unless something in 1.0.5 broke that. For now I'm just gonna re-design my station to simply use sphere tanks for water and o2... which is a hell of a lot of work... ugh.
  7. [quote name='Nansuchao']Can you post a picture of your ship?[/QUOTE] Not sure it's worth it given the size and stuff... my problem is in the basic design where I'm using octogirders (from NearFuture Const) to attach X11 sphere's radially. In testing, the only resource that I can get to fuelcrossfeed when using the X11 is liquid CO2, no matter where or what I attach the X11 to. Nothing else will. In my design, the only resource I use in the X11's are hydrazine and oxygen. Both resources show totaled accurately in IVA. Whether or not oxygen actually would flow from them I don't know because I haven't tested draining my Kerbal's core oxygen supplies... but i will do that lol.... So it seems to me that somehow, somewhere, the only resource allowed to flow from an X11 is liq co2....
  8. As I'm still learning how modding works in KSP, pls forgive my ignorance. I've tried every combination of mounting a hydrazine tank such that any resisto-jet would have access to the fuel, verified that every port has cross-feed enabled... and no joy. I went ahead and modified the persistent (after quitting the game of course) setting fuelmodename to Hydrazine. After restarting, it had switched back to mono-propellant. Additionally I cannot select alternate fuels for the resisto's even if I have that fuel on board.... I checked the ship craft file and as it sits in the hangar, the fuelmodename is hydrazine, so it's changing sometime after leaving VAB and launching. Most likely something I've messed up somewhere... i dunno.
  9. [quote name='EnigmaG']You can only use Hydrazine if the part where the NBrcs5block is mounted has cross feed. Only monoprop is universal cross feed. The option to switch fuel types while launched/orbiting only let you select between available fuel types.[/QUOTE] I'll double check that I have cross-feed enabled in any/all ports between the fuel and the thrusters and report back. I'm pretty sure I do, as I have my hydrazine tanks co-located with my liq fuel/ox and I'm getting fuel to my verniers co-located with the 5-way rcs. Maybe there is a mod that will graphically show fuel feeds/flow ... that would be kewl.
  10. I'm having an issue with the NBrcs5block ... I'm setting the fuel to Hydrazine for each thruster individually, but when launching it's defaulting to monoprop. I take a quick look at each thruster in persistant.sfs during the flight and sure enough fuelmodename for each block has changed back to monoprop. I'm sure I could edit persistent in mid flight... but that bugs me! Also, I see the option to switch fuel types while launched/orbiting but it has no effect live.. is it supposed to? KSPI FTW... ~K
  11. [quote name='Galenmacil']Another suggestion that work great for me: Use only the core of TAC LS (remove all parts) and use Universal Storage part instead.[/QUOTE] I wish TAC core could see food/water resource types that are in KIS containers. That may be possible and I've just missed it. I have my owned crewed modules with dry food storage since i can't seem to find a way to draw from inventory... I just don't want cans on my station because it has multiple spinning hubs and those cans are a pain to balance. However, I love using them on resupply missions and put my Kerbs to work transferring food from the resupply into my crewed modules. Canisters are kewl on orbit, but every Kerbal I know doesn't necessarily want to float over to the food supply airlock and grab a midnight snack....
  12. Thanks Charfa! Mostly because I am ignorant lol... I hadn't know that de-clutter piece was out there. As I've been going thru this process, I've already starting planing my own de-clutter script. I probably need only 1/3 of the total parts that load and I'm still identifying them.... TACLS De-clutter works great...
  13. Phineas, Yeah now I understand the method behind the madness and concur, as my installation runs around the 4.5 gig range and the less clutter the better. The problem is that I'm not seeing it work this way. I do see the "combined" canisters, but with only MFT installed I cannot select/change the resources in the cans you mention above. The RF page says use either MFT or RF but not both. Since I don't really care for the realism complication, at least atm, MFT is the only other option unless I just want to deal have the extra canisters (and overhead... ugh). I guess I could build another sandbox with RF and one of it's engine configs and ignore MFT... but I just plain wanna work on my space station and power network.... Thanks for all the help! ~K
  14. Thanks Truthquark... I had read something similar about what you were saying and then lo and behold I got lucky and found my issue... Tac Life and Modular Fuel Tanks (and Real Fuels by extension) do not get along. I have my complete setup running fine with Tac Life. As soon as I install Mod Fuel Tanks it breaks. I'm still learning how modding works for KSP, but going thru some of the configs for Tac canisters, some of them are requesting Mod Fuel Tanks which led me to find the conflict. I'm not savvy enough yet to offer a complete (clean) solution, but it seems to me the issue might lay in MM_HideNormalContainers.cfg where the author is trying to reduce showing three size options for every TAC Life resource type down to 1 of each container size and then use Mod Tank/Real Fuels to allow the player to select what type of resource to load the container with. In fact, when I try and select a resource when I had Mod Fuel Tank/Real Fuels loaded, I couldn't get any resource to show up using the left/right arrows.. it was like it's undefined or null or something.... Anyhoo... This certainly narrows down issues... Hope this helps. ~K
  15. I've just started having issues with TAC Life and 1.0.5 Still researching but basically what happens is the food canisters (all 3 sizes) will not show up as an available item. It's almost like it's being filtered out (removed all filter mods) OR it's a tech level that I haven't reached yet even though I play sandbox. I've even created a little supply ship with food cans in another instance and then imported that ship into the 1.0.5 install. Works great, I see the cans and and manipulate them, I even see them suddenly available in the part tree to build with, but when they are attached to a crewed vessel, that new food quantity is not reflected in the computations for remaining supplies, and if I save and exit, then I return to find the food cans are still there on oany saved shiped but again have dissapeared from the parts avaiable and the ones on the saved shipped do not count in food calculations.... I"m sure it's some kind of conflict, but I run so many mods, it;s taking me forever to try and figure out which combination seems to suddenly kill TAC Life. This morning, I started at it again and I noticed that now NONE of the cannisters from TAC Life will actually seem to add to/extend the life of the crew in the TAC Life dialog. I thought I'd pop in here and say something because I imagine someone else will eventually see this. In the interim, I am slowing working a fault tree to see if I can pin down exactly when the break occurs. It's important to note that in a vanilla install with just TAC Life .. it works perfect (even without mod fuel tanks and real fuels which has me scratching my head... ) ~K
  16. Greetz and Thanks ... First a question on the tutorial. Do I orient the sail so I am looking from the backside (anti-pro grade) of the sail directly at the Sun and have it centered (on all axis) and then set cone to 0 degrees, set then time and lock attitude? This is a point of maximum force on he sail and acceleration. I see that in the numbers. Secondly, when you say "command", is the sail supposed to orient in real time as I adjust the cone +- 90 or the clock +- 90? If this so, I am not seeing any kind of sail reorientation occur, even if I time forward. I do see that acceleration persists so that is kewl, it's that I can't seem to get the control GUI to orient the sail real time or planned. I also cannot preview on the map. I can't see a predicted orbit (just flashing on occasion from my icon in whatever the select orbit color is), but I do get final element results. They don't seem to matched or at least they are showing the persistent calculation. I'm running KSP 1.0.5 in two different test installs, one 32 bit the other 64. I've done every version combination of solarsailnavigator and persistent-thrust to no avail. Both of these installs are the bare minimum to try and figure this out.... My base playground in both 32/64 is the following: KSP 1.0.5 Module Manager 2.6.13 Mechjeb 2.5.4.0 Haystack 0.4.1.0 (Haystack isn't supposed to have any relationships, but I can't a button without toolbar 1.7.10 Hyperedit 1.4.1 Ultimately I want to use Interstellar Extended most importantly, followed closely by Near Future. Of course I dived right installing until I ran into this issue.. tried going backwards and stuff. Then finally started clean with the two above playgrounds... still the same issues. Anyway, I hope this helps some. I've never been able to play with solar sailing type sims other than GMAT and that is too antiseptic among other issues. ~K
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