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ble210

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Everything posted by ble210

  1. I'm having issues with the Commnet (I probably just don't understand it). I have a relay satellite in orbit of Duna, with direct antennas and relay antennas (it is connected to Kerbin, so range isn't an issue with the relay satellite). I have a detachable lander attached to the satellite with three Communicatron 16s. I figured that, while that won't connect directly to Kerbin, it should be able to utilize the relay satellite . Problem is, when I decouple it from the relay satellite , it doesn't have any connection. It shows as having a green line to the relay satellite , but it reads as having no connection to Commnet. I have a probe core and plenty of electric charge on the lander (same with the relay satellite). Do you need a relay antenna on both crafts? Are direct antennas totally useless outside Kerbin's SOI?
  2. I'll try to give it a go this weekend.
  3. I've had the same experiences as eberkain. I've run ~10 tests from a Mun-height apoapsis with the 1.875 command pod and restock 1.875 heat shield; all were destroyed on re-entry. I've run 4 additional tests with the exact same craft, with the only difference being a stock heat shield; all four survived re-entry. I am not using FAR.
  4. I also restored the stock heat shields, and also was able to safely re-enter and land on Kerbin. I've so far done ~10 tests with Restock 1.875 heat shields, and 4 with stock 1.875 heat shields. All the command pods with Restock heat shields were destroyed from a Mun-height apoapsis, and all the command pods with stock heat shields survived. (I was able to save a crew with the Restock heat shields by first lowering my orbital velocity by 1200 mps, and then rocking the pod back and forth on re-entry). Indeed the issue does appear to be the Restock heat shields. Thank you for pointing that out, I was incorrect; it is indeed the greater velocity that largely distinguishes re-entry in the JNSQ system versus the stock system, and not a "thicker" atmosphere. Interesting. I do not have Far installed either. I'm not sure why we've had different experiences with the Restock heat shields.
  5. Thank you Clampotron. I successfully made a .restock file that whitelists heat shields, however the stock heat shields still don't show up in my game (only the restock ones do). The whitelist contains the following: Squad/Parts/Aero/HeatShield/ Squad/Parts/Aero/InflatableHeatShield/ This whitelist apparently does work to load the stock heatshields, since I get the pertinent lines in my log: [LOG 18:13:38.764] Load(Texture): Squad/Parts/Aero/HeatShield/Fairing [LOG 18:13:38.765] Load(Texture): Squad/Parts/Aero/HeatShield/heatshield [LOG 18:13:38.767] Load(Texture): Squad/Parts/Aero/InflatableHeatShield/HeatShield [LOG 18:13:38.770] Load(Texture): Squad/Parts/Aero/InflatableHeatShield/HeatShieldFairing [LOG 18:13:38.772] Load(Texture): Squad/Parts/Aero/InflatableHeatShield/HeatShield_NRM [LOG 18:14:07.981] Load(Model): Squad/Parts/Aero/HeatShield/HeatShield0 [LOG 18:14:07.986] Load(Model): Squad/Parts/Aero/HeatShield/HeatShield1 [LOG 18:14:07.992] Load(Model): Squad/Parts/Aero/HeatShield/HeatShield2 [LOG 18:14:07.997] Load(Model): Squad/Parts/Aero/HeatShield/HeatShield3 [LOG 18:14:08.003] Load(Model): Squad/Parts/Aero/InflatableHeatShield/HeatShield Curious as to what steps I may be missing; as far as I can tell I've followed them all in the links you posted (thank you again for your help!) Edit: Doh! I missed the second step (disabling the MM patch). I'll try that now.
  6. I am also curious as to how to bring back stock parts. I am suspecting that there are bugs with the Restock heat shields (specifically, that they don't fully cover and protect what is above them, which is exacerbated in larger systems like JNSQ) , and want to test this theory.
  7. Interesting on the reported issues. I'll be curious what your testing results are; I'm starting to suspect that there may indeed be an issue with certain Restock heat shields, which may have gone unnoticed in the stock system.
  8. @OhioBob, @lemon cup, @Gordon Fecyk, @eberkain I didn't move the heatshield into the command pod, so I don't think that is the issue (unless there is another way to unintentionally clip it inside the command pod). A couple other observations as I think back on my playthrough: 1. I was never able to get the 0.625 heatshield to work from an orbital re-entry; my craft always exploded. Using the 1.25 meter heat shield with 0.625 meter parts worked. It was as though the 0.625 heat shield just wasn't large enough to sufficiently cover the 0.625 meter craft. 2. I also noticed that I was getting a surprising amount of heating on the Onion pod from a 250k orbit (nearly reaching critical) as well. This was a one-time observation, so it may not actually be insightful. I'm starting to wonder if there is some issue with Restock or a mod conflict with it of some sort that is causing overheating or non-working heat shields. Sure appreciate all your insights and help!
  9. I had increased the heating to 110%. I reduced it to 100%, but I am still destroyed on re-entry. KSP Overheat 12.5.2020 - YouTube Thank you all for your help! It is much appreciated
  10. I am looking for help on re-entry with this mod. I am trying to return the 1.875 meter command pod from a Mun-height apoapsis (I flew out to that height to test re-entry), but no matter what I do, my capsule overheats and gets destroyed. I've tried periapses in the atmosphere ranging from 35km to 60km, but all overheat and blow up. Any suggestions from more experienced players? Loving the mod and its challenges!
  11. A couple question about training: I name all my ships with sequential numbers (Mercury 1, Mercury 2, Mercury 3, and so on). If I train a kerbal for "Mercury 2" and then build a new ship called "Mercury 3" that is exactly the same, will they be "trained" for "Mercury 3"? If not, if I build a ship called "Mercury Orbiter", and train all my kerbals for it, and then rename the each ship at the launchpad (to add the correct number), will that work? And a related question: if I train kerbals for a specific rocket, and then modify it slightly (say, add a new science experiment), will they be considered untrained for it? Thanks for your time! Love your mods, they are fantastic.
  12. I am back to this mod after not playing for around six months. While the old version was very intuitive, I am having a lot of troubles with this one. For the life of me I can't get the launch clamps to work. I'm using the Soyuz launch base, added the launch clamp parts, but the don't retract when I stage the launch base, resulting in my rockets to explode. How do you get the launch clamps to actually retract? Edit: I realized I was missing the animated decouplers mod. It all works now
  13. I'm playing on JNSQ, which roughly increases the planet sizes by 2.7. Since this contract pack provides monetary payout as a function of planet size, the result is that I am receiving way too much money for completing contracts. I'm trying to figure out how to edit the files to reduce the payout by 2.7x. In the "CareerEvolutionContracts" file, there is the following: type = double Kerbucks = ( HomeWorld().Radius() / 1000 ) * 10 Kerbucks2 = (( HomeWorld().Radius() / 1000 ) * 10 ) * 2 Kerbucks3 = (( HomeWorld().Radius() / 1000 ) * 10 ) * 3 Kerbucks4 = (( HomeWorld().Radius() / 1000 ) * 10 ) * 4 Kerbucks5 = (( HomeWorld().Radius() / 1000 ) * 10 ) * 5 Kerbucks6 = (( HomeWorld().Radius() / 1000 ) * 10 ) * 6 Kerbucks7 = (( HomeWorld().Radius() / 1000 ) * 10 ) * 7 Kerbucks8 = (( HomeWorld().Radius() / 1000 ) * 10 ) * 8 Kerbucks9 = (( HomeWorld().Radius() / 1000 ) * 10 ) * 9 Kerbucks10 = (( HomeWorld().Radius() / 1000 ) * 10 ) * 10 Kerbucks11 = (( HomeWorld().Radius() / 1000 ) * 10 ) * 11 Kerbucks12 = (( HomeWorld().Radius() / 1000 ) * 10 ) * 12 Kerbucks13 = (( HomeWorld().Radius() / 1000 ) * 10 ) * 13 Kerbucks14 = (( HomeWorld().Radius() / 1000 ) * 10 ) * 14 title = Money, money, money, money requiredValue = false Would changing each 1000 to 2700 provide the fix I am looking for? Thank you!
  14. Quick question (probably dumb question): is it safe to force dx 11 mid-save, and to switch between that command and normal mode (removing that command from the launcher shortcut?). I'm experimenting with seeing how these commands affect performance, but I don't want to mess any save up. I am running around 50 mods or so (JNSQ, Kopernicus, scatterer, the works) if that makes a difference. Thank you from someone who isn't particularly tech-savvy!
  15. Great news on the progress with the comets! All of your works is greatly appreciated. I'm considering starting a new game in 1.10 (this with JNSQ), and looking forward to comets. I know the current comets need work, but will it be ok to start a new game, and update kopernicus as time goes on, or do you recommend waiting (that is, will future updates to comets be included/compatible with existing saves, or will they require a new game)? I don't think I'll get to the comets for maybe 3 real life months, so I was thinking I would start now, update as time goes on, and get to comets later. But I can wait patiently if you recommend that
  16. Curious for those that have used this with JNSQ-- do comets spawn at all, or are there any issues with them? Considering starting a new game on 1.10 with JNSQ, but I'm happy to wait if there is still substantive work to be done (although I don't mind minor bugs or issues). Thanks!
  17. I'm curious if anyone has played this on 1.10 yet (with 1.10 bleeding edge Kopernicus). If so, do comets spawn correctly?
  18. I can confirm that with a new save, this mod is not working. Still getting bombarded with spam notifications
  19. I am running a modded install, including TAC LS. The problem I am running into is that electric charge does not generate while a craft is unloaded (but does deplete), resulting in EC declining and kerbals dying. The craft have solar panels and properly generate EC when loaded, but not when unloaded/inactive. Any advice on potential mod conflicts, or anything to fix this? Thanks!
  20. I figured out my problem- the config file I was working off of to create the above file was a DISABLED file. I fixed it and now everything works great.
  21. Looks really good! The color combination is really great. You will need to post some pictures once it is complete!
  22. I'm trying to modify the VAB build limit, and set the astronauts to a fixed cost. I've created a config titled "CustomBarnKit.cfg", with the following text (below). Yet nothing changes in-game. Any advice would be appreciated! @CUSTOMBARNKIT { @VAB { @partCountLimit = 40, 255, -1 } @ASTRONAUTS { @recruitHireFixedRate = true } }
  23. Thank you! I feel comfortable tracking down the folders and deleting them, rather than reinstalling (unless you recommend a reinstall for whatever reason).
  24. Thank you- I sure appreciate all the help and advice you give me and others on this forum!
  25. I received a warning that 9 parts failed a sanity check. I've reviewed the log and can see what they are (mostly engine plates). Can I ignore this warning and still use the engine plates (and be careful to not tweak them), or will issues arise? Thanks!
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