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davee

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Everything posted by davee

  1. I can't find the thread any more. My followed threads no longer takes me to it. I looked and don't know where the forum is that you said it's in. Can you help me find it?
  2. I'm transmitting at CBR 800. I also am limiting the resolution to 1280 / 692, 15 FPS. Seems okay. Using comcast. I might try VBR next topped at 800 (for now). Image of space scene has a lot of blackness (and slow movement). Seems to work okay.
  3. Hi everyone, (I hope this is the right forum for this topic) I've just tried some live streaming on YouTube @ https://www.youtube.com/channel/UCxuVZWDMB-oxkc7mcbOeHrA Check the channel (Dave Badten) to watch real-time failures or successes. Nothing too fancy but I actually had a small audience today and they did not know what the hell was going on, Maybe I'll stream some live attempts tonight or tomorrow (Sat feb 20 or Sunday). Today I was trying to land the capsule on land and am new to aiming for a landing point. Trial and error. It's probably boring to those who are working on advanced designs. But my little rocket works at least. ;v) I started recently using OBS to send the live stream and it WORKS!!! All my flights are entirely manually controlled except that I am using Smart A.S.S to control the guidance. Best wishes! Dave
  4. Thanks for the advice. I'm going to look for it. It could be handier than messing with the editor to fix the problem.
  5. Plusck, I just found another way to look inside the object. I rotate the viewing perspective so that I'm looking straight down at the object from above then I use the mouse wheel or the page up/down buttons and lower my view until I'm looking inside the object from above.
  6. FYI: I just deleted the link and attn fields of the parent part and this fixed the issue that started after I deleted the reaction wheel I lost. Now I'm going to experiment with zooming in and get to know the beast so I can fix issues in the future if they come up. I think I'm armed with knowledge now that makes me dangerous! <grin>
  7. Funny thing: I have a lost reaction wheel inside my capsule and tried deleting the part which is the last part that I attached apperantly since it's the last 'PART' entry in the file. But just deleting it caused the editor in the VAB to not finish loading the part. The delta v states didn't appear, the action groups mode didn't activate and it won't let me grab the capsule and move it. So, I am so glad you told me this about deleting the references. I really need that info. I appreciate helping me. I'm glad I made a backup copy BTW. It's not a big deal now having to delete an embedded part, but in the future it'll be good to know how to fix it without having to delete the parent object. Thanks!!!! This is valuable help!! Thanks for telling me this. This might be the ultimate answer because I only edit the craft file as a last resort. I'm going to go in the vab editor and try this. Cool!!!!
  8. It's too late for ctrl-z. I wish I could do that now but in the process of editing, I lost the state of the edit session after restarting the app. I stoppped the app so I could go into the craft file and see if I could get it out that way, but I don't know the format of the file though. Okay I learned my lesson: Be extremely careful while editing or parts can be lost inside and can't be removed later. But....I know I can go into the craft file and remove it from the text file if only I knew the file format. I think I'll explore that option, because I see a lot of value in putting stuff inside other things as long as I can access them, for example: later on wanting to add an action group to an embedded object.
  9. Thanks for the answer. I guess I really need to know how to get the part out that's already inside another part. The drag issue was just for example, but I really need to know how to get stuff back out. That is the real issue. I've actually embedded a reaction wheel inside a capsule and it's lost inside of it now. Also I've had times when I was submerging other things and lost them. Is there a way to delete the lost part?
  10. Hello, When I'm editing in the VAB, I want to embed a surface mount part (such as a fuel cell or battery), into another object in order to keep it from adding drag. For example, I want to add another fuel tank to a capsule so that the RCS system will have more fuel, and not have any of it sticking out in the wind. If I use the offset tool to offset a part and it gets completely buried, I can't figure out how to get it out of my craft. Is there a way to get it back out? I was also using offset tool to move a fuel cell into the surface so that it doesn't stick out and accidentally moved it too deep but I could still see part of it, but the editor wouldn't let me grab it. Is it still possible to grab the buried part somehow? Thanks!! (p.s. I tried searching for the answer but didn't find it because I don't know a phrase that someone used to describe this problem.)
  11. Problem solved. It does steer correctly. Recently I had the crisscrossing plumes and now it's steering correctly. I was still editing and hadn't tested the liftoff of this one yet so I thought the image being that the motors are all rotated around the center was an indicator that it was going to happen again.That turns out to be just the way it looks. I does steer correctly. I just launched it. Please forgive me for not actually testing it. I wasn't ready to launch it yet but I didn't want to edit any more in vain thinking that it was already on the road to problems. But a few days ago I saw the crisscrossed plumes during takeoff and wasn't able to steer a different rocket. Now it's working okay. It must be that I had something different then. Okay I'm good now. I hope I didn't waste too much of your time. I really sorry!! Here's some more photos of the work in progress for your enjoyment: http://i.imgur.com/xQHz0yK.png http://i.imgur.com/wwtkg8u.png I know how to insert the images now FWIW.
  12. I just looked at it in the editor and found out that the rotation tool rotates all of the boosters at the same time around their decouplers..
  13. Oh no. I assuming this has already happened to everybody else. :-( I'm using Real Fuels but I'm not sure what mod these engines come from. When I input the steering commands all the engines gimbal in a symmetrical pattern just like they're oriented. And if I use the rotation tool in the editor, the booster that I turn gets rotated around the center of the rocket, not on its own axis. So rotation screws up the entire stage. I'll try to find out what mod they're in. I haven't tried the mainsail but I like these engines a lot. It's hard to believe how powerful they are. I have to throttle then down at takeoff to avoid burning everything up in the first 50% of the atmosphere. Those are real pretty engines!! The artist/mod author did a nice job! I think the problem might be from the fuel tank because they're oriented the same as the engines. I'm going to start the sim and go verify it to make sure it's how I stated it....just to be sure. Oops I forgot to say it's procedural fuel tanks.
  14. Also I'm having trouble posting my first screenshot here from imgur.com,
  15. Hi, I am creating a central liquid fueled booster as the first stage and trying to add several attached dropoff boosters to the central booster. I've tried using symmetry to save labor when I add the outer boosters. The problem is that the outer motors are all arranged so that steering results in the rotated booster motors cancelling each other's steering out during ascent, making steering uncontrollable. How do people get past this issue? Is there a mode switch that will allow me to use symmetry and keep the motors all in alignment too? I'm pretty new at using the editor and haven't found a way around this yet. Any help would be appreciated. Thanks
  16. After reinstalling the entire program with all the mods that I think I had before, it works now.I think that one of the mods that I didn't reinstall was causing the problem, but I don't know which one it was.my theory is that since I changed the version of CKAN and KSP, I must've introduced some corruption in the program. Now there's one button to toggle the fuel cell on and off. When I was having a problem and looking at it there were two buttons back then so one of the mods change the nature of how the buttons were defined. After all the changes I've made, the vab hanger gui buttons look different. It pays to clean up the mods after a lot of version changes. Changing it a lot can corrupt it, it seems. Again, thanks for all the help!
  17. News!!!! I never found any info on a fuel cell bug. But I have a groundbreaking update on the saga: Everything appears to work. How did I fix it? - I reinstalled the KSP_win folder from the vanilla 1.0.5 download zip file. - Added CKAN to the Ksp_win folder. - Installed several things including RO, RF, RSS, and lots of other dependencies and optional mods that were recommended by CKAN. - Tested the fuel cell array with procedural tanks containing lox and lhyd. In fact, now I am seeing differences from what the guis had when I was having the problem. The fuel cell gui (on the launch pad) shows an error if I don't add the correct fuel to the tank (paraphrased): "no liquid hydrogen fuel". It doesn't seem to work with Liquid Fuel and Oxidizer, actually liquid hydrogen (from the top of the tank's fuels gui) and the liquid oxygen. Interesting, huh? - Now that the cells work, I also see another difference in the fuel cell gui that might be related to the problem itself: The button on the gui is a toggle button. When I was problems and removed real fuels, the button was actually TWO buttons. Start Fuel Cell and Stop Fuel Cell. This might've been from a mod that I haven't yet reinstalled yet. Maybe I'll stumble across it soon as I continue to add mods to restore the heavily modded setup I had before. I included the CKAN config file this time if anyone wants to analyze it. But right now, I want to go and play with the working setup. I'm SO happy. I'm going to lose sleep tonight!!! If anyone has questions or wants me to look something up from my working setup, I'm watching the thread. Best wishes!! Dave I haven't changed the Real Config cfg file yet to turn off ullage and limited starts. I doubt if that's going to break it now. If it does, then I'll post the update here just to document it for all.
  18. Going to try. I think I'm going to have to bypass ckan's automation and hope that a mod's dependencies can be stubbed or ignored to allow me to test all the pieces involved. The RO dependency tree is pretty big. We'll see. I'm going to search for the button prob too on google.
  19. So far, I've been able to narrow down the button issue to something in this list of mods: * Real Fuels rf-v10.8.1 * Real Plume 2:v10.4.9 * Realism Overhaul v10.6.0 With these mods removed, the fuel cell button is present as well as the action group commands for it (start and stop). I hope I can find a way to keep these mods installed and change the config to make it work again. I'm going to do more experimenting.
  20. I'm a newb in the forum and with KSP, but I've been flying it for a few weeks and am getting totally hooked so much so that I'm losing a lot sleep. I can't put it down. But I do put it down now for sometimes a few days. Okay I learned a couple of things that I want to mention: 1) I upgraded from 1.0.4 to 1.0.5 and for a while I guess I couldn't use MechJeb and after installing RSS and RO, I wanted to do moon transfer orbits using the real moon. First issue was How on earth do I align planes with the real moon, now that my home planet and the lunar plane are mis-aligned by so much? (23 degrees or something like that?) And I'm now launching from Florida. I wanted to use an alignment burn. Uh uh. Too much delta-v needed. Then I tried and tried to figure out how to launch in the proper direction and how to know when I'm in alignment before I take off. Answer: I learned (on my own) that the Kerbal Engineer's rendezvous GUI shows the "Relative Inclination" of the moon when it's the target. And the big learn was that the nav ball shows 90 degrees to launch into the pro-grade direction. So learned to watch the RI field go down close to zero by warping, then launching pure prograde during that time and it lines perfectly with the lunar plane. I watch some great YouTube tutorials (4 20-minute parts) to gain an understanding of how to use the nav ball. Still need to learn more on the nav ball from experience, though. 2) During a manual ascent, if the time to reach apoapsis (?) is dropping and reaches 0 while I'm trying to reach orbital velocity, then the launch will fail and become sub-orbital unless I correct it asap and should be able to get the time value to start going up again, instead of going down. (Jan 18/2016. added one more thing) I've learned that my last comment is not correct. The time value falling negative only means that I passed the top of the arc but the orbit is not lost yet as long as I keep accelerating. But if I'm not high enough, it will be lost. Cheers!
  21. I'll remember this. I was messing with the time warp so much that I determined this wasn't the issue this time. :-)
  22. Thank you. I posted the mods list because after people talked about the (missing) button, I knew that my setup had problems. And, it happens that I was just troubleshooting a different issue which inadvertently removed some mods a day ago. Here's what happened earlier that caused my need to go into ckan and the configs for real fuels: I was having a slow framerate because of the plume of the first stage. So I decided to take it upon myself to remove real plumes to see if that would speed it up. Then ckan removed realism overhaul and a lot of other things too. So I had to fix that problem. Then a side affect of that caused a warning that B9 Procedural Parts (?) was the wrong version for 1.0.5. So I manually deleted the folders that contained B9 because ckan wasn't able to remove B9. I erased those folders and reinstalled everything I thought about and that's how I got to where the fuel cell was broken state. I also went into Real Settings cfg and turned off ullage and limited starts just to make life easier for me until I get more advanced. Also removed saturation for the torque wheels. I'll turn all these back on later. So I appreciate the help, everyone. I usually beat a problem to death before I post a cry for help. I sure was frustrated by the time I signed up to the forum and posted my problem. It's a been an amazing amount of help from everyone!!! I'll be back to post a followup because now I know I can fix it with all this new info. Ahhh. That's good to know. Thanks!!
  23. Thanks for the screenshot (Rocker in My Pocket). The button you circled is the one missing on mine. I have some more replies to read and just glanced from my phone earlier. I know now that we're on to something. The button. No wonder I was "so confused" because it is perma-off. The debug gui was something I looked at but it was too much to digest and I had no idea what to look for. So I checked it briefly. I haven't read through everything here yet, but I saw some config stuff below and I think all this support I've received so far is enough to give me some tasks to do and I will report back when I get the button to appear. I have seen that activation button before (in the cell gui) but that was, perhaps before I reached the level of mods that I applied over a few weeks. I'm happy to know that I can use that fuel cell now.....uh after I fix it. It's no wonder I couldn't figure it out by looking for tutotials. There were none addressing the issue I'm having. I appreciate all the great support so far!
  24. BTW Thanks for the greetings. I'm signing off for a while to sleep. Real late in California
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