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infinite_monkey

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Everything posted by infinite_monkey

  1. Is it just me or does anyone else think the plume of the BFR booster could need some rework? While the Falcon 9 booster has an impressive sound and looks powerful, for the BFR it's pretty underwhelming. It's silent, looks short, slow (maybe a performance problem on my side due to the number of engines?), and becomes spherical at a way too low altitude? I tried playing around with the SmokeScreen settings, but it only made things worse, as I had no idea what I was doing
  2. I see, thanks for looking into it. And what about the solar panels? They're of course not inside a cargo bay, but still behind the fuselage - and they still explode, my guess is due to heat conduction.
  3. Since only the belly-part of Starship will get the additional cooling, wouldn't it make sense to make the heat shield a separate part? This would allow for more realistic heat distribution. Right now, due to how KSP works, the whole fuselage is heating up, blowing up solar panels and stuff inside the cargo bay due to heat conduction.
  4. @damonvv I copied the Ghidorah Launcher Platform from Github to my current install, but I cannot use it on the F9, since the engine cluster has no lower attachment point. I guess that has changed and I have to use the new one?
  5. For me, experiments (and, interestingly, stuff near them, e.g. a rover) keep explode after LEAVING the scene. I have a base on the Mun, and my experiments some 1.7 km away. They're attached to the ground, everything seems fine. Sometimes, when switching back to my base, I hear an explosion. Last time it was the rover near the experiments, this time it was the SEP central station. After switching back, the remaining experiments are half a meter underground - they are still visible, but most of the cables are not. Here's a snip of my log: [LOG 03:05:59.521] [SEP_Science] Processing loaded SEP vessel: SEP Central Station 6 SEP modules found [LOG 03:06:00.234] Unpacking Bob Kerman [LOG 03:06:00.235] Unpacking SEP Central Station [LOG 03:06:00.294] [UIMasterController]: ShowUI [LOG 03:06:00.568] Unpacking kerbalEVA (Bob Kerman). Vel: (0.0, 0.0, 0.0) [LOG 03:06:12.528] [Kopernicus] No new objects this time. (Probablility is 15%) [LOG 03:06:12.529] [Kopernicus] No new objects this time. (Probablility is 15%) [LOG 03:06:12.529] [Kopernicus] No new objects this time. (Probablility is 15%) [LOG 03:06:29.155] [Kopernicus] No new objects this time. (Probablility is 15%) [LOG 03:06:29.155] [Kopernicus] No new objects this time. (Probablility is 15%) [LOG 03:06:29.155] [Kopernicus] No new objects this time. (Probablility is 15%) [LOG 03:06:44.177] [Kopernicus] No new objects this time. (Probablility is 15%) [LOG 03:06:44.177] [Kopernicus] No new objects this time. (Probablility is 15%) [LOG 03:06:47.102] [FLIGHT GLOBALS]: Switching To Vessel Bill Kerman ---------------------- [LOG 03:06:47.104] [Dynamic Battery Storage]: Summary: vessel kerbalEVA (Bob Kerman) (loaded state True) - 0 stock power handlers [LOG 03:06:47.104] [Dynamic Battery Storage]: Summary: vessel kerbalEVA (Bill Kerman) (loaded state True) - 0 stock power handlers [LOG 03:06:47.104] [Dynamic Battery Storage]: Summary: vessel flag (Grand Mun Hotel) (loaded state True) - 0 stock power handlers [LOG 03:06:47.104] [Dynamic Battery Storage]: Summary: vessel SEP.CentralStation (SEP Central Station) (loaded state True) - 2 stock power handlers [LOG 03:06:47.105] [Dynamic Battery Storage]: Summary: vessel probeStackSmall (Mun Polar Base) (loaded state True) - 13 stock power handlers [LOG 03:06:47.105] Packing SEP Central Station for orbit [LOG 03:06:47.106] [Dynamic Battery Storage]: Summary: vessel kerbalEVA (Bob Kerman) (loaded state True) - 0 stock power handlers [LOG 03:06:47.106] [Dynamic Battery Storage]: Summary: vessel kerbalEVA (Bill Kerman) (loaded state True) - 0 stock power handlers [LOG 03:06:47.106] [Dynamic Battery Storage]: Summary: vessel flag (Grand Mun Hotel) (loaded state True) - 0 stock power handlers [LOG 03:06:47.106] [Dynamic Battery Storage]: Summary: vessel SEP.CentralStation (SEP Central Station) (loaded state True) - 2 stock power handlers [LOG 03:06:47.107] [Dynamic Battery Storage]: Summary: vessel probeStackSmall (Mun Polar Base) (loaded state True) - 13 stock power handlers [LOG 03:06:47.144] Packing Bob Kerman for orbit [LOG 03:06:47.144] Detected switch from kerbalEVA (Bob Kerman) (Vessel) to kerbalEVA (Bill Kerman) (Vessel). Request camera stabilization. [LOG 03:06:47.144] [PlanetariumCamera]: Focus: Bill Kerman [LOG 03:06:47.154] [1/27/2019 3:06:47 AM [x] Science!]: <Trace> (ShipStateWindow) - MapObjectSelected [LOG 03:06:47.154] [1/27/2019 3:06:47 AM [x] Science!]: <Trace> (ShipStateWindow) - Vessel [LOG 03:06:47.155] Camera Mode: AUTO [WRN 03:06:47.156] [Part]: kerbalEVA (Bill Kerman) holds crew but has no interior model defined! [LOG 03:06:47.262] IR: [ServoController] vessel kerbalEVA (Bill Kerman) [LOG 03:06:47.262] [BetterBurnTime] Vessel changed to Bill Kerman [LOG 03:06:47.518] 1/27/2019 3:06:47 AM,KerbalAlarmClock,Active Vessel changed - resetting inqueue flag [EXC 03:06:47.519] NullReferenceException: Object reference not set to an instance of an object KerbalActuators.WBIVTOLManager.DecreaseVerticalSpeed (Single amount) KerbalActuators.WBIVTOLManager.Update () [LOG 03:06:47.639] 1/27/2019 3:06:47 AM,KerbalAlarmClock,Removing DrawGUI from PostRender Queue [LOG 03:06:47.644] [Dynamic Battery Storage]: Summary: vessel kerbalEVA (Bill Kerman) (loaded state True) - 0 stock power handlers [LOG 03:06:47.856] 1/27/2019 3:06:47 AM,KerbalAlarmClock,Vessel Change from 'Bob Kerman' to 'Bill Kerman' [LOG 03:06:47.858] Unpacking Bill Kerman [LOG 03:06:47.859] Unpacking Mun Polar Base [LOG 03:06:47.865] [Part:KAS.RTS1 (id=F3894809695)#Module:0] Connector state changed: [NULL] => Plugged [LOG 03:06:47.868] [Part:KAS.RTS1 (id=F878326811)#Module:0] Connector state changed: [NULL] => Plugged [LOG 03:06:47.873] [Part:KAS.W1 (id=F2702927916)#Module:0] Connector state changed: [NULL] => Locked [LOG 03:06:47.886] [KerbalJointReinforcement] WARNING: extents could not be properly built for part 'Drill-O-Matic Junior' Mining Excavator [LOG 03:06:47.887] [KerbalJointReinforcement] WARNING: extents could not be properly built for part 'Drill-O-Matic Junior' Mining Excavator [LOG 03:06:47.913] Unpacking Grand Mun Hotel [LOG 03:06:47.956] 1/27/2019 3:06:47 AM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue [LOG 03:06:47.956] 1/27/2019 3:06:47 AM,KerbalAlarmClock,Skipping version check [LOG 03:06:48.415] Unpacking kerbalEVA (Bill Kerman). Vel: (0.0, 0.0, 0.0) [WRN 03:06:48.980] [F: 1031501]: Vessel SEP Central Station crashed through terrain on Mun. [LOG 03:06:48.980] SEP.CentralStation (SEP Central Station) Exploded!! - blast awesomeness: 0.5 EDIT: I moved Bill back to the base and boarded it, then quicksaved. No explosion. Then switched back to the experiments, and had the same as @TGApples: It looked steady, but the experiments were hovering a meter over the ground, and I gouldn't switch away, as the game said my vessel was "about to crash". So I reloaded my quicksave, and heard the explosion. So my experiments are gone for good
  6. Is the program state saved in a quicksave? So if I use FMRS, do stage separation, continue to orbit, then jump back - will a program stored in stage 1 continue where it was at (stage separation + FMRS save delay)?
  7. Wait, did SpaceX just repaint the 39A launch tower black and white in order to match the Crew Dragon?
  8. @kcs123 Thanks for your explanation, I'm sure it will help some beginners land their rockets. I knew all that (except for LOCAL foo TO somevalue. - is this SET or LOCK?), and I'm able to land a Falcon 9 booster (from Tundra exploration) pretty accurately on land, and with some luck even on a ship. I now want to land a BFR booster on the launchpad - so huge mass (> 200 000kg), slow turning rate, and high precision needed. The problem (that KER or Trajectories won't solve either) I would need some help with is that when the rocket is not perfectly vertical over the landing pad, vertically aligned with 0 horizontal speed, steering becomes very hard - the engine should point away from the direction you want to move in, while from an aerodynamic perspective you want to point right into that direction, so which way should I steer? Simplest thing coming to my mind would be to steer the booster's body and grid fins separately from the engines. But I guess that is not possible in KSP, or is it?
  9. You should have an icon in the toolbar from where you can open the console
  10. I understand your point. Sure, calculations of g, TWR, available acceleration etc. are pretty easy to do, and probably not very heavy on the CPU. I think the main reason I want it is because Trajectories is still broken for kOS, and I have no idea how to take into account the atmosphere for calculating the landing spot and/or impact time.
  11. Would it be possible to make kOS compatible with Kerbal Engineer (or is it already)? It would be handy to access KER's data instead of having to rewrite (and run) basically the same code.
  12. It was :-o Thanks! I was playing around with the config GUI, apparently I left the setting at 0. Maybe that should be made impossible, or the division by 0 should be prevented?
  13. Running on Linux: Ryzen 5 2600, 16 GB RAM, Radeon RX 470 with 8 GB RAM. Since I have quite some mods installed, I only tested vanilla as a reference, I need to narrow down which mod the culprit is. I noticed some FPS drops when flying between 10000 and 30000 m, otherwise I had >50 FPS usually. Sometimes even over 100.
  14. Does anyone know of launch clamps I can land my SuperHeavy on, meaning that they act like the Claw or something like that?
  15. I'm getting logtrash: DivideByZeroException: Division by zero SmokeScreen.SmokeScreenConfig.UpdateParticlesCount () ModelMultiShurikenPersistFX.FixedUpdate () Now I'm not sure if it is because I'm running on 1.6.1, ora broken mod, or because I messed up a RealPlume config
  16. Might be off topic but: does having a lot of statics affect performance? I thought it was scatterer or SVE, but I still have massive FPS problems after uninstallung it... about 10-20 FPS when trying to land my boosters. I thought it might be KK?
  17. I wrote a script in kOS. Unfortunately, it's still incompatible with Trajectories, so you need to implement a lot of the calculations yourself
  18. Hey @Ger_space, I have a weird problem with, I guess, KK. I once spawned a Sound Cube, but I deleted it afterwards. Now, every time I quickload a game while being close to KSP (where the Sound Cube was), I hear the sound while loading. It's pretty loud, and it seems to get louder after every reload (but that might be my growing annoyance :D), and it sounds distorted (due to the loudness, I think).
  19. I seem to have a (understanding?) problem with the Scout Landing Module. It has a workshop, I can open the workshop window, but when I want to start manufacturing, it says "No workers in the workshop". Where does my engineer have to be in order to make it work? Is there a minimum star-rating the engineer needs?
  20. I didn't encounter any problems so far. I guess your problem is with KIS, not KAS. It used to confuse me as well, but KIS is responsible for anything you use the screwdriver for. KAS is only for connecting stuff with the included parts.
  21. @Ger_space Did you consider using @Lisias's approach on configs - storing them under <KSP_dir>/PluginData instead of GameData, so they don't get deleted when you update the mod? He uses it for his KJR fork:
  22. I'm not sure what exactly you are trying to achieve. The W-50 Winch is not compatible with the CH-1, only with the JS-1, which seems to work in your video. As for KIS: are you able to attach other parts using H? If not, you should ask in the KIS thread.
  23. Why would the propellant be used up? It's just heated up, not consumed. I'm not sure how much that changes the combustion process, if at all. @Starwaster @damonvv I just installed Deadly Reentry, but it doesn't seem to make any difference. Maybe it's deactivated due to compatibility issues with 1.6.1? Anyway: is there a way to configure the BFS command pod so that things stored in the cargo bay don't overheat, with or without DR? And should DR protect my solar panels on the lee site of the BFS, since they always blow up... I also noticed that the central tank is is slightly glowing upon reentry, while the lower tank and the command pod does not.
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