Jump to content

infinite_monkey

Members
  • Posts

    892
  • Joined

  • Last visited

Everything posted by infinite_monkey

  1. Apparently, it's Realistic Rational Resources ("realistic" was the name up to version 0.8)
  2. @jpinard If you don't intend to control your dropped stages anyway and are just interested in getting them refunded, you might want to try StageRecovery. It will automatically recover stages if you have enough parachutes (or fuel for propulsive landing). No need for a probe core or for chute deployment, as long as you're outside the physics range before the separated stages hit the ground.
  3. I'm not 100% sure, but don't separated stages need to be controllable in order to show up?
  4. Will adding a dish also add a ground station? I never cared about those until I recently startet playing on a scaled up Kerbin...
  5. My game is crashing quite often lately, so I went through the logfile. It is getting spammed with the same error message, and I found no repy to this post:
  6. You're right, there IS some progress showing there, thanks. It is weird though that it's less than 10%, as I'm losing power only for like 10% of an orbit. Not sure if this is related, but my log has tons of this message: [ScienceSubject] - Error in converting Situation System.ArgumentException: An empty string is not considered a valid value. at System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) [0x00000] in <filename unknown>:0 at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <filename unknown>:0 at ScienceUtil.GenerateLocalizedTitle (System.String id) [0x00000] in <filename unknown>:0 EDIT: I think I need to rephrase my question. As the relative positions of my Orbit, the Mun, the Sun and Kerbin changed, I don't lose power anymore. Progress seems to be made, and the timer isn't reset anymore. So while I didn't lose the progress that has already be sent to Kerbin, is it possible that progress NOT SENT YET is lost, i.e. does a power outage clear data stored on the local hard drive? If that's not the case, there seems to be a bug in calculating the duration. Is this fix released yet? I keep getting that message all the time...
  7. Hm, I fast-forwarded the 15 days it said it would take, and still got 0%. Is there a way to check the real progress, maybe in the savefile? How would I find it?
  8. Just sent my first probe to the Mun and wanted to do a magnetometer scan (from DMagic). It seems to never complete, as when batteries are low, it seems to delete the progress made so far and starts from the beginning. Is this normal?
  9. I need some advice for parachutes - I have an Mk16 and two Mk12-R chutes on my vessel (I installed ReStock explicitly for the pretty chutes, not sure if they are different in size). All 3 chutes keep clipping into each other, so the effective area is basically the same as with just the Mk16 chute. Is there a way to make the chutes spread out?
  10. You can see that in the log, although that is cluttered with other messages as well.
  11. Hmmm, does JNSQ have fewer ground stations? Or is it just because Kerbin is bigger? In LKO, I'm without signal most of the time (at least in a polar orbit).
  12. Trying a new career with Kerbalism for the first time. And in order to make it even more realistic, I also use PBC. Jeez, that is tough... Is there a way to know what science a probe could do, and how much of it has been done already? Something like x-Science or ScienceAlert? It would also be nice if the original science messages could be preserved somehow. It's a bit boring to read the same few messages over and over again
  13. I didn't notice any flames. But following your advice, it worked now: I managed to get enough science so I could get the bigger (1.25 m instead of 0.6) heat shield. I also raised my periapsis to 50 km vs. 40 before, but I don't think that made much of a difference. I guess it was just the heat shield... This makes me think of a custom TechTree/Contracts config, since the current one doesn't make much sense for my mod combo
  14. Yeah I need that one again... But at the very beginning it doesn't help, since the Mothra S1 engine has no attachment point at the bottom. I guess we need that Falcon1 launch tower
  15. I just started a new career after not playing for a while and noticed, that the mothra engine doesn't start with full power. Is that also a change in the TE engines or some update in another mod? I like it, so finally launch clamps make sense If only I had some, so early in career mode...
  16. LKO. Problem is, I'm in career mode and also use Zee's Probe Before Crew mod. In combination with Kerbalism, it's darn hard to get any serious science and make some progress I'll try a shallower angle... But why is there no gauge warning me of the rising temperature?
  17. I just installed Deadly Reentry for the first time, as well as JNSQ, FAR and Kerbalism, to have an experience somewhere in between stock and RO. I think the question is in the FAQ, but I still don't get it: I'm trying to reenter with a simple pod consisting of a Probodobodyne OKTO, some batteries/sensors/antennas/solar panels, and a heat shield. High up in the atmosphere, solar panels show the heat gauge sometimes when they're not perfectly behind the heat shield, but it disappears again after the vessel has a perfect retrograde orientation again. But then, suddenly, after entering thicker parts of the atmosphere, the vessel just explodes - the OKTO overheated without ever showing the gauge. Why, and what can I do?
  18. Thanks for your help guys, in the end it was a faulty Kopernicus install... I cloned the repo and used the GameData folder from "build" instead of downloading the release-zip...
  19. Hm. Cleaned up my GameData, installed my essential mods, Kopernicus, MM4.0.2 and JNSQ from the zip (btw, why is the zip 400 MB larger than the exe? And why bother writing an installer if installation is like any other mod?). Kerbin still looks pretty stock and has a radius of 600 km... I'm on KSP 1.7.3, if that matters.
  20. Hmm, tried it, did nothing. There was mentioned something about deleting existing planets?
  21. So did you need the .exe? I'm on Linux, exe doesn't work for me... Are there instructions for installing it without the exe?
  22. Do you mean the launch pads won't work at all with JNSQ or just their predesigned positions? While KK isn't officially supported by JNSQ, people said it worked without a problem.
  23. I don't think RoverDude was surprised by 1.7, I guess he was rather busy working on it...
  24. I had similar problems before. This is clearly a bug. Contracts should come with the parts they need and not rely on some other mods.
×
×
  • Create New...