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Oromis

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Posts posted by Oromis

  1. 17 hours ago, Sol Invictus said:

    I'm literally dying of thirst for RSS right now. I would go back to 1.1.3 if not for game breaking bugs related to wheels. I tried starting a career in stock KSP, but then I immediately lost any interest after seeing Kerbin from orbit. It's so ridiculously small that it's more of a potato than a planet. I think I'm gonna hibernate myself until my hero NathanKell will save me from despair.

    I feel ya!!

  2. 14 hours ago, Dolin said:

    I apologise for self-bumping, but could anyone help me with this?

    This has happened to me too, my lander was sliding on a ground that looked flat enough in my opinion. But it was a single landing simulation and I just thought "ok, next time I'll choose a flatter ground". I haven't tried another landing since...

  3. Hi everyone,
    I have a RO/RSS installation. After updating some mods with CKAN, my tracking station is now unusable.
    Upon entering it, I can select 1 vessel to focus on. Then, I cannot switch vessel (clicking on it changes nothing).
    Plus, fly/delete/recover buttons are all greyed out.

    What should I do?

    I found that in output_log there's this:
     

    Spoiler

    NullReferenceException: Object reference not set to an instance of an object
      at KSP.UI.Screens.KnowledgeBase.<GetUnloadedVesselMass>m__94D (.ProtoPartResourceSnapshot x) [0x00000] in <filename unknown>:0

      at UniLinq.Enumerable.Sum[ProtoPartResourceSnapshot] (IEnumerable`1 source, System.Func`2 selector) [0x00000] in <filename unknown>:0

      at KSP.UI.Screens.KnowledgeBase.GetUnloadedVesselMass (.Vessel v) [0x00000] in <filename unknown>:0

      at KSP.UI.Screens.KbApp_VesselInfo.CreateVesselInfoList (.Vessel v) [0x00000] in <filename unknown>:0

      at KSP.UI.Screens.KbApp_VesselInfo.ActivateApp (.MapObject target) [0x00000] in <filename unknown>:0

      at KSP.UI.Screens.KnowledgeBase.ActivateApps (KbTargetType targetType, .MapObject target) [0x00000] in <filename unknown>:0

      at KSP.UI.Screens.KnowledgeBase.OnMapFocusChange (.MapObject target) [0x00000] in <filename unknown>:0

      at EventData`1[MapObject].Fire (.MapObject data) [0x00000] in <filename unknown>:0

      at PlanetariumCamera.SetTarget (.MapObject tgt) [0x00000] in <filename unknown>:0

      at KSP.UI.Screens.SpaceTracking.SetVessel (.Vessel v, Boolean keepFocus) [0x00000] in <filename unknown>:0

      at KSP.UI.Screens.SpaceTracking+<setRequestedVessel>c__IteratorCF.MoveNext () [0x00000] in <filename unknown>:0

    Here's my complete output_log (loaded savefile, entered tracking station and that's it):  https://dl.dropboxusercontent.com/u/56763587/output_log.txt
    And here's my mod list:

    Spoiler

    KSP: 1.1.3 (Win64) - Unity: 5.2.4f1 - OS: Windows 10  (10.0.0) 64bit
    Filter Extensions - 2.6
    Toolbar - 1.7.12
    Advanced Jet Engine - 2.7.2
    Ambient Light Adjustment - 2.5.8.5
    B9 Part Switch - 1.4.3
    B9 Aerospace Procedural Parts - 0.40.7
    Connected Living Space - 1.2.3
    Contract Configurator - 1.19
    CryoEngines - 0.3.6
    CustomBarnKit - 1.1.9
    Deadly Reentry - 7.4.7
    DMagic Orbital Science - 1.3.0.2
    Contract Parser - 1.0.4
    Contracts Window Plus - 1.0.6.4
    Progress Parser - 1.0.5
    Ferram Aerospace Research - 0.15.7.2
    Firespitter - 7.3
    Forgotten Real Engines - 0.7.1
    RasterPropMonitor - 0.27.1
    Kerbal Attachment System - 0.5.9
    Kerbal Construction Time - 1.3.4
    Kerbal Engineer Redux - 1.1.1
    Kerbal Joint Reinforcement - 3.2
    KSP-AVC Plugin - 1.1.6.1
    MagiCore - 1.1.2
    ModularFlightIntegrator - 1.1.6
    Docking Port Alignment Indicator - 6.4
    NearFutureConstruction - 0.6.4
    NearFuturePropulsion - 0.7.4
    NearFutureSolar - 0.6.2
    NearFutureSpacecraft - 0.5.1
    Procedural Parts - 1.2.5
    RCS Build Aid - 0.8.1
    RealChute - 1.4.1.1
    RealismOverhaul - 11.3.2
    Real Scale Boosters - 0.14.5
    RealSolarSystem - 11.4
    RemoteTech - 1.7.1
    RSSDateTime - 1.0.4
    Saturatable RW - 1.11
    SCANsat - 1.1.6.6
    ShipManifest - 5.1.2.2
    SolverEngines - 2.3
    StageRecovery - 1.6.4
    TextureReplacer - 2.4.13
    TAC Life Support - 0.12.4
    Kerbal Alarm Clock - 3.7.1
    Transfer Window Planner - 1.5.1
    TweakScale - 2.2.13
    VenStockRevamp - 1.9.5
    Waypoint Manager - 2.5.3

     

  4. @Starwaster Awesome, your answers are very interesting! ^_^

    Even though in RL boiloff is used (and encouraged with fans and heaters, as far as I understood), I think the simplest way to simulate it it's just as it is now, using lh2 and lox as the primary resources. That's because in-game boiloff itself probably is too low for the fuel cell, so some code should be written to make the fc increase the boiloff of that specific tank... unless you make it necessary to attach the fc onto the tank... maybe make it heat the tank... well, too complicated in my opinion!
    A compromise could be that "in-game fc consumption" = ("fc fixed RL-based consumption" - "in-game boiloff"), although this would probably mean a dynamic consumption rate and more cpu work to calculate it.

    Universal storage's approach is more realistic, there's an LH2->H2 and LOX->O2 converter and the fuel cell uses these gaseous end-products. But in their tanks there is little to no boiloff at all.
    Therefore another solution would be to eliminate boiloff, and use a converter (conceptually it could represent those fans and heaters). But a new type of tank should be added, cause SM tanks are also used for pressure-fed engines and they should have boiloff.

    LOX->O2 conversion could be useful to store breathing oxygen... It has actually happened to me to have the oxygen running out quickly, and a big fat tank of LqdOxygen underneath, completely useless ^^

    That still doesn't explain why my FCs didn't last long enough though :(

  5. 22 hours ago, Starwaster said:

    Use a Service Module tank instead. Those assume vacuum bottles and/or vapor cooling.

    So you're saying that SM tanks are better than cryogenic ones? Is this true in RL? And can this be applied even to big tanks like 1st/2nd stage tanks?

    Btw, your suggestion worked! I've used SM and boiloff was muuuch better now, although with resources calculated for 3 weeks of working fuel cells, they only lasted 10 days (due to LH2 in particular, obviously).

    Here are some screenshots... LH2 is 371L (41x3weeksx3FC) and LOX is 87Lx3Tanks(=261L, 29x3weeksx3FC). Only one LOX tanks in monitored here but the other are the same.
    LH2 and LOX after 24h (fuel cells not active)

    Spoiler

    ZzPegqd.png

    After 7d (6d of active FCs)

    Spoiler

    hDw1afb.png

    After 11d (10d of active FCs)

    Spoiler

    424xr5J.png

    And these are my tanks and equipment (the gold ones are LOX, the central orange one is LH2)

    Spoiler

    XO8rlm3.jpg

    As you can see they drain way too quickly. My only guess is that it would be better to use spherical tanks (lowest surface/volume ratio)?

  6. Hi everyone!
    I've designed a manned lunar mission in RSS/RO and have decided to use fuel cells instead of solar panels.
    The smaller FC (750W) says in the description that it uses something like "41 liters of LH2 and 29 of LOX per week, including boiloff". I only needed two weeks but to be sure, I had decided to include enough fuel for three weeks... Well it didn't last even close to that. I think it lasted three or four days.
    Can anyone explain me why? And yes, I've used cryogenic tanks.

  7. @danfarnsy @Phineas Freak Thank you so much for your support!

     

    14 hours ago, Phineas Freak said:

    True, this comes from KSP itself (and more specifically the versions from 1.1.0 and upwards): you deactivate a battery trying to "cheat" and preserve it for later. If you run out of ElectricCharge then you will have no way to activate the battery (since no means of controlling the action exists). This was actually a bug in the previous KSP versions...

    Argh, no more emergency batteries then :( I also tried activating them during and EVA but no luck! This may be a "cheat" with an umanned probe, but I think a manned capsule would be realistic to have a manual switch to activate/deactivate a battery.

     

    14 hours ago, Phineas Freak said:

    Probably because a) the way RO uses Electric Charge (1 EC = 1 kW) leading to very high stored EC values (not unusual for a pod to have more that 20000 units) and b) TACLS not able to handle these values (higher than a specified level == "infinite").

    Since TAC-LS is the major LS mod support by RO, is there any chance it will be updated to correctly calculate EC? It'd be useful to have an estimate in the VAB.

     

    15 hours ago, danfarnsy said:

    Sounds like you've got some funky mod interactions going on. Care to share your log?

     

    14 hours ago, Phineas Freak said:

    Some pretty generous max times i have to say...

    My three kerbals remained in orbit without water nor EC for about 7 days so there definitely is something wrong. In what situation should I provide the output_log.txt (or is it the KSP.log?): while the ship is in orbit? Or after >3 days without water and EC?

  8. 12 hours ago, pellinor said:

    Noone else here with RSS/RO? I have no knowledge of RO other than the fact that it changes lots of things including its own TweakScale configuration.

    Maybe it is a RO config problem? It used to work fine on ksp 1.0.5
    Let me know if I can be of any help!

  9. Hi, I'm having some serious issues with FAR. Most of my rockets are suddenly really unstable after updating everything to 1.1.3 (I know how to build them, it's not an aerodinamic problem). I should mention that I play RSS/RO.

    I've realised that the centre of lift wasn't calculated properly or refreshed whenever I added parts in the VAB. Also FAR crashed during "Calculate stability derivatives" (blank FAR window) and couldn't display any of the curves, nor debug voxels. Mach 1 Wave Drag-Area said: NaN. Removing part by part, I found the cause of all this: engines!!

    I don't know what mod or since when, added the "shroud" option to add an adapter shroud on top of some engines. I'm guessing RO did this. Well, some engines with this option (e.g. RD-253/RD-275 or RL10 Series) if added to the craft mess with FAR and aerodinamic during gameplay! If I use another engine without this new feature (just like it was on 1.0.5, e.g. ), everything is perfectly fine.
    Also, RD-103 and Agena have this feature but do not cause trouble.

    Let me know if I need to post this in the RO topic...
     

  10. I'm desperately trying to land on mars with a very small lander. It's just 300kg.
    After getting to LMO (250km) and initiating the descent from 3500m/s orbital velocity, I get to 10km above the surface still going at about 2000m/s: drogues are destroyed by g-forces, then main chute is also destroyed around 1600m/s. And I finally hit the ground still going 1100 m/s....

    edit: periapsis for the descent is 35-40km

    So whose fault is it? the chutes? my approach?
    I'm thinking maybe my lander is too small (a 0.625m heatshield manages to shield it) and doesn't produce enough drag to aerobrake decently?

    also how is this guy able to deploy the chute going at 2000m/s video:o:o 

  11. 17 hours ago, stupid_chris said:

    Because you've switched on "arm on deployment" in the settings window. That means deployment and arming is the same for you, so the action group you're looking for is deploy.

    Thanks! That was it.

    Let me ask you another question: if I manually input the craft's mass, should I consider the chute mass or not?
    For example, if craft+chute=250kg, I input 250kg and the resulting chute is maybe 30kg more... so it's now 280kg, I enter that and the resulting chute again maybe 10kg more... endless loop. How is it supposed to work?

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