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Andrea Galimberti

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Everything posted by Andrea Galimberti

  1. Hi again, Could you please comment my post? It's a feature or a bug? If you need more info please let me know. Regards Galimba
  2. Dear Micha I just noticed the OMS ESC 4 shows scrambled labels when the contained experiments are not in the same state. Here you can see 4 snapshot showing the issue (sorry, 100 mods installed). All the experiments was completed (the last one already finalized) and I pressed the four buttons in order, from top to bottom taking a snapshot at every step. Please note the ESC 4 IS WORKING CORRECTLY!!! Only the labels in the menu are scrambled: - Pressing the first button "Finalize MIS-3", the MEE2 experiment (in the first ESC 4 slot) was correctly finalized - Pressing the second button "Finalize MEE1", the MIS-3 experiment (in the second slot) was correctly finalized - Pressing the third button "Finalize MEE2", the PACE experiment (in the third slot) was correctly finalized At the end all the labels was correct. The same before installing the experiments.
  3. Hi Ven, thank you for this really cool mod. I'm just started using it in KSP 1.3.1 and I'm facing a strange issue: people in PPD-20 are not listed in the crew thumbnails nor shows their inventory. At this link https://drive.google.com/open?id=1lL3y4EUJs2yXKoxw2WPehjH94OXS-LF7 you can find: - KSP logs from a 1.3.1 vanilla installation with only Ven's Stock Revamp installed via CKAN - saved "default" player game with a simple ship showing the issue (only a cupola with a PPD-20 attached) - a screenshot showing Bill Kerman is in the PPD-20 but doesn't appear in the crew thumbnail list next Jebediah Let me know if you need more data or you have trouble downloading the logs. Thank you again Galimba
  4. It works! Thank you very much for your clarification: I was missing point 2, confusing the Lab Equipment Container with the experiment container. Thank you again and Happy New Year Galimba
  5. Hi Micha, first of all thank you for the work you are doing for this beautiful mod. Now the "bad" part: I can't find any way to install a rack in the MPL-600 or MSL-1000. The wiki just says, for example, the Microgravity Science Toolbox must be installed in MPL-600 but it doesn't explain how. I see no "add rack" or something similar in the lab menu and dropping the rack on the lab have no effect. Am I missing something obvious? Or shall I start to investigate a possible bug/mod conflict starting from a vanilla installation? Thank you for any help and a Happy New Year to everybody Galimba
  6. Hi JPLRepo First of all thank you for this very useful mod. I just found it and immediately installed ;-) From you description it's not clear to me how priority works. You talk about hi/med/low priorities, but the GUI shows 1/2/3. shall I assume 1 = hi, 2 = med, 3 = low? Moreover, if I set high priority to a component this means it will be the first to be shut down or the last? Thank you
  7. All the rocket engine have a flameout thrust threshold (usually around 10-5%). Under that throttle percentage the flame actually disappear from the animation of the engine, but the thrust is still present. I was expecting that, since the fuel is not burning, a flameout means no thrust. Does anyone know if the flameout of a rocket engine have any impact on the way the engine works? Or it's just a graphical effect? Could be a suggestion for improvement? Thank you for any feedback
  8. Why are you talking about "selecting" a container? In my space station, when I harvest food, I'm not requested to select the food container. It just fills the available space. Have I missed something?
  9. Have a look on this http://sci2.esa.int/Conferences/ILC2005/Manuscripts/SandersG-01-DOC.pdf This article inspired my "resolve" profile I posted months ago. Cheers
  10. A question about part reliability: is the failure probability dependent on the active/inactive state of the part? I mean, can I extend the expected life of a solar panel closing it?
  11. After loading the game using the default profile I restored back my customized profile and everything is fine. EDIT: I managed to reproduce the problem. It happens that there are problems with the crew transfers: for unknown reason I'm not able to move a kerbonaut from one part of my space station to another and the transfer get stuck in the middle. When a transfer is in progress the Kerbalism items of the part context menu disappears. Usually the problem disappear when the transfer ends, but since the transfer is stuck I got the trouble. Using ShipManifest I successfully moved people without problems. I don't have CLS installed.
  12. *sigh*^2 The problem is not CKAN nor Kerbalism: it's my customized profile (find it here, in folder "1.2.7"). I checked it with a new game using the default profile (working) and my profile (not working). As you can see I'm updating my profile since version 1.2.0 and all versions was working well. From 1.2.6 to 1.2.7 the default profile changed only in some details, so I can't understand what went wrong .
  13. Is Kerbalism 1.2.7 bogus???? I just updated to version 1.2.7 and noticed the ISRU, treadmills and ECLSS controls disappeared from the context menu of the parts (the one you get by right-clicking on the part) both in flight and in the VAB. Only the controls disappeared, because I noticed some ISRU processes are running. Other UI items, such as display of radiation belt, are perfectly working. Do someone else have this problem? Or it's just my installation that isn't working? Thank you for any help (*sigh*)
  14. I feel a little bit stupid: how do you rejoined the two hulls at the rear of the ship? I thought it was not possible in KSP Thank you for your support, but it turned out that the waste compressor is correctly working. It's just SLOOOOOOW.
  15. Urp! Yes, I have CRP and there are a lot of mods depending on it. Any suggestion?
  16. Here is the profile I use: https://drive.google.com/open?id=0B2f-19m8NGrcTWdwYkdGbk5GVUk
  17. Hi everybody I'm having issues with the waste compressor: it seems not working at all. I've al old space station (I mean created with Kerbalism 1.2.3) with light shielding and a lot of waste. Now I just added an ISRU configured with waste compressor and a custom process I defined editing the config file. The ISRU is attached to my space station with a couple of stock 2.5m docking ports (both have crossfeed enabled). The custom process is working correctly, but the waste compressor doesn't have any effect. Have I missed something?
  18. I'm trying disabling both Kerbalism science and signal (so using stock ones). Seems working fine. Andrea
  19. Hi ShotgunNinja I'm not sure if I'm spotted a bug or just a "feature". I built a satellite equipped with "Little Brother Surveillance Camera" and performed an observation. Kerbalism treated it as a sample and stored it in the HD of the satellite. Good! Now the problem is that the "Little Brother Surveillance Camera" has been set as "inoperable", requiring a scientist to restore it. But this experiment have a (stock) capacity of TWO samples, not just one. Is Kerbalism able to handle multi-sample experiments such as the "Little Brother Surveillance Camera", "Micro Goo Containment Pod", etc? Is this a bug or your intended implementation? Another (different) question about science. Does sample analysis in al orbiting lab produce some science boost? Is analyzing a sample more convenient than just returning it to Kerbin? Thank You Andrea Galimberti
  20. Hi everybody I like very much Kerbalism and I recently switched to it from MKS/USI. Unfortunately I noticed the Nitrogen is a very critical resource because it's required for survivability of crew but isn't produced in any way. After some digging in the Internet I found this article: "Regolith & Environment Science, and Oxygen & Lunar Volatile Extraction(RESOLVE) for Robotic Lunar Polar Lander Mission" (see http://sci2.esa.int/Conferences/ILC2005/Manuscripts/SandersG-01-DOC.pdf) and decided to configure Kerbalism to add some things: Reverse Haber process (Ammonia => N + H2) Regolith volatile extraction of CO2 (Ore => CarbonDioxide) Regolith volatile extraction of NH3 (Ore => Ammonia) Regolith volatile extraction of CH4 (Ore => tiny amount of LiquidFuel) Here is the link for the profile I created (starting from Default.cfg of Kerbalism 1.2.0) https://drive.google.com/open?id=0B2f-19m8NGrcTGdOWTUzdWxBQVU Please remember: Place "Resolve.cfg" in "GameData\Kerbalism\Profiles" The new profile must be activated changing line 3 of "GameData\Kerbalism\Settings.cfg" from "Profile = default" to "Profile = resolve" You must re-activate and update the new profile every time you install a new version of Kerbalism (check the link above just in case I already did the update in my profile)
  21. Hi DrLicor Thanks for your reply. First of all I confirm that changing the "control from here" focus doesn't fix the problem, nor removing the mk2 expansion mod However I've some news: I reverted to an old save and re-done the mission adding a Probodobodyne OKTO2 to the "payload". This time I quicksaved the game before performing the de-orbit burn. I used MechJeb2 "land at target" function and I noticed I got again the very same problem as soon as the vessel entered a sub-orbital trajectory. Sounds crazy, isn't it?
  22. DESCRIPTION Screenshots, logs and saves are available here: https://drive.google.com/open?id=0B2f-19m8NGrcTFhDamtCQ0IzcFE Please let me know if files are not accessible or more information is required. I've a vessel about to land on Minmus (about to crash, actually). The vessel is composed by two parts: - the upper part is a "vector" I use to move and land things; - the bottom part is a "payload" to be landed. The two parts are attached via senior docking ports (see screenshots). During the game something mysterious happened and now the vessel doesn't accelerate nor change direction even at full thrust (see history below to know how this happened). The vessel accelerates due to Minmus gravity, so it's subject to physics effects. It also rotates according my commands but the engines have no more effect. If I drop the "payload", then the "vector" regains full functionalities and the engines are effective again. KSP VERSION AND ENVIRONMENT KSP 64-bit 1.2.2 (build id = 01622 2016.12.06 at 08:30:17 CET Branch: master) Running on PC with Windows 10 Home The game is quite heavily modded (about 80 mods), but I didn't found how to export from CKAN the list of the installed mods. EDIT: I successfully managed to reduce the number of the installed mods. See "CKAN_mods.png" in the linked folder. HISTORY I launched the "vector" time ago with another payload I already landed on Minmus (the first part of the "Agri Core" base, on Minmus). The "vector" performed several mission to different sites and docked to other vessels, stations and bases. I launched the "payload" from Kerbin with another vector. I put the "payload" into the hangar of vessel "HMover" in Kerbin orbit, then "HMover" traveled to Minmus orbit and dropped the "payload". Please note that the "payload" doesn't have any manned nor automatic control. Now I launched the "vector" from the Minmus surface and docked it to the "payload". Please note the docked vessel took the name "Logistic Core", which is the name of the "payload". Is this meaningful? After docking the "vector" to the "payload" I had full control and I performed the following operations: - saved a quicksave hitting F5 - destroyed part of the "payload" because the rocket exhausts of the "vector" was aligned to the solar panels of the "payload" :-( - restored the quicksave with F9 - undocked the vessel and redocked again rotating the "vector" by 45 degrees - performed the deorbit burn (yes, the vessel was still fully operational) Now, half way to Minmus surface, I hit F5 again (the "quicksave.sfs" you found in the linked files) and attempted to land. Since the vessel is very unstable (bad design) it crashed and I restored the quicksave with F9. I'm quite sure that FROM THIS POINT THE THRUST STOPPED TO HAVE EFFECT ON THE VESSEL. I tried changing the "control from here" to various parts, to undock and redock the vessel and to close and restart the game but nothing worked. As I stated before the only way to regain thrust in the "vector" is to drop the "payload". Thank you for your help and Best Regards Andrea Galimberti
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