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OrbitalManeuvers

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Everything posted by OrbitalManeuvers

  1. hmm, got me. I'm using 1.12.1.73 in a bunch of KSRSS installs without issue. Your log did show Kopernicus freaking out but I have no idea why. You might have better luck on the Kop thread, but no one is gonna be too thrilled about looking at a log file with a million mods. If I were in your position I would move about 80% of those folders out of GameData and try with the basics, and then move groups of related mods back in one group at a time. Maybe someone else has some better ideas.
  2. I believe this is an issue with having an outdated shared assets mod. https://github.com/benjee10/Benjee10_sharedAssets/releases
  3. You're missing Harmony which is a dependency of ConformalDecals, although that probably won't affect your Kopernicus errors. I didn't see anything else obviously wrong with the install. What version of Kopernicus do you have? Not sure how you ended up in this situation, or how you get a trillion mods installed when the solar system doesn't even load. Maybe try baby steps? Like, a clean GameData folder with both Squad folders, plus Kop + MFI + KSRSS + SigmaDim + mm.dll should start up without any errors.
  4. surprise when I happened to check Github this morning!
  5. Nothing else is needed besides that config. If you open your ksp.log file in notepad, you should be able to search for "noincplanets" and find a few occurrences of the file being found and applied.
  6. Just one person's data point: this doesn't and has never worked for me. Stock probe cores also use EC while in hibernation. I use MLP's generator when I have to wait for a plane alignment launch window.
  7. A single cfg like that can live anywhere under the GameData folder. I have a CustomConfigs folder where I put stuff like that.
  8. Welcome to the forums. The two most important things about getting mods to work are the installation and the requirements. Unfortunately, with the amount of info you've given (zero) there's no way for anyone else to know what's up or what you should try, aside from the very generic advice of install it correctly and make sure you have the requirements, too. If you'd like some more specific help, you'll need to show some info. The easiest to show is probably just a screenshot of the GameData folder within your KSP install. I'd recommend a free imgur account for storing pictures, and use the direct link feature from imgur to paste into a forum message (embedded in a spoiler tag is best).
  9. Look inside the zip and keep drilling down until you find a folder whose name is simply "KSRSS." Sibling to it you'll find Extras. That KSRSS folder goes in your GameData folder.
  10. OK I did a little mucking about and here's my results. This is KSRSS at 2.5x, orbit was 200km. First image: Deorbit burn was done before hitting the western coast of South America, Pe hitting off the east coast in the water just beyond Kourou, too short on purpose so I could hit land. The other craft in orbit came from the same vessel, and so I'm using its orbit line as a marker to measure my deflection. CoM was shifted prior to atmosphere, SAS off, hatch rotated to face south for a north/south deflection hopefully. Figured I wouldn't be able to detect a shorter/longer deflection. Second image: capsule offset from above Last image: the results. So on the ground, I would say we've deflected many (hundreds of?) kilometers, though from the map view of course it looks unimpressive. I don't think my KSP mojo is quite at the level of take advantage of this, but it looks like if you needed some last minute precision adjustment, it's certainly possible, to a degree. The atmo curve of KSRSS is a tiny bit different than JNSQ once you're below about 21k (iirc) but above there they're quite similar, so I'd expect pretty similar results there.
  11. Thank you, I was hoping someone had given it a go beyond theory. I'll give it a go too and see what happens.
  12. Couple questions: 1. In light of the J2/J2X discussion, what is the "Sarnus-HE2JX-447 Dnoces-X" aiming for? 2. Is anyone using the CoM offset feature of the Apollo CM? Idk how well KSP allows something like this to work, but are you guys messing with your EDL trajectory using this? If so, when?
  13. Hiya - while this is in beta are you expecting any part of this to work? I can't tell if I've totally misunderstood what it is, or if it's just not functional yet due to being a beta. Specifically, there's no decoupler module, the bottom node doesn't attached to the Astra's bottom node, the side node - no idea. The cfg has switches and animations that don't show up in game at all. Maybe there's a dependency?
  14. I was just wondering if there's anything you would like to say about this but haven't, just because no one's asked? If so, someone is asking! <-- (this guy)
  15. I use the falcon 9 in KSRSS at 2.5x with no issue. Idk how you're defining underpowered, but I can tell you this: if you load the sample craft into recent KSP and it has the launch stand on it, KER will tell you that the TWR is something like 0.2. I rebuild craft after looking at the samples, and I use MLP, and everything is peachy.
  16. Here's a something! https://github.com/friznit/Unofficial-BDB-Wiki/wiki/Satellites
  17. >> the one part that doesn't have the "AM_MLP_" prefix Do you have grep or something like it? Any occurrence of that string outside the MLP folder would probably be your conflicting mod.
  18. Not that this is any help, but here's my tech tree with no contract or tree modifications, just a ton of part mods. The MLP nodes are over there in science mode whether I've unlocked them or not, just like normal nodes on the right.
  19. welp, you weren't kidding about that part. It looks to me like MLP is installed fine. Hopefully someone will see something. The only thing that stands out to me (as in, I don't have it and it sounds related) is 002_CommunityPartsTitles. But the MM cache file shows MLP parts being processed. Are the parts showing up in the VAB? If you open the gutter on the left where the subassemblies are, there's supposed to be an icon there for MLP, with a bunch of subcategories.
  20. Hopefully someone more capable than me will look at them too, so ... yeah the ksp.log and the mm cache file seem to be what lots of authors ask for.
  21. I hate to ask this when changes are coming fast, but it sounds like now is a better time. If you have a free moment, could you give your cfg recommendations for people who are running complete homeworld replacements, and have full eve/scatterer support? I have managed to confuse myself a lot over which settings matter for stock and which don't, and what's happening with floating/overpopulated scatters for non-stock. This is what I have (by default) on KSRSS: Thanks!
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