OrbitalManeuvers
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Everything posted by OrbitalManeuvers
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Here's what works for me. Engines are -5 variants. Booster skirt auto @ 3.7g, PVG 120k Pe, no Q limiting. launching from the Cape so 28deg. For me the booster skirt separates at about 35k, surface vel ~1190km/s. The tower goes shortly after skirt sep, ~ 40km. At that point my TTA is about 1:30. Highest Ap shown is about 126km. I hit 120x120km in appx 4:22, with appx 432m/s remaining. I would definitely try 120km or 130km and see if that improves things for you. PVG is very sensitive to certain parameters with certain builds, and I think 80km is too low for it to perform well.
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Familiar with this mod, but didn't know they're replacing decoupler sounds. Interesting. It is, however, a bit overkill for what I want. I'm not too interested in a complete revamp of the soundscape, more just replacing/reducing the ridiculously loud launch clamps. In the clip I've linked below, right at :07 seconds, there are 5 F1 engines at full power about to lift the entire Saturn V stack off the pad. There is no hardware on the pad that could even remotely compete with the amount of acoustic energy produced by the engines ... yet the ker-chunk is pretty much just as loud as all 5 engines. Sadness. When I get time I'll take a look at RSE and see if I can maybe borrow something from there. Thanks for the recommendation!
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[1.3.1 - 1.12.*] SRCS - Stageable RCS
OrbitalManeuvers replied to kurgut's topic in KSP1 Mod Releases
For me, existing craft built before this mod was installed require both enabling staging, and disabling the now-staged RCS thrusters by hand. But for new craft, for me, the RCS thrusters attach disabled in the first place, with staging enabled. -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
OrbitalManeuvers replied to blowfish's topic in KSP1 Mod Releases
i don't think this will fix your B9 errors but the folder StarstroSpaceSystems-main is not correct. You want its child folder StarstroSpaceSystems in GameData. -
pardon the intrusion, but this is almost certainly the correct diagnosis. you have almost every parts mod made in the last 10 years, you have multiple planet packs, multiple recolors, etc. Every one of these has a pretty significant memory footprint. The solution I use (since I need to try every part created by modders) is multiple installs. I group parts mods together into themes. So I have a basic install with all my QoL mods, the solar system as I want it, the visual mods I want, and I start with that as a base, copy it, and then add part mods in sort of a themed grouping. That's just how I do it. Anyway, I've used this mod before and the chutes do work - but I wasn't taxing my system anywhere near how you are. Just a thought from a random user. Good luck!
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The problem here is that you've unzipped the master github archive into your GameData folder. To move forward, you'll want to delete that entire folder from GameData. The way to install this from the zip file you have is to open the zip file and navigate to the GameData folder that is within the zip file. That folder "matches" with your KSP install's GameData folder, so you want to copy whatever is in the zip at that level into your GameData folder. In this case I think that's just one folder called SigmaDimensions. You should end up with a path like GameData\SigmaDimensions, and there should be no folder that has the text "master" in it. Hope this helps.
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
OrbitalManeuvers replied to Ger_space's topic in KSP1 Mod Releases
When you're in the flight scene where you can place statics, a static that is capable of being a launch site will have a button on the properties window to make it a launch site. Once you've filled out that 2nd dialog (where you pick a name and the size/height restrictions), and saved everything, your next step is in the VAB. Click the KK button and there will be a list of your launch sites - select one and a 2nd dialog opens where you can open/close the launch site. Once you've opened one you can select it from the launch button drop down. -
Hello, and thank you for sharing this amazing mod. May I ask about two specific parts? I've included a picture of them below. First question is about the MOS Control Block, from BDB. Can this be made passable? If I'm not mistaken, I believe their intention with parts like this that have the little window in them is for that to be a crew tunnel. The second question is about the Planetside configurable node PT-M075NB, which is the one that has the docking port on the "top" and another on the bottom, obscured by the PAW, sorry. This could be configured to also have nodes facing the camera and facing the launch pad as well, and indeed the IVA shows all 4 hatches internally, which seems fine to me. However, the two "phantom" hatches on the inside allow EVA access, and if you EVA out of one of those non-existent side hatches, your Kerbal is stuck to the outside of the module (I assume since there is no crew hatch there) and the Kerbal is in limbo - and you cannot control them, or put them back inside, or let go, or anything - they're just stuck on the outside. So my question is: is it possible to block EVA access in some way that's sensitive to the selected variant? This seems quite bespoke for this part, but I thought I'd ask if you had any thoughts. Thanks again!
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I have a couple thoughts. The folder named "Retro" is in the wrong place. Here's a quote from the wiki for Katniss Cape for KSRSS: !!!!! Instructions: Place the Retro/Modern folder into KatnisssCapeCanaveral/Instances !!!!! (there is no Modern folder, so this only applies to the Retro folder) Also, this folder _LOCAL doesn't belong here as it's not a mod folder. Lastly, I would definitely recommend trying your install *without* the KSRSS-64K folder and see if it looks better/the same to you. I don't believe the mod authors have said anything in public but I have definitely seen them say it's no longer supported on Reborn, and indeed it trashed some of my visuals when I had it installed. Should be a quick/simple test to see if it makes a difference for you, too.
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The thing I really like about the Atlas skirt is that since it's triggered by g-forces, it's basically like saying "when we have enough thrust to make it..." which smartparts can't do, since it doesn't have a g-force trigger part. I suppose altitude is an ok trigger, but seems like that might be more dependent on payload mass? You'd know better than I what the trigger or set of triggers was for the Atlas skirt. Maybe just straight up timing? I have the same question about the center F1 on the S1-C, too.
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This is absolutely me, too. Maybe it's a Dave thing. Anyway, I guess I'm a little pragmatic about it, in addition to wanting to learn the real life procedures as much as reasonably possible. In the two cases you cited, the Able and Vandgaurd upper stages, when using EngineIgnitor there is no choice but to hotstage both of them. Both of them have some room in the interstage which I always interpreted as being for the buildup of boom boom gas, and as long as there's no significant delay after ignition before staging, I've never had an issue. I'm right with you on the NEED for correct info, though - which I also failed to find for either. So I put my trust in Zorg's EI configs. One ignition means either ullage or hostage, and on those two there's no ullage.
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my feedback is thank you for making part mods for ksp1 in the nits department: I noticed that MSK-010 decoupler seems to have crossfeed on, and there's no PAW switch to turn it off. For me the sample MSK-A, under MJ ascent guidance, consumed the fuel in the first stage and happily went on to drain the 2nd stage tank. On the MSK-B, what's the mission profile for the bio sample? I'm assuming it's to transmit the data, but the part has no antenna, in case you wanted it self-contained. Thanks again for sharing this!
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This is what I do, too. These days subfolders are supported by the open craft button, so under the Default save game (which i don't use) I have several subfolders under VAB, eg. one for each part mod I use that has sample files ... e.g. "BDB", "Orion", "Tundra" - that way any sample can be opened from within any save I happen to be using.
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
Yeah, the Reborn branch of the Gitlab repo, installed manually. A little cheat sheet:- 1,950 replies
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Butting in ... Sorry I can't help you with the MechJeb errors, but you do have a couple other things that would be good to look at, too. First, you have at least one instance of MiniAVC.dll somewhere, and that mod is outdated and broken and can cause issues. You can either get the ZeroMiniAVC mod or just delete any instance of the dll from your GameData and below. You have a science lab that's freaking out, and here's the report of it, followed by tons of nullrefs around line 119735. 114906 [ERR 16:36:23.567] [ModuleScienceLab]: No Container Module found at index 4 The fix for this is pretty simple once you identify the part causing it. Do you know how to use something like grep to search through CFGs files in your gamedata folder and below? if so, the text you want to find is "containerModuleIndex = 4" - the only other way I know to find it is to instantiate a lab in the VAB, and right-click on it. If you have the debug console open, it will start spewing walls of red nullrefs on the bad laboratory part. If you can find it and report the full path of the cfg file, I can help you fix it - but the fix depends 100% on the file itself, so you'd need the right cfg file. Btw, if you can't find that text, reduce it to just "containerModuleIndex" and look for one with a 4. Sorry, slightly off topic from your question - but if I've learned anything about KSP mods, it's that one problem can cascade into other problems, so a clean log is good.
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lol especially if you like lots and lots of repeated, useless lines. my player.log has 49,400 repeats of the "buildslave" line 35 text in a file that has 172,000 lines ... a good 30% of that file is noise. Have you found stuff in there that isn't in ksp.log?