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przybysz86

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Posts posted by przybysz86

  1. 8 hours ago, magico13 said:

    You might have to pick it up in the editor and place it again. Or the staging might just need to be fixed. I don't remember having issues with getting the engines to stage again, but I may have been manually fixing the staging each time I reused a

    I've used editor to refuel it, place it back ok clamps, etc.
    Staging is just fine after editor too.

    All is fine. Rocket/plane/whatever is perfectly functional. Only problem is that engines do not stage but have to be re-activated manually to work.
    I use RO/RSS/RP0 on 1.2.2 and I've downloaded last KCT not marked as for 1.3 if that makes the difference.

  2. Hello guys - question:
    How to make engine after "active vessel recovery" to stage again?
    I can activate engine manually or add it to action group but it won't ignite on stage.

    I do not think it's problem with particular engine as it happened to every single one I was able to recover. Chutes, etc are being recovered and re-set just fine.

    Am I missing anything or is this a bug?

    I've seen tutorial on wiki and module templates seem to have engine template and all

  3. 9 minutes ago, MeCripp said:

    The plugin is for ksp 1.3 you are 1.2 that might be your problem ?

    Installed it via ckan so I assumed it will work with 1.2 - thanks for answer

    Will release from May 13 (last before 1.3 on git) work?

  4. Hello @Blackline I really like mod but I've encountered issue. I've finally ported from venerable 1.1.3 to 1.2.2.1 with RO/RSS/RP-0 and ton of other mods and I do not see parts in game. I have only some strange ones. All I see are kind of positon lights known from stock batteries and that's it. It looks like this:
    NIgVgJ2.jpg

     

    I also found this in log:

     

    Quote

    deleting part batteryBank.realBattery

    it seem to be the same for all other parts as well. Any reason?

    List of mods I run (long one)

    Spoiler

    {
        "kind": "metapackage",
        "abstract": "A list of modules installed on the default KSP instance",
        "name": "installed-default",
        "license": "unknown",
        "version": "2017.08.12.06.31.13",
        "identifier": "installed-default",
        "spec_version": "v1.6",
        "recommends": [
            {
                "name": "CactEyeCommunity"
            },
            {
                "name": "Chatterer"
            },
            {
                "name": "ChattererExtended"
            },
            {
                "name": "ContractConfigurator"
            },
            {
                "name": "ContractConfigurator-ContractPackHistoricalProgression"
            },
            {
                "name": "ContractRewardModifier"
            },
            {
                "name": "CrewManifest"
            },
            {
                "name": "CriticalTemperatureGauge"
            },
            {
                "name": "CxAerospace"
            },
            {
                "name": "DangItContinued"
            },
            {
                "name": "DeadlyReentry"
            },
            {
                "name": "DeepFreeze"
            },
            {
                "name": "DistantObject-RealSolarSystem"
            },
            {
                "name": "DMagicOrbitalScience"
            },
            {
                "name": "DMagicScienceAnimate"
            },
            {
                "name": "DockingcameraKURSstyle"
            },
            {
                "name": "DockingPortAlignmentIndicator"
            },
            {
                "name": "DockingPortSoundFX"
            },
            {
                "name": "EditorExtensionsRedux"
            },
            {
                "name": "EditorTime"
            },
            {
                "name": "EngineLighting"
            },
            {
                "name": "EVAHandrailsPackContinued"
            },
            {
                "name": "ExtraPlanetaryLaunchpads"
            },
            {
                "name": "FASA"
            },
            {
                "name": "FerramAerospaceResearch"
            },
            {
                "name": "FilterExtensions"
            },
            {
                "name": "FilterExtensionsDefaultConfig"
            },
            {
                "name": "FirespitterCore"
            },
            {
                "name": "FlexibleDocking"
            },
            {
                "name": "FMRSContinued"
            },
            {
                "name": "Hangar"
            },
            {
                "name": "HangarExtender"
            },
            {
                "name": "HaystackContinued"
            },
            {
                "name": "HazardTanksTextures"
            },
            {
                "name": "HeatControl"
            },
            {
                "name": "HotSpot"
            },
            {
                "name": "HullcamVDSContinued"
            },
            {
                "name": "HyperEdit"
            },
            {
                "name": "KAS"
            },
            {
                "name": "KerbalAlarmClock"
            },
            {
                "name": "KerbalConstructionTime"
            },
            {
                "name": "KerbalEngineerRedux"
            },
            {
                "name": "KerbalFlightData"
            },
            {
                "name": "KerbalJointReinforcement"
            },
            {
                "name": "KIS"
            },
            {
                "name": "kOS"
            },
            {
                "name": "LightsOut"
            },
            {
                "name": "LithobrakeExplorationTechnologies"
            },
            {
                "name": "MainSailorTextures-Complete"
            },
            {
                "name": "MalemuteRover"
            },
            {
                "name": "NearFutureSolar"
            },
            {
                "name": "NearFutureSolar-Core"
            },
            {
                "name": "CrewLight"
            },
            {
                "name": "PartCommanderCont"
            },
            {
                "name": "PersistentRotation"
            },
            {
                "name": "PilotAssistant"
            },
            {
                "name": "PlaneMode"
            },
            {
                "name": "PolishFlagPack"
            },
            {
                "name": "PreciseManeuver"
            },
            {
                "name": "ProceduralFairings"
            },
            {
                "name": "ProceduralParts"
            },
            {
                "name": "ProceduralParts-Textures-SaturnNova"
            },
            {
                "name": "RCSBuildAid"
            },
            {
                "name": "RealismOverhaul"
            },
            {
                "name": "RealismOverhaulCraftFiles"
            },
            {
                "name": "ReentryParticleEffect"
            },
            {
                "name": "RN-MiscParts"
            },
            {
                "name": "RN-SalyutStations"
            },
            {
                "name": "RN-SovietProbes"
            },
            {
                "name": "RN-SovietRockets"
            },
            {
                "name": "RN-SovietSpacecraft"
            },
            {
                "name": "RN-SPP"
            },
            {
                "name": "RN-USProbesPack"
            },
            {
                "name": "RN-USRockets"
            },
            {
                "name": "RSSDateTimeFormatter"
            },
            {
                "name": "RealBattery"
            },
            {
                "name": "SCANsat"
            },
            {
                "name": "ScienceRelay"
            },
            {
                "name": "SDHI-ServiceModuleSystem"
            },
            {
                "name": "SDHI-SharedAssets"
            },
            {
                "name": "SemiSaturatableRW"
            },
            {
                "name": "SETI-Greenhouse"
            },
            {
                "name": "ShipManifest"
            },
            {
                "name": "SmartParts"
            },
            {
                "name": "SovietEnginePack"
            },
            {
                "name": "SpaceY-Expanded"
            },
            {
                "name": "SpaceY-Lifters"
            },
            {
                "name": "StateFundingContinued"
            },
            {
                "name": "StationScienceContinued"
            },
            {
                "name": "TacFuelBalancer"
            },
            {
                "name": "TACLS"
            },
            {
                "name": "Taerobee"
            },
            {
                "name": "TextureReplacer"
            },
            {
                "name": "ThrottleControlledAvionics"
            },
            {
                "name": "TimeControl"
            },
            {
                "name": "Trajectories"
            },
            {
                "name": "UKS"
            },
            {
                "name": "UniversalStorage"
            },
            {
                "name": "USI-EXP"
            },
            {
                "name": "USI-FTT"
            },
            {
                "name": "USI-NuclearRockets"
            },
            {
                "name": "USITools"
            },
            {
                "name": "VensStylePPTextures"
            },
            {
                "name": "xScience"
            },
            {
                "name": "Toolbar"
            },
            {
                "name": "WaypointManager"
            },
            {
                "name": "RasterPropMonitor"
            },
            {
                "name": "ConnectedLivingSpace"
            },
            {
                "name": "ContractsWindowPlus"
            },
            {
                "name": "KerbalStats"
            },
            {
                "name": "ModuleManager"
            },
            {
                "name": "CommunityCategoryKit"
            },
            {
                "name": "KSP-AVC"
            },
            {
                "name": "MechJeb2"
            },
            {
                "name": "ProceduralFairings-ForEverything"
            },
            {
                "name": "KSCSwitcher"
            },
            {
                "name": "RemoteTech"
            },
            {
                "name": "VenStockRevamp"
            },
            {
                "name": "SmokeScreen"
            },
            {
                "name": "KerbalRenamer"
            },
            {
                "name": "InterstellarFuelSwitch-Core"
            },
            {
                "name": "IndicatorLights"
            },
            {
                "name": "ALCOR"
            },
            {
                "name": "B9-PWings-Fork"
            },
            {
                "name": "ForgottenRealEngines"
            },
            {
                "name": "RLAContinued"
            },
            {
                "name": "RealScaleBoosters"
            },
            {
                "name": "AntaresCygnus"
            },
            {
                "name": "RN-Skylab"
            },
            {
                "name": "SpaceShuttleSystem"
            },
            {
                "name": "SXTContinued"
            },
            {
                "name": "NewTantares"
            },
            {
                "name": "NewTantaresLV"
            },
            {
                "name": "REPOSoftTech-Agencies"
            },
            {
                "name": "RasterPropMonitor-Core"
            },
            {
                "name": "AGExt"
            },
            {
                "name": "SpacetuxSA"
            },
            {
                "name": "ShipSectionsContinued"
            },
            {
                "name": "ModularFlightIntegrator"
            },
            {
                "name": "RecoveryController"
            },
            {
                "name": "AT-Utils"
            },
            {
                "name": "CommunityResourcePack"
            },
            {
                "name": "MagiCore"
            },
            {
                "name": "MainSailorTextures-Essentials"
            },
            {
                "name": "SolverEngines"
            },
            {
                "name": "AdvancedJetEngine"
            },
            {
                "name": "RealChute"
            },
            {
                "name": "RealHeat"
            },
            {
                "name": "Kopernicus"
            },
            {
                "name": "BDAnimationModules"
            },
            {
                "name": "CustomBarnKit"
            },
            {
                "name": "CommunityTechTree"
            },
            {
                "name": "AnimatedDecouplers"
            },
            {
                "name": "USI-Core"
            },
            {
                "name": "Konstruction"
            },
            {
                "name": "GroundConstruction-Core"
            },
            {
                "name": "ProgressParser"
            },
            {
                "name": "ContractParser"
            },
            {
                "name": "ASETAgency"
            },
            {
                "name": "CryoTanks"
            },
            {
                "name": "DeployableEngines"
            },
            {
                "name": "ASETAvionics"
            },
            {
                "name": "ASETProps"
            },
            {
                "name": "KSPWheel"
            },
            {
                "name": "FirespitterResourcesConfig"
            },
            {
                "name": "RetractableLiftingSurface"
            },
            {
                "name": "BonVoyage"
            },
            {
                "name": "AudioMufflerRedux"
            },
            {
                "name": "Strategia"
            },
            {
                "name": "KRASH"
            },
            {
                "name": "ALCORIVAPatch"
            },
            {
                "name": "SimpleRefuel"
            },
            {
                "name": "SpaceDock"
            },
            {
                "name": "TweakScale"
            },
            {
                "name": "EVAParachutes"
            },
            {
                "name": "FlightPlan"
            },
            {
                "name": "KerbalFoundriesContinued"
            },
            {
                "name": "DistantObject"
            },
            {
                "name": "ConfigurableContainers-Core"
            },
            {
                "name": "RealFuels"
            },
            {
                "name": "RealPlume"
            },
            {
                "name": "RP-0"
            },
            {
                "name": "RSSTextures8192"
            },
            {
                "name": "RSSVE"
            },
            {
                "name": "TestFlight"
            },
            {
                "name": "RealSolarSystem"
            },
            {
                "name": "EnvironmentalVisualEnhancements"
            }
        ]
    }

     

    I can provide output log if that helps.
     

  5. Hi guys, I have problem with this mod or rather it's older version but I can't find formu thread for it.

    I've reinstalled my KSP 1.1.3 with all the mods I had and Editor Extensions is not working (I can't get n-symetry,etc I used to have). I've noticed that this version might not work with 1.1.3 so I've downloaded EEX 3.2.14 from spacedock but still no joy. Am I missing something? I had no time to read all 28 pages of this thread sadly so forgive me if it's there but I don't know it.

    EDIT: I've found solution - on EEX github there is 1.1.3 branch and it worked :)

  6. 28 minutes ago, Garlik said:

    Hi guys,

    Dont know if this is the right way to ask, but after quite some time on KSP, I'm trying to install RP-0. First time with CKAN too.

    When installing, I get following error:

     

     

    I understand what all this means, but do not know how to solve it without installing all mods manually. Any advice?

    I think you can remove the problematic file (delete it or move to another folder outside KSP ) and it should go. Basically CKAN do not "add or replace" for all required files but just "add" and if it sees file already exists it exits with error - at least that's my understanding.

  7. 31 minutes ago, Maxsimal said:

    One suggestion I'd have for new missions for RP0:

    Define a new resource called 'payload' that's around .5kg/L

    Create missions that override the stock satellite contracts, adding a 'payload' resource requirement, and scale reward based off of payload.  

    This would add variation to satellite contracts, as you'd no longer be launching the exact same rocket configuration (with whatever science instruments) for a particular mission.  It's a big difference if you need to put 2000kg into GSO vs 50kg.

    I'd also add payload requirements to more advanced versions of the sounding rocket contracts, to add more variety to those too.

    not a bad idea but we have various satellite cores so why not use those as part requirement? some are rather large and I never used them (unless I was up for realistic mission) because it was always possible to achieve the same with much lighter craft.
    another option is to add requirement for RCS and at least n-units of RCS fuel left (measured in fuel unit of dV left) to simulate that contractor want a satellite with option to change orbit in future.

  8. 16 hours ago, chrisl said:

    @przybysz86 I know they CAN be done.  Hell, I could put together a monster sounding rocket that could complete the early lunar missions.  My point is, you can't complete them with historically accurate rockets until you get to the Thor/Atlas/Titan era (i.e., "Basic" rocketry, construction and avionics).  And there just aren't enough contracts available to get you through the earlier Juno/Vanguard rocket era (i.e. "Early" rocketry, construction and avionics).  I don't think we need a ton of contracts for that era.  But I do think we need more than the two (neither being repeatable) we currently have.

    I hadn't thought about using chutes to "land" a rocket plane.  I may have to give that a try.

    As for the Historical Missions contract pack, my only question is, is it compatible with RP-0? 

    Historical Mission is fully compatible with RP-0 as far as I've checked and if you aim toward fully realistic recreation it's definitely mod for you. Not sure if adding it would corrupt your save but seem like you are not far into it so it would be better to just start anew - there are some V2/R1 contracts in historical mission for just those early phase too.

    As for playing historically accurate vs manned V2 - there were plans for such vessels so it's more of a "what if" scenario and if you want your 1st suborbital flight to be proper around the earth one then just cut engine when your apoapsis hit 139km so that you just end up passing Karman Line - I did it that way in my current career.
    BTW that is one of the reasons why I play it on hard (lower science reward) but use 100% fund reward - I like to play more mission rather than be forced to do 3-4 contracts at the same time.
    For example I try to get lunar flyby in separate contract to lunar impact despite the fact that impactor will fulfil flyby too and I use the same design in both missions.

     

  9. 16 hours ago, chrisl said:

    I agree that sounding rocket contracts are really just fillers.  But those are basically the only contracts I can do right now.  I wasn't getting any other contracts that were doable with my tech level. 

    Lunar Flyby/impactor can be done with RD103M, 1st AJ10 and baby sergeants using levl 1 launch pad and level 2 tracking station and mission control.
    If you do them you should have plenty of tech and funds to get better rockets capable of shooting probes to Mars.

    In fact in my game (difficulty on hard but with 100% fund reward) I had enough science to get me most of those tech nodes after first satellite contract.

    16 hours ago, chrisl said:

    I have trouble building and flying planes so I don't take those contracts.  I know that handicaps me a bit (more than a bit?) but it is what it is.  Besides, I love rockets more than I love planes.  :)

    You can get some early plane contract using rockets. You can go into suborbital and get safe reentry using X1 cockpit and A4 + some lead to prevent over-G. Or A4 initial + XLR11 sustainer as it has option to deep throttle - with option to reignite it can be used to slow down reentry. All it require is investing 1 science to unlock 1st plane node.
    I've done lot of plane contracts using simple rocket plane (or rather winged rocket with Vanguard engine which is nice as it can control roll with verniers. And if you are bad at landing (frankly KSP is lacking a lot in this area) it's just matter of fitting 2 parachutes (one on each end on top of fuselage). Fly low over spot where you want to land and just open them.

    You can just skip contracts that require you to maintain certain speed and/or altitude for certain time. Everything else is achievable with rockets and even A4 have enough thrust and burn time to get manned capsule into space which I guess is historically correct as it was able to do so with 1t of a warhead/lead ballast:
    http://www.astronautix.com/m/mannedv-2.html

  10. Historical Missions are great - give you purpose but what I find boring in the long run is that it give contracts for failed missions too . It's fine at first but then making a rocket just to fail mission is little boring in long run. Especially if failure is not say impact instead orbit but it's about suborbital and crash back to Earth instead something interplanetary.

    It's not a huge problem but more inconvenience for someone with contract OCD like me who want to make them all

  11. I agree - sounding rockets are not the way to progress career. you will get stuck due to lack of RP sooner or later.
    I used medium and high contracts combined with science from space to cut on my losses when testing new engines, etc. At early stages of your career (up to lunar imapctor/flyby) you can actually test rockets and earn money that way but later on those contracts usually just make you break even or with minimal loss instead of loosing money each time.
    Just keep 1-2 proven rocket built and ready to roll out just in case your tested design fails every single time and you are getting close to contract deadline.

     

  12. 14 hours ago, EliasDanger said:

    Launch a one stage v2 with thermometer, barometer, and three bio samples. Put a chute, a decoupler and fairing on there to reduce drag, protect the science, and detach and recover avionics with science. That gives you plenty of science to unlock first tier Tech which will give you better avionics and better engines to get higher and even get to orbit. 

    No real reason to use aerobees until you unlock that first tier rocketry and can upgrade them. All it takes is one v2 launch with all that science. Transmit the temp and pressure for low, high, and space, recover bio samples for the same, and you have all the science you need to unlock and progress.

    Here's an album with pictures: http://imgur.com/a/aQ6HB

    Use that and you'll have plenty of science to unlock first tier tech.

    Yup - I use similar design to grind science for early orbital but question was about rockets capable of "high sounding rockets" contract that you can do while waiting for new tech so that you earn SL rather than skip time. Aerobee-bumper as far as I can tell will give you only low "high" contracts (2000ish km) at best (if you use smart A.S.S.  to compensate for lack to lead ballast in the nose) but high contracts are up to 5000km if memory serves and it just won't get there.

     

     

    21 hours ago, Maxsimal said:

    You can get much cheaper by using the a-4 engine as your first stage, not sure why noone is mentioning it here.  In RP0, all the solid-rocket engines are not price-efficient for the net impulse they deliver, compared to liquid-fueled engines, IMHO, and due to the interaction of test-flight burn times and rocket mass, you don't need any sort of booster or kick when using it, your rocket should have decent TWR if you're using a 70second burn with the A-4 and put reasonably sized, aero-bee based 2nd & 3rd stages on top of that.

    My sounding rocket high rocket was coming in at less than 800 for a 5500km rocket.  I'm sure you can manage something similar.

    Thanks fore the tip - I will have to check it. I neve use rockets just to fulfil sounding rockets contract but it would be nice to have a cheap backup just in case contract is about to expire and rocket I tested just experienced total failure of 1st stage 10s after lift-off :)

  13. 6 hours ago, chrisl said:

    I don't have Sergeants.

    I meant baby-sergants that comes with stock RO/RP-0 -as used here: https://github.com/KSP-RO/RP-0/wiki/Tutorial%3A-Reaching-Orbit
     

    I just used them to built my own clusters similar to one built by NathanKell here - check part 2:

    Spoiler

     

     

     

    but instead of AJ10+RD103 I used Vanguard + Aerobees. I believe all parts except Vanguard engines are stock to RO/RP-0. Possibly baby-sergeants clusters from juno are more expensive. I also find them "cheaty" as they either fail all or non whil hand made clusters can fail partially and add spin - add more flavour if you ask me :)

     

  14. 4 hours ago, troyfawkes said:

    Nothing to contribute here but you guys are the coolest nerds ever and you're making it so hard to wait for RO et al to stabilize for 1.2 :D

    That's why knowing 1.2 is inbound I made a copy of my 1.1.3 before steam decided to update it for me. :wink:


    EDIT:
    @chrisl
    The cheapest 5000km class sounding rocket that use only early technology I can make cost me just below $1150 which means that medium sounding rocket contract will pay you for your launch (and when I checked actually make $650 profit) and high contract would be all profit:
     

    Spoiler

    lzxHmIk.png

    I used Sergeants(15x), Vanguard (1x), Aerobee in Aj10-27 config (4x) and small solid kick motors (2x). All is using only sounding rocket avionics, is spin stabilised and offset by 1.5deg toward east to prevent falling back on cape.

    I've not cheated with 100% utilisation. It have 100% domes on both ends but core is at 90%. Boosters are standard - 86% if memory serves.
    Test I've made shows that if all goes right (no failure) it will reach just above 5000km.
    Price as you can see is above $1150 but you always recover clamps so it will go below that.

    I'm sure some "rocket design magicians" here can do much better. That one was just a quick design to make sure I've not lied to you because say prices changed since I've last checked.

    Of course the main idea of sounding rocket contracts is to use them to test launch system but if you want to make them just for profit and only have basic nodes then feel free to build something like mine design.

  15. 1 hour ago, chrisl said:

    Out of curiosity, are you using a parts pack for your high capable sounding rocket?  What engine are you using?  I've been limited to the small WAC-Corporal until just recently when I get the AJ11 (from RN_US_Rockets) but my three stage Aerobee 300 can only get just above 400km.  I'm looking at something using the A-6, A-7 or X405 (will 2nd stage AJ10) but those are basically my only engines right now.

    NathanKell showed something like that in his tutorial (youtube->"RP0 tutorial") and you can get high sounding for less than $1500. 3 sergeants + 11-12 sergeants + AJ10 + RD103 with some spin/ullage solids added and it gets me easily to 7500-7700km (most of the time due to failures) even with some offset to make sure stages drops into Atlantic (I basically end up climbing at about 60deg when spin stabilises it fully) .

    If you have RN-US probes (or something like that) - you can use explorer probe - it's light and aerodynamic. Just recreate Explorer-Juno. I've been able to put it on 160/8000km orbit and whole rocket (including avionics) cost below $1200. If you can strip avionics and spin stabilise it you should get 8000km+ with rocket that cost around $1000

  16. On 4.10.2016 at 4:44 AM, Mekan1k said:

    Huh... The parts don't appear to work in 1.1.3. Oh well. :rolleyes:

    construction ports work as normal docking ports (no option to weld) and crane is not recognized by infernal robotics at all - it's there physically but I cannot control it in any way.

    I'd love to see 1.1.3 version too - with all the mods I have it would take time to port my game to 1.2

  17. 3 minutes ago, deleted said:

    Beginner question here.  I am struggling with the use of avionics.  I don't think I am using my stages properly.  How do i get a third stage avionics unit to last until I need to use it to kick me to the moon or wherever else I may be travelling.  I only seem to get about 30 mins out of the unit, which is not enough to travel to the desired node or even to apogee.  Do i just need to overload on battery capacity? then use a probe core with solar panels to my final destination?

    you can lock battery on last stage but keep in mind that each stage uses it's own electric charge so just add some battery to last stage. BTW - check this:

     

  18. 14 hours ago, leudaimon said:

    @Trolllception If you have a controllable core, you can use the kick motor to do the heavy job (raise the periapsis for a geostationary orbit for example) and then use RCS to fine-tune the orbit. Also, the current implementation of satellite contracts uses the stock system and really is not ideal, but that's what we have for now... AFAIK writing these more realistic early contracts is in the roadmap for future updates, but not done yet.

    another, harder, option is to fine tune before the kick motor engages. For example if you use 2nd stage RCS ullage motors just take some spare fuel for them and us them to fine-tune. I find this method much harder as I need to be very precise in engaging kick motor (no rotation, precise timing, etc) but if you manage to do it you can do without controllable probe core. I recommend spinning solid stage before decoupling
    Oh an use decoupler that have force set to 0 + separation motors on previous stage to pull it away* to decouple solid stage or it will add dV and screw your calculations
    This method obviously require some simulation to calculate dV you need form kick motor to circularize after fine tuning.


    *sep. motors not required as you do have kick motor and if it have high thrust to mass it will extend away fast enough to not make previous stage explode.

  19. On 9/3/2016 at 8:49 PM, Sharpy said:

    Can I somehow force a merge other than through recovery?

    If instead of launching the main ship to orbit, and recovering a booster, I launch a probe, then turn the ship around and land it, I can't do pretty much anything reasonable - if I recover the ship, the probe vanishes. If I switch to the probe, I can fly it to the orbit, but the ship crashes because its reality is never merged with the landing that was done before - I switch to KSC and see the pilot is MIA.

    And if I want to land a bunch of probes and NOT recover them? Leave them to collect science for contracts or serve as beacons?

    Is there some way to just force end of FMRS and apply the merge?

     

    Edit: Worse. By the time I land the plane, FMRS is red, and the probe is nowhere to be found...

    for me it looks like you should use different "priorities". Just before launching probe switch to "control from here" on probe core. Then launch probe - carrier should vanish. Once probe is in the orbit switch back to carrier plane and land it. Once landed, switch back to probe - voila.

  20. On 9/5/2016 at 5:41 AM, nightingale said:

    Okay, everyone go grab Contract Configurator 1.19.0, as that fixes the problems with garbage generation:

    • Fixed an incorrect boolean condition that was causing it to do an expensive check every frame for every contract instead of once per game.  This is the major source of 99% of the garbage that was being generated.  Huge thanks to @xEvilReeperx for pointing this one out.
    • Fixed the biggest area that was overusing LINQ to not generate any garbage

    Between those two fixes, should be a much better RP-0 experience now.

    I confirm - helped a lot in case of my instal. I've played some yesterday and  "hiccup" now appears once ever 20-30s rather than every 5s. GJ and Thank you!

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