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Phelan
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Everything posted by Phelan
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Dammit, I had it working just fine on Kerbin, reinstalled KSP with a slightly different mod setup, and now that I finally could get a rover to Mun, even when I throw together a very basic rover on Kerbin (vanilla RoveMate, 4 RoveMax S2, two OX-STAT solar panels, a communotron and the RoverBrain Front), whenever I try to open the rover terminal, I only get a basic and empty widget while the log says [EXC 19:31:44.103] NullReferenceException: Object reference not set to an instance of an object RoverScience.DrawWaypoint.ShowMarker () RoverScience.DrawWaypoint.ToggleMarker () RoverScience.RoverScience.ShowGUI () BaseEvent.Invoke () UIPartActionButton.OnClick () UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEvent.Invoke () UnityEngine.UI.Button.Press () UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update() Any ideas?
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Yup, one of the really nice aspects of KSP, especially then it comes to modding - setting up different installed 'versions' is trivially easy, just copy the directory I usually keep a completely unmodded, "clean" install dir laying around of the version I'm currently playing with, so if I should break the one "in use", I don't need to download it and fiddle with the version selection and such, I just copy the "clean" dir to a new location, re-install all the mods, copy my save (and some of the configs so I don't have to redo the graphics/sound/... settings for example) over
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Dammit, didn't see in the pic that it was a Mk2 adapter, I should have looked more closely It seems that shaped cargo bays shouldn't be an issue with the aerodynamics of KSP, so I guess I'll just keep hoping for some 'round' adapter ones
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Already got Janitor's Closet, but yup, thanks And I'm ideally just looking for 'round' ones (main interest is realyl basically an unmanned 'cargo' 2.5m pod à la Dragon. Besides, trying to get on without Tweakscale this time around, it can be a bit cheaty, at least the cost (scaling down bigger parts can make them EXTREMELY cheap )
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Ahhhh, yes, that looks about perfect, thank you Time to install it
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No, I'm already playing with M2 expansion, no 'adapter' cargobays, only structural ones (hollow, without fuel).
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Ah, okay, I had actually looked at the mod at some point already, but hadn't tried it out. Gonna do that then
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Not ideal, but as far as I can tell from the pic, it'd be a start Where did you stumble over it?
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Thanks, but that looks basically like a specialized fairing. For one, it's too small for my purposes, it doesn't look like anything could be attached to the outsides (like SpaceX-style SuperDraco engines from the Kerbal Reusability mod), and it doesn't open and close like a cargo or service bay.
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I know, but I really mean bays with a node on top (for docking ports or parachutes and such).
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Does anyone know of any mods for cargo bays (or service bays or whatever) with the general shape of for example the Rockomax Brand Adapter (1.25 to 2.5 adapter) and Kerbodyne ADTP-2-3 (2.5 to 3.75)? Yes, I know I can clip stuff into the adapters, but that's always at best meh (especially if you want to access the stuff's right-click menus). Unstaged fairings won't help since I want to attach stuff to the sides (think of a SpaceX Dragon-like cargo capsule for example).
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Looks like my launchpad simply "forgets" that it's connected to a vessel when I load the thing (going back there from the KSC). It works just fine after launching, but only as long as I stay with it. If I in any way 'leave the scene' and come back later, it doesn't see the rocket parts of the vessel anymore. As mentioned a couple of posts ago about a seemingly similar issue, I've tried removing the port in the VAB/SPC and attaching a brand new one as the last step, but that didn't help Any ideas? [edit] Quicksave and quickload seem to help as a workaround (the launchpad then "knows" the most recent number of rocket parts, it just doesn't get informed about new ones until I QS/QL again, and also doesn't inform the vessel about used up parts), so it "works", it's just cheaty (since I can build big stuff with just a few produced parts, I just need to save/reload every time the few parts are used up by the launchpad, the actual vessel still has them and at the reload "informs" the pad about the current amount) and a tad ugly - so low priority
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Phelan replied to Boris-Barboris's topic in KSP1 Mod Releases
Yeah, I might sometime look closer into AVC, but I already have enough programming to do at my job, don't really want to add that aspect to my KSP.- 972 replies
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Phelan replied to Boris-Barboris's topic in KSP1 Mod Releases
Well, (2) and (3) don't help one bit, there is no noticeable change whatsoever. And reducing the AoA to 1-2 actually does help, but only for a few moments, it pretty quickly oscillates to the "usual" 3-4 degree AoA again. Setting it to 15-20 doesn't have any effect whatsoever after that (nor of course if I start with that setting). Ah well, it still 'works' for brute-forcing my way through the atmosphere without having to regularly adjust the heading on MechJeb's surface navigation tool, it's just ugly to look at (luckily, Kerbals don't get motion sick ). Thank for trying to help in any case- 972 replies
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Phelan replied to Boris-Barboris's topic in KSP1 Mod Releases
(http://de.tinypic.com/r/mkqc0/9 and http://de.tinypic.com/r/2mhc321/9 for the full pics) [edit:] Ah, my mistake, you meant pitch ang vel, not pitch and acc, one moment :)] Here: (http://de.tinypic.com/r/29zalbd/9)- 972 replies
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Phelan replied to Boris-Barboris's topic in KSP1 Mod Releases
Yup, no change at all (and I checked the hotkey manager, just in case it wasn't O for me)- 972 replies
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Phelan replied to Boris-Barboris's topic in KSP1 Mod Releases
Does anyone have any ideas or suggestions how to adapt AA for usage with rotors (AirplanesPlus mod in this case)? It's constantly overcorrecting, so it's just wobbling away. I've tried fiddling around with some of the numbers in the pitch (and yaw) trainer, but even for big changes (factors of 2-10-100), I can't tell much of a difference. It 'feels' a little bit better, but it's still horribly wobbly (for a helicopter with additional propellers a la Eurocopter X3, with adjusted RPM of the main rotor so that at full throttle, it should hold the current height, it's going from an AoA of 3 to -3 and back in about a second most of the time, mostly pitch, but sometimes also yaw).- 972 replies
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First of all, thank you for the really nice mod One issue about the contracts with lots of passengers (that aren't standing around at the starting location, but that you have to load when you "Launch") - how are they supposed to be done without losing money, considerng that most bases have a reduced vessel recovery payoff, and the Mk3 passenger module itself costs 100k (meaning that if you do recover the plane at a base with only, say, 75% recovery, you lose at the very least 25k per 16 passengers)? You can't just leave the planes standing around at the bases for new contracts since you won't be able to load the passengers onto the plane (unless the hangar upgrades should work someday I suppose), so at this point, you usually need to fly the plane back to the KSC if you don't want to lose any money (with the exception of "matching" start- and endpoints where the start gives you a reduction in launch cost to at least make up for the reduced recovery at the end point).
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KSP Interstellar Extended Support Thread
Phelan replied to FreeThinker's topic in KSP1 Mods Discussions
Well, first attempt to use a thermal turbojet failed miserably. I went somewhat with AddMeGamer's totorial vid on YT about them, just built a very basic test thingy on the ground (probe core, engine pre-cooler with attached radial intakes, inline radiator, molten salt reactor with some more attached radiators, then the thermal turbojet. All supported on stability enhancers. Result: The reactor won't even begin to build up heat ("ThermalPower" as well as Core temp.) unless I throttle up the engine (radiators deactivated or not). But then the engine itself starts to heat up VERY quickly an is soon in danger of blowing up, while the reactor just very slowly warms up. Even when I carefully keep the throttle at a level where the engine doesn't blow up while the reactor heats up (which takes ages), even at a reactor core temp.of 1600K and an engine core temp of ~2400, I only get 0.1-0.2kN thrust. So contrary to the basic idea of the turbojet using the reactor's heat to build up thrust, it doesn't 'use' any heat whatsoever and instead overheats on it's own very quickly. Since it's impossible to attach any radiators to the turbojet part itself (doesn't allow surface attachment), I can't even try 'overloading' it with radiators to keep it cool while the reactor provides the 'main' heat (no matter what I try, the engine is always hotter than the reactor). Any ideas or comments? Right now, I'm close to deinstalling KSPI again after basically a third attempt and forgetting about it since it never seems to work "as advertised"... at all :'( -
[1.12.x] Near Future Technologies (September 6)
Phelan replied to Nertea's topic in KSP1 Mod Releases
I have a bit of a problem with reactors whose vessels haven't been loaded for a long time, the moment I switch to those vessels, the cores instantly overheat and shut down, taking some damage. Yes, they've got enough radiators to runn at full capacity, they're running at 1-10% (depending on the vessel), and some of them were out near Jool (so no issues with heating from Kerbol). It really only seems to happen to vessels that haven't been loaded for a long time (like a year or so or longer), and it's pretty consistent. Anyone got an idea? -
Analytical solution for constant thrust trajectories
Phelan replied to tomf's topic in Science & Spaceflight
Dammit... Ah well, maybe I'll just occasionally watch a likely talk and hope I'll stumble over it sooner rather than later, I'll try to remember posting the link if I should find it Thanks anyways! -
Analytical solution for constant thrust trajectories
Phelan replied to tomf's topic in Science & Spaceflight
Do you by any chance remember the title or ideally can provide a link? I'd rather not go through the dozen or more hour-long vids on YT alone where he gives a talk -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Phelan replied to Nertea's topic in KSP1 Mod Releases
How is the IntakeAtm supposed to work? With the small and medium fans (switched to electric mode), I instantly get a flameout ("IntakeAtm deprived"), only the large one actually works. The part info (right-click on the part in the sidebar in the SPH) says Intake Atm 1/1 for the large fan, and 0/0 for the other two. The .cfg files look like the values and behaviour should be the same as far as I can tell (ModuleResourceIntake for IntakeAtm is the same for all three, except for the ten times larger area and intakeSpeed of the small one, and Resource IntakeAtm is the same 0.2/0.4/0.8 scaling as Recource intakeAir for all three). Any ideas? (I've got far too many other mods installed to search for a conflict and stay sane , but considering that the large fan works and the other two don't, I would hope it can be resolved 'internally') -
I wish I could go with wasml's method, but Interstellar has dependencies that conflict with other mods I'm using (can't use TweakScale or FuelSwitch), so I'd love an actual standalone mod, too.
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[1.12.x] Near Future Technologies (September 6)
Phelan replied to Nertea's topic in KSP1 Mod Releases
Dammit getting enough Xenon from depleted fuel for anything but a tiny probe would take ridiculously long.. Ah well, thanks for the quick answer anyways, I guess I'll have to make an exception to my "collect all fuels as soon as you can, don't buy any" rule in this playthrough