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Phelan
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Everything posted by Phelan
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[1.12.x] Near Future Technologies (September 6)
Phelan replied to Nertea's topic in KSP1 Mod Releases
I didn't search the entire thread, but since even a few google searches didn't even come close to being any help - where can I actually collect Xenon? Kerbin doesn't have any in its atmosphere it seems (only Argon), which leaves Eve, Duna, Jool and Laythe... I cheated a probe with the Sounder into an orbit of each of them, and always got 0.0% Xenon. Location/biome doesn't seem to matter either, so right now, it looks like I can't collect Xenon anywhere on the stock planets..? -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
Phelan replied to DMagic's topic in KSP1 Mod Releases
@DMagic Dammit... But thank you, I'll just use the debug menu to complete that contract then -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
Phelan replied to DMagic's topic in KSP1 Mod Releases
I'm not sure what to make of one of the "anomalous readings" contracts... The given location is on Kerbin, 60 degrees north, 100 west. The BTDT sensor says that it doesn't detect any anomalies around those coords, and the three closest anomalies that SCANSat and KerbNET have given me are obviously not the 'valid' locations (since I've flown over them, collected the reading with the sensor, but didn't get the corresponding checkmark in the contract). Any ideas? -
[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
Phelan replied to nightingale's topic in KSP1 Mod Releases
Probably not entirely, depending on your starting funds etc, you might need a bit more money to kick things off, but from a pretty early point on, you can certainly just do tourism missions for your revenue- 699 replies
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In my case, it seems to have been anissue with EVA Handrails, I stopped having those issues when I stopped using them on my vessel(s) (and in the end uninstalled that mod). I haven't tried it again since then, so I can't even say whether it still causes any issues, and of course if you're not using it, this is no help at all for you, sorry
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
Phelan replied to nightingale's topic in KSP1 Mod Releases
I keep running into a problem with the investor tour contract as well. It's just that I tend to take out a rover and then approach one of the investors (who usually "spawns" at some height above the ground when I get to within ~150-200m and drops, but survives), but the moment I "vessel-switch" to him, the contract gets completed (since all waypoints are close by I guess), and then I can't recover the rover since the investor didn'T have a chance to "despawn" since the moment the contract was completed, he was the 'active vessel' and not inside the rover. Only way I've found so far to work around that is to park the rover close to the eastern corner (in view of the investor I picked) of the mission control building, that way I usually have to actually drive a short distance for the waypoint check to kick in, so I can actually get the kerbal into the rover before the contract completes. (so, no need to find a fix for me, I can work around it, I just figured my 'case' might be of some small help to narrow the problem down- 699 replies
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Yeah, I guessed as much, but that's too much hassle for something that I can fix 'locally' by overwriting the changes with a couple of ":final" entries. Note that I didn't ask for a "how to fix", but "how to narrow the problem down" thing; I know the quick and dirty fix, it would only have been worth any hassle to find a fix for the SETI mod itself to get the "just delete the trigger folder" to work despite any possible conflicts with other mods.
- 2,515 replies
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Okay, this is weird... I've set up a fresh install with a crapton of mods, including SETI Rebalance and Unmanned before Manned, and I deleted the 'wheelsrebalance' folder, but still got the nerfed reaction wheels (definitely the changes from SETIReblance, no other mod I have would 'result' in those values). So I uninstalled and reinstalled just the SETI stuff, deleted that folder again, and I'm still getting the nerfed wheels. Any ideas? Maybe something in the log that I can search for that might help narrow the problem down?
- 2,515 replies
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[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Phelan replied to AndyMt's topic in KSP1 Mod Releases
Yup, I let it circularize (via MechJeb if I understand it correctly) at the destination height. I've tried a couple other rockets since, one very similar one (where basically just the shielded docking port of the 'problematic' one is exchanged for a CLAW), and for that one, the guesses are working just fine. It's weird -
Do you by any chance happen to remember which mod(s) that might have been? I love playing with some kind of "open-end" tech tree, and as much as I like the idea of R&D here, it's a tad... OP for my tastes
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[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Phelan replied to AndyMt's topic in KSP1 Mod Releases
Hm, the "Improve Guess" seems to be stuck on the third "guess" (the steep 120/7.5 setting), even though that was the absolute worst profile out of the three (the default 100/10 was the best, the 80/12.5 slightly worse in terms of delta-V, the 120/7.5 more than 200m/s worse). I re-launched it twice (every time letting it finish the circularization), still getting the same bad "guess". Any idea on what I could be doing wrong? Or would the log file be of any help? -
Any info on whether it works with "B9 Part Switch" (also one that allows changing the contents of tanks)? CKAN doesn't show a warning, so if it's not compatible - as I assume, as much as I'd love to get 2.5m and 3.75m liquid fuel tanks -, you might want to add that warning
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Up front, I understand the game balance thing, just wanted to point at the Raptor's specs (SpaceX engine): Thrust (vac.) ~3,285 kN (738,000 lbf)[1] Thrust (SL) 3,050 kN (690,000 lbf)[1] Chamber pressure 30 MPa (4,400 psi)[1] Isp (vac.) 361 s[1] Isp (SL) 334 s[1] Dimensions Diameter <2 m (6 ft 7 in)[1] So, in terms of realism, the Vector is rather weak And judging from the look and actual stats, I've got the feeling that the Vector is based on SpaceX' Merlin (914/845 kN, 311/282s ISP)
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45% + 15% is more than 100%?
Phelan replied to Gooru's topic in KSP1 Technical Support (PC, modded installs)
Yeah, I ran into the same problem. Already selling 80% of my science for cash, now with the tech tree completed, I wanted to sell the remaining 20% for reputation, but even at 1%, it tells me that it would exceed 100%. They're even more bugged - the money for reputation "appreciation campaign" is grayed out due to "conflicting strategies", but I could activate the "science for money" one that is clearly the exact opposite of my already running strategy. They look really badly messed up -
Hm, ran into a similar problem after a SOI change from Kerbin to Kerbol. I also repeatedly had an issue where crashed debris just kept floating upwards at a displayed 1m/s (though the actual speed was definitely different). After a closer look at the vessel after SOI change (but before loading, I just looked from the tracking station), I get a mass of "NaN tons". Something definitely ruined some calculations there, and since it's the first vessel where I've actually used the EVA handrails, chances are that's it. Looks like I'll have to try editing the save to remove the handrails from that vessel and then loading (first with the mod still installed, if that doesn't prevent the bug, without it). [edit] Okay, I tried making that SOI change from the space center, and didn't run into the NaN mass bug that way. Everything just worked fine afterwards. I might still try the savegame-edit to get rid of the handrails and test whether they (or that mod) were the cause in my case, but chances are I'll bee too lazy, sorry [edit 2] Grmph, still not done... Loading the vessel after an "unloaded SOI change" worked perfectly fine, but unloading it afterwards resultet in the same mass: NaN bug. I took a peek at the corrupted savegame, compared it with a correct one from before the SOI change, and found exactly two... interesting entries, both Electric Charge - amount = NaN ones on two different vessels - the 'known bugged one' and a satellite that turned out to have the same issue. Changing the NaN entry to a sensible integer didn't help though No idea how to fix this, I'll try to stay with the main "problem vessel" until it's landed again to at least save my Kerbals (the bugged satellite is expendable anyways). Hm, thinking of it, pretty much the only thing these two vessels have in common - and only those two - is a DMagic telescope, though both are undeployed (according to the savegame) and one is a 'regular' version, the other a UniversalStorage one
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Ahh, thank you, that was pretty much the manual "how-to" I was hoping for
- 2,515 replies
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Well, you're welcome, and thanks for the reply But that may pretty much make the whole mod unattractive for me, which would be extremely sad because I absolutely love all the rest And when combined with other mods that actually add some "stock-alike" SAS (-capable command pods and cockpits), it becomes completely weird. Any chance of adding an optional mod/alternate download/whatever without that massive nerf? Or some "how-to" for undoing those changes manually?
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Quick question: I may be wrong (since I've got a couple of other mods installed as well), but it looks like the Rebalance mod seriously nerfs the command pods and SAS modules (pretty much removal or division by 10 or so of the reaction wheel effect plus an entire removal of RCS fuel from the Mk I pod for example). Is my guess correct that it's that mod, and if so, why is there no mention of this in the features list?
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I didn't search the whole thread for this, so please forgive me if it has been answered elsewhere: Right now, I can easily research different science tree nodes simultaneously, when I have enough science to start the research without leaving the science center, even ones that depend on still unlocked ones (start unlocking node x unlocks the option to research the dependend nodes, e.g. going into the reserach lab with enough science points, I can start researching "Basic Rocketry" and "General Rocketry" at the same time). Is that (or at least the simultaneous research of different nodes, even without dependencies) intended behaviour or a bug/can't be circumvented in the game's GUI? Or would it be more "appropriate" to wait for one research to finish and manually "queue up" the next one when it's done?