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Posts posted by chaoseclipse01
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Here's what's happenning to me:
As you can see, both Engine Modes get activated at the same time. It's why I'm asking if there's a way to make TCA ignore certain engines and never touch them.
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So then, I take it there's no way to make TCA to ignore certain engines?
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11 hours ago, Caerfinon said:
Assign the engines to a different tca group and then change that groups behaviour. Perhaps manual and set the thrust to off?
Unable. TCA is activating both engine modes of a single engine at the same time. Setting the engine to its own group doesn't fix the issue of it activating both Air-Augmented Mode and Closed-Cycle Mode at the same time.
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Okay, so I'm having a bit of an annoying time with TCA. OPT has an engine called the ARI-73, in which it's a multimode nuclear jet/rocket. Though (I think) due to an oversight, the air-breathing mode works in vacuum. Now the part where this is a problem...TCA recognizes each mode as a separate engine, and activates both at the same time...which is a major problem because jet engines are terrible for space. I managed to get a VTOL craft to work, but upon going back to horizontal mode, well, I found out the hard way TCA activates both engine modes at the same time, and so long as TCA is active I can't force the air-breathing mode off as TCA just reactivates it almost immediately.
Is there a way to make TCA ignore engines that you don't want it to touch? Or is it not possible?
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I'm having some minor issues with these wings. For whatever reason, KJR doesn't seem to work on this mod, so even small three meter wings flop around like wet noodles, and even when using rigid attach and auto-strut, I find my wings getting sheared off at around 1km/s and 20km altitude. The other annoying issue I'm experiencing is when I'm making wings, if I try to add another PWing on one I've already attached to my vessel, I only get one chance to edit the second wing and then I can't edit it again. I've tried uninstalling and reinstalling the mod a couple of times and my problems persist. I tried looking through the thread and I couldn't find anyone else having any similar issues.
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Well, there went about 8GB worth of mods down the drain for me lol.
23 hours ago, Andrea Galimberti said: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?
I'm was playing the game as if it has version 1.2.6 of Kerbalism installed, as I missed 1.2.7 while I was playing MKS with base building, after I saw some of the changes from the previous versions, I decided to start playing Kerbalism again and I remember back in 1.2.6 when you harvested the Kerbalism greenhouse, it would highlight containers you could dump the food into as if you were transferring Kerbals, and if the container you selected didn't have enough capacity for 2500 units, it wouldn't flow over to other containers and you'd lose whatever couldn't be stored. Since I restarted a fresh game, I hadn't had the chance to see if the way harvesting the greenhouse has changed at all, so I warned the other user based on my previous experience of dumping food into a container not big enough to store the full harvest.
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10 minutes ago, Devan kerman said:
you know, at that point you might as well just make it a warp ship, then you won't have to worry about life support.
Little hard to make a warp ship when you haven't researched the technology yet lol. Besides, I only have the stock system installed. This crappy laptop barely runs if I'm close to any planet with Kerbol Star System installed.
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2 minutes ago, Devan kerman said:
Or you take the brute force approach you put a crap ton of batteries, solars, and active shields and take the CME like a man.
That's not a feasible approach for those of us with low-end computers. I have issues with lagging with craft that have 110 parts. It would take 167 active shields alone to protect a craft, and that's not including everything you need to actually make your craft with. See the problem there?
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6 hours ago, The-Doctor said:
@ShotgunNinja Plus the greenhouses automatic turn off can malfunction and need repair, and if it's not repaired it either stays open where a CME kills the crops or it stays closed and they die due to lack of light if you don't have lights on. Btw, KSP 1.3 is out, I know people shouldn't ask, but I really wish kerbalism will be ready, I was just gonan start ksp again today then the update came.
Well, the way the greenhouse works, once it's closed it simply halts plant growth altogether, you have to disable them in high rad environments because they're technically a habitat space on the craft, and the more active habitats during a high rad environment, the more radiation your crew faces. I only suggested the automatic on/off on high rad environments because it's something that could be easily forgotten about as ShotgunNinja himself explained that the disabling of habitats to protect the crew from CME's are the least intuitive / touched upon aspect of Kerbalism.
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4 hours ago, ShotgunNinja said:
Mmm, no that is not intentional. I didn't think of this. The greenhouse has to be an habitat for the pressure threshold of growth, but the implementation was a bit rushed at the time. The only solution available for now is to disable the greenhouse during the storm. The crop will not grow during those few hours but that's it, there are no other side effects.
I kinda over-looked this at first before I came up with an idea. Would it be entirely possible to code the Greenhouse to automatically be shut off in the presence of a CME or high radiation environment, then automatically turn back on once the CME has passed or upon exit of a high radiation environment, sort of like how radiators have automatic cooling? Leaving a greenhouse exposed in those situations wouldn't just slow down growth, it'd kill all the plants off, so that automatic shut off / turn on would kinda simulate protecting the plants, and more importantly help protect the crew just in the case you forget the Greenhouse is a habitat and (like me) you don't see them because you have them stowed away in cargo bays.
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@ShotgunNinja I almost forgot, the name of SCO of NH3 to N2 could be shortened to SCOA Process (Pronounced SKO-AH), and I think a better description would be the full name of the process "Selective Catalytic Oxidation of Ammonia to Nitrogen and Water Vapor" then the next line down of the description would be "Passes Ammonia and Oxygen through a heated ZSM-5 Catalyst, which decays into Nitrogen and Water Vapor."
Not a lot of people know NH3 is the formula for Ammonia, so this for the description might help people understand what the process is for.
Since Zeolite Socony Mobil-5 (ZSM-5) has been around since the late 60's, maybe also move the SCOA Process unlock to Meta-Materials (Or the tech level equivalent for Stock, can't remember off the top of my head, it's been a long while since I played completely stock) to give players a fighting chance at interplanetary missions without having to pack extra Nitrogen Tanks in their craft (My biggest problem being part counts. I can plan and run a mission without a Nitrogen generator, but the part counts start stacking up and I take large performance hits). Kerbin, Mun, and Minmus only has so much science before you really need to branch out to other planets to keep getting a flow of Science.
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2 minutes ago, aluc24 said:
That makes me think, it would be great if there was one or two more parts that could do the ECLSS function. I mean, adding an additional pod to your ship just so you can get that extra scrubber doesn't make a lot of sense...
I kinda hope that at some point @ShotgunNinja sets up a Tech Tree node unlock so that ECLSS and the Chemical Plants can be interchangeable. As in, if you intend on having a lot of manned pods, you can select processes that are normally in the CP's as ECLSS processes, and if you plan on having a single manned pod, you could use the CP's to have ECLSS processes to make up for not having more than one manned pod.
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10 minutes ago, ShotgunNinja said:
It does already, with the exception that it doesn't take into consideration free Food capacity at time of harvest. If you bring some Food to get the crew up to time of harvest, that container alone should have enough free capacity when the time comes. If you are seeing an error in planner instead, then provide a test case and I'll look at it.
@chaoseclipse01 No problem. In fact the lighting icon is not really appropriate, I'm thinking of changing it to some kind of 'spiral' icon at the next refactor (to represent solar plasma in general). Also the enabling/disabling of habitats is maybe the least intuitive aspect of the mod.The real problem is that if you select a container that doesn't have storage capacity of at least 2500 units of food in the container you selected, you lose whatever units couldn't be stored. I had to find that out the hard way, now I keep my food and water storage separate to ensure I don't make the same mistake, as well as disable crossfeed on food containers I don't want to be touched until the first one I want emptied does.
And yeah, I had several missions go down the drain before I read up on how to survive CME's, then I just started setting up 4 manned modules for ECLSS redundancy and kept the other three modules disabled to keep shielding weight down and got into the habit of just building that way and forgot why I did that in the first place.
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@ShotgunNinja That's my bad on the symbol, I'm so used to seeing a symbol like that referring to electricity from all the danger signs I see that I forgot in Kerbalism it's the Storm Symbol. So that was an error in my explanation. I also forgot about the disabling habitats as well because I have a really bad habit of always using the OTP K Shuttle Cockpit as being the only real living quarters for my vessels, then having the two OPT J Crewtanks and Mobile Lab (Use them as extra ECLSS modules that still function without the need of the habitat being enabled) being disabled until I get to a place to do science.
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3 minutes ago, aluc24 said:
Well, you might be right about that. Anyway, it would be great if there would be a way of predicting CME's so that we could at least make 2-4 year trips without getting Kerbals fried. I mean, even if you use Jool as a mid-trip stop, it still takes almost 3 years to reach it... And as of current, there will be at least several CME's along the way.
That's where Dres comes in handy. Just get into orbit until half an hour of the CME, then land and stay on the night side and that should shield you from a CME, unless I'm overlooking the fact that being landed on the dark side of a planet doesn't actually protect you from a CME with this mod.
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@aluc24 It's tedious, but it's not just because of CME's. Those pose the biggest threat to space travel, especially since Lead and Faraday Cages only protect so well without having about a meter of shielding between you and the radiation, but it makes sense to send your refineries and supplies separately to conserve the weight of your ship for better fuel efficiency and thrust to weight ratio.
Alternatively, you can bypass the radiation and the need to bring copious amounts of supplies if you use Deep Freeze.
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6 minutes ago, aluc24 said:
Yeah, that's possible, I suppose, but it would take one hell of a craft, plus lander, plus refinery, etc... I doubt it would be done this way even in the real world.
I reinstalled Kerbalism 1.2.8, and tried once again to get that electricity symbol to appear. It just doesn't. I slapped all the science instruments on a new probe, put it on the orbit, tried everything you suggested up to now. It still doesn't show up. What am I doing wrong? I could swear I've seen that symbol sometime earlier, but didn't pay attention to it.
Sending a single ship would be impossible, you'd need to send an entire refinery first to one of Jool's moons (preferably unmanned, meaning you're going to need a CommNet set up in advance of that) as well as to your target planet, then send any supplies you could potentially use to make refilling and refueling faster, then send your ship or an SSTO to land, or have a ship with a reusable and refuelable lander that can dock to your main ship.
The thing that bothers me most is it seems like Kerbalism's advanced difficulty settings are gone out of the pause menu, and I could've sworn that Map Mode and the Tracking Stations used to tell you when the next CME would occur in previous Kerbalism versions, but I might be remembering wrong.
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15 minutes ago, aluc24 said:
A lot of things aren't exactly realistic in KSP. I am, in fact, realism freak, but if a particular issue makes gameplay unreasonable, then maybe something should be done about it... Just my opinion. My solution would be like this: implement clear CME prediction method, so that one could schedule short trips (say, up to Jool) to avoid CME's. For long trips to the outer planets, maybe some heavy shield or something, that would be costly, but still reasonable.
You know Jool has an absolutely enormous Magnetosphere, right? a vast majority of its moons' orbits are actually inside of its magnetosphere, you could easily land on one of them and be protected from a CME, as well as say gather ore and other resources to refill your Oxygen, CO2, Nitrogen, Ammonia, Liquid Fuel, Oxidizer, and Monopropellent while you wait for the CME to pass, then carry on your way to any planet beyond Jool, or wait there until you get a good window to travel to the outer planet you want.
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7 minutes ago, aluc24 said:
This sucks big time... @ShotgunNinja, are you reading this? I'm sure you would agree that this issue needs a better solution...
I don't find anything wrong with it, it's a real life problem that prevents us from exploring the solar system, you have to take into account the radiation the sun puts out, as well as any radiation belts you have to pass through, as well as having to dance around CME's. Wait until ShotgunNinja puts in different types of radiation and having to worry about specific shielding for each type of radiation you'll have to face.
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7 minutes ago, aluc24 said:
No, no CME at the moment. I am also using 1.2.8. Uh, this is getting tedious - isn't there another way of protecting Kerbals from solar storms? I mean, they are very frequent, and what if I'm making a many-year long trip to outer planets? Solar storms are bound to happen, and more than one for sure.
You'll have to make stops at planets or moons and use their dark side as a shield, or get into low orbit around a planet or moon with a magnetosphere, otherwise you're going to need like 350 active shields to protect you against the 10.0 rad/h radiation you'll face during a CME.
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Just now, aluc24 said:
Well, I can get the black sun symbol appear in the active vessel, but I'm not getting that electricity symbol that you have. It's just just not there, I've tried pretty much every combination I can think of. If I hover over the black sun symbol, I'm just getting the "in shadow" message, and nothing else.
Are you currently going through a CME? Don't quote me on this, but I don't think the message appears when you're currently experiencing a CME, which can last up to 10 hours game time. Also, the electricity symbol only appears when you're consuming EC without generating EC.
Also, what version of Kerbalism are you using? I was using 1.2.8 when I took my pictures.
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1 minute ago, aluc24 said:
Still nothing...
(Picture)
Try forcing your active vessel to consume electricity without any kind of EC generation, or take active control of a vessel that's currently in shadow to have the black sun symbol appear, the picture I had that showed the message was when I had my active craft consuming EC on the launch pad during the night time.
What bugs me is that in earlier versions (Before Kerbalism 1.2.8) it used to state when the next CME was in both the VAB/SPH as well as the tracking station and map mode. I'm guessing ShotgunNinja did away with those indicators.
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2 minutes ago, aluc24 said:
No, really, I'm not getting it. I have the unlit sun symbol appearing and disappear on various crafts, but nothing else. Here's a pic:
(Picture)
Oh, I'm a derp. I forgot to say you need to click on the name of the craft and open it to get the detailed information to show. Then hover over that far left symbol. My bad on that one.
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5 minutes ago, aluc24 said:
Um... I'm not getting this electricity symbol on any of my ships. So I need to have some instrument onboard for this to show up?
That was just a single command module by itself. You have that symbol, it flashes back and forth between several different symbols depending on your situation. It can be that electricity symbol, a radiation symbol, a lit sun (indicating you're in direct sunlight), or a black sun (indicating you're blocked from sunlight). Whatever symbol it is, it's always going to be the symbol to the left of the battery symbol that indicates how much EC you have in the Kerbalism menu.
[1.9-1.10] Throttle Controlled Avionics
in KSP1 Mod Releases
Posted
I see now, Smart Engines kept on activating both engine modes at the same time and kept them on at all times. I just disabled Smart Engines and it finally stopped keeping both modes on at the same time at all times.
I haven't tried doing a vertical landing without smart engines on. I'll have to try that out right quick and see how well everything works now.