-
Posts
1,690 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Cavscout74
-
Test rt 5 flea booster on launch pad???
Cavscout74 replied to gmartini01's topic in KSP1 Technical Support (Console)
I only have PC version, but this sounds like a glitch. It should complete just by launching something with an RT-5, whether it stays on the pad or not. And just staging it should be sufficient - run test should work also, but shouldn't be required. -
Not sure if it's related to your issue or not, but I've been having weird lighting effects from the illuminators & aircraft landing gear shining light in directions other than where they are supposed to. In the SPH, if you turn on a landing gear light, it illuminates the side wall of the SPH rather than a cone of light in the direction of the gear. My aircraft also get the front part or two brightly illuminated although the one IVA I've checked was unaffected. Rotating the gear doesn't change anything as far as the illumination either. I started a post on my issues here:
-
So in my modded install, I had aircraft landing gear lights & the surface mounted stock illuminators start throwing out weird lighting instead of a normal cone of light. In the SPH, if you turn on a landing gear light, it illuminates the side wall of the SPH rather than a cone of light in the direction of the gear. Rotating the gear doesn't change anything as far as the illumination either. So I tried troubleshooting by removing mods until I got to the point the only folders left in Gamedata were Squad & Squad Expansion. So I deleted them & copied replacement folders over from an unmodded copy and that still didn't fix the issue. Yet my stock game (that I copied from) does not have this issue & a different modded game also doesn't have this issue. I even tried building a craft from scratch in case the craft file was at fault, but that made no difference. Anyone have any ideas?
-
Hitchiker Storage Transparent
Cavscout74 replied to gibbs's topic in KSP1 Technical Support (PC, modded installs)
Sounds like some mods conflicting somewhere. Best way to narrow it down is to delete half your mods & see if it's still doing it. If it IS, delete half of the remaining mods & keep going until you narrow it down. If it ISN"T, delete all the remaining mods & reload the first half that were removed & try to narrow those down. I'm in the middle of doing this right now to chase down a weird lighting issue. Also it can help to post a log if possible - I'm no expert at reading them, but some of the folks on here can point you in the right direction.- 1 reply
-
- 1
-
-
I sent Jeb up to visit an anomaly detected near the north pole - to hasten his trip, I put 4 small SRB's mounted vertically on a CF-01BP Venom jet & launched from the Woomerang launch pad. Rather than bother with pesky runways, the 4 SRB's are sufficient to lift the Venom off the launch pad long enough for it build up sufficient speed to start flying. From Woomerang, it's only about a 7 minute flight to the northern anomaly. While Jeb was off freezing on the icecap, Val & Ambera hopped over to Mun for some exploring of their own: Finally, the much delayed Mun Surveyor was launched & arrived at the Munar north polar region and made a safe landing. Its duplicate Minmus Surveyor actually arrived & landed several days ago. Now I have a probe on Mun that can actually maintain comms with KSC and send back science from the surface of Mun.
-
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Cavscout74 replied to Angelo Kerman's topic in KSP1 Mod Releases
Well disregard the flight control upgrades being missing, either it was a glitch that fixed itself or I'm just blind. The upgrades are available and flight control upgrade 1 works properly. I'll try to get a log posted later tonight. This is a fresh copy of KSP 1.7 with (among other mods) the most recent versions from Spacedock of MOLE, & DSEV KSP log & MM Config: https://www.dropbox.com/s/g61coa8zt1cdb9q/KSP.log?dl=0 https://www.dropbox.com/s/h7i8ql9pjjudwx4/ModuleManagerConfigCache.txt?dl=0 (changed the filename to .txt, Dropbox wasn't wanting to create a link otherwise) I also double checked the Fulcrum with a test pod on the launch pad and it has no smoke - I incorrectly stated there was no exhaust plume earlier. Does the Fulcrum use a stock smoke effect? I have the Restock mod loaded also Edit 2: This is getting stranger now - after purchasing Flight Control upgrade 1, the Titan Instrument Unit now has all SAS modes. Unless I'm missing something, there isn't even an upgrade for the Instrument Unit from upgrade #1 - IIRC, its flight control upgrade 2 that improves the SAS level. SAS problem disappeared now without changing anything. -
I'll try to get it posted later tonight. KSP Log: https://www.dropbox.com/s/g61coa8zt1cdb9q/KSP.log?dl=0 Some additional info as well: The next higher tech solar panels (I don't remember the names, one is a slim folding 1x3, the other I tried is a larger 1x2) worked normally. When I made the test pod to test those, I also stuck two ET-120's on it as well - one already deployed & one stowed. The already deployed one started tracking as soon as the craft loaded on the pad, the stowed one (after I deployed it) didn't move. I took a screenshot, but forgot to copy it off my KSP computer.
-
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Cavscout74 replied to Nils277's topic in KSP1 Mod Releases
We love you @Nils277!!!!! -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Cavscout74 replied to Angelo Kerman's topic in KSP1 Mod Releases
I've got the same issue as well as one other: With Community Tech Tree also installed, the flight control upgrades don't appear. So far, my FCP module is stuck with no upgrade option, so it doesn't get the built-in RCS. In sandbox (with the "Apply part upgrades" checked) it appears with RCS, just in career (and I assume Science mode also). Edit: At a glance (I'm pretty early in my 1.7 career) it looks like the engine upgrades show up normally, just not the flight control upgrades. -
I will try to get one up tonight. Here you go: https://www.dropbox.com/s/334wb27junkbjrl/output_log.txt?dl=0
-
Has anyone encountered an issue with Probes Plus tracking solar panels in 1.7? Whenever I first launch a vessel & deploy solar panels, they deploy fine but don't track the sun at all. When if I switch to another vessel or the space center & come back, they seem to track just fine. I haven't noticed this behavior from stock panels. Specifically, I've tried the Surveyor HGA Antenna/solar panel & the ET-120 solar panel. I don't remember if I've tried any of the other tracking panels since the update.
-
It looks like one of the inline cockpits from Airplane Plus mod
-
Thanks. I found the drawing that inspired me:
-
I spent a lot of time tinkering with my mod setup yesterday & today. I'm still waiting on a few updates, but I'm pretty happy with what I have finally. I also played around a little in sandbox with a few odd designs: First up, loosely based on an old drawing I saw somewhere of a DC-3ish aircraft with a pair of turbojets in the belly in place of the props. I threw it together, glanced at CoL & CoM & then flew it. By some miracle, it actually flew quite nice & landed smoothly, with no bounces & no lost parts Then I played with a design for a single-launch Mun/Minmus base. By some miracle it flew more or less where it was supposed to, so I didn't need to use the questionable abort procedure I put in place. Here, I'm shedding the fairing as I clear the upper reaches of the atmosphere: Since I didn't need to try out the abort system, I reverted & launched again to intentionally abort & see how it went. As it turns out, it doesn't work well at high speed - lots of explosions, including the lander can with Jeb at the controls. At lower speeds & altitude, it did work. The abort sequence was to deploy the fairing, shut off booster engines, decouple the lower stages, decouple all the base except the center section & skycrane, activate the skycrane engines & once clear have Jeb exit the lander can & use his personal chute. On the ground, standing on a piece of fairing, watching more debris rain down WEST of KSC somehow. This started off as a normal launch (liftoff then start my gravity turn to the east around 100 m/s, etc), and I aborted around 2km altitude, so I'm really confused how a cloud of debris (the specks in the background) managed to turn the opposite direction. Finally, back to my new career and I performed the first LKO rescue of this career, pictured here getting ready for reentry:
-
I made good progress in my new career today. First up, Jeb took the IML-1 (Interim Mun Lander) to a safe landing & return. Space suits are still under development, so getting out wasn't an option. Then I sent the Mun Reconnaissance Orbiter into a polar orbit around Mun to send back loads of science data: After booster & fairing separation: In Mun orbit: Finally, Jeb took a CF-01X experimental fighter out for a spin, getting it up to 10km before dropping in to check out an anomalous signal north of the desert airfield.
-
Two better images of my Atlas-like launcher, first leaving the pad: And at booster separation:
-
Since I'm starting back in KSP, I started a fresh 1.7 career yesterday. After some sounding rockets & a really bad glider flight (no pics, but even Jeb was cussing me out over that design), I managed to get a kerbal into orbit with a basic Jabbit I - the name I've used for a while for my early Swivel-powered 1.25m launchers. Once Jeb made orbit & returned home, it was time for some fun. So I built the "Jabbit II" - an Atlas stage & a half design. It uses a Valiant (from Restock or Missing History mods, 100 kN thrust) sustainer with a pair of Thuds that get dropped mid-ascent. The extra thrust & dV enabled me to use an expanded Mk 1 pod with a service bay, more science experiments, etc. It had around 800 m/s dV remaining in ~85 km orbit compared to <300 with the Jabbit I. Night launch of the first crewed Jabbit II: I was also able to use the Jabbit II launcher to get a small probe on a Mun fly-by & return and to launch a low-tech com relay. IIRC, this is the relay going up: I timed this screenshot well, but the angle & lightning were pretty awful - moments after staging the boosters away, before it even cleared the sustainer engine:
-
Simple & interesting. I have already been doing something similar in my head. Rather than waiting to launch, I've imposed a wait until the next launch on myself. And I based it on mass rather than cost. I haven't wanted to get into a more in-depth mod like KCT, but I may have to give this a try to automate the wait time
-
After being away from KSP for a while, I updated to 1.7 & started messing with the Restock mod. I had just been released when I stopped playing KSP, so I wanted to see how it looked. Short version: Now I have to figure out what mods I don't want so I can keep Restock. Just messing around in sandbox with a simple 2.5m launcher & capsule. Pictured here prior to stage separation, but with everything deployed: Drifting to Ap, showing off the Restock version of the Poodle & service bay: And now ready for reentry:
-
[1.12.5] Restock - Revamping KSP's art (August 28)
Cavscout74 replied to Nertea's topic in KSP1 Mod Releases
I've been away from KSP for a little while & never got around to trying Restock when it was released. So last night I created a fresh install just to try out Restock & Restock Plus. I just want to say "Wow!!!!" It looks so much better than stock. Now I'm going to have to see how Restock behaves with the other mods I like, because I definitely don't want to remove Restock -
What parts produce these experiments?
Cavscout74 replied to Loren Pechtel's topic in KSP1 Mods Discussions
Close - the K&K planetary greenhouse (either automated or manned version) does the plant growth study. IIRC, it doesn't show up in your parts list unless you have a life support mod installed. -
Had a mixed few days in KSP: A new Eve remote rover arrived for a contract & to gather some additional science, possibly even locate a nice landing sight for a future crewed mission. Eve entry went smoothly: Landing went well right up until I jettisoned the parachute mount after landing. The force of the decoupler was apparently enough to break all 4 wheels of my new stationary lander: Then I took a load of tourists & trainees to Minmus in a new large lander. Sci-Fi Visual Enhancemnts newest update is quite striking on Minmus I also conducted another mission with my Duna Flyer II, this time exploring the western canyon. An untimely eclipse by Ike limited flight time for this mission But plenty of science was recovered anyway Finally, my DSV-01 Alderaan arrived in Laythe orbit. Mission elapsed time was only 1 year & 34 days from launch. PCC-02 Babylon, my first crew heading to Jool was still 239 days out from entering Jool's SoI, and they launched a year & 60 days before the Alderaan. Jeb is excited to have a faster ride home once he finally gets to Laythe.
-
For stuff with wings, they get a standard number/letter designation plus a random name. CF-##@ Fighter-like aircraft (CF-01A Vampire is a Mig-15-ish early game single seat jet with a Wheesley, the -01B has a Panther instead) CFP-##@ Prop or turboprop fighter-like aircraft CB-##@ Bomber-like aircraft CP-##@ Passenger aircraft CS-##@ Spaceplanes CSP-##@ Seaplanes CT-##@ In theory trainers, but only ever used for my barely starting the tech tree, barely flyable fixed gear & Juno aircraft For stuff that departs from the launch pad: Non-interplanetary craft: <Launcher> <Description> ie Titan Mun Lander for a lander on top of a 1.875m launcher. My launchers are: 1.25m - Jabbit, 1.875m Titan, 2.5m Olympic (Expendable) or Nexus V (Reusable), 3.75m Goliath (Expendable) or Nexus VI (Reusable), I don't have a "standard" 5m launcher to give it a name. Each launcher typically has several variants saved as subassemblies - with & without radial boosters of different types, core length & engine choice, etc. The Olympic series is probably the most versatile, with standard (Mainsail), Heavy (Twin Boar) & Light (SpaceY Moa, 965 kN) variants, each with multiple radial booster setups. Interplanetary: Planetary <Description> ie Planetary Lander & Relay Mk 1V for a combination relay satellite & probe lander, earliest version (mk 1), for vacuum worlds (V). That way everything for interplanetary ops is grouped together in the load menu. Some standard description abbreviations: STM-#: Station Transfer Module, for swapping crews to/from stations, # indicates crew capacity. OTV-# - Orbital Tourist Vehicle, # indicates passenger load. OMV - Orbital Maneuver Vehicle, pod with small amount of fuel & snacks & RCS. Only used for early tech rendezvous & dock missions before I develop the tech for my the more capable:. MPV-# - Multi-purpose vehicle, basically a pod of whatever size with power generation, docking, snacks, & a good amount of dV for whatever mission it's needed for. # indicates version (MPV-1 is lower tech than MPV-2), usually made in standard & ER versions with extra dV Special purpose craft - big stations or bases, just about anything for Eve or Tylo, etc just get a descriptive name (Eve Pancake Lander or Laythe Floating Base)