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OrbitalManeuvers

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Everything posted by OrbitalManeuvers

  1. I'm happy to do this for now, but do you think there's hope of getting this fixed or done by default? This breaks saved craft ... even ones that don't even use launch clamps.
  2. Unfortunately, even with your MM patch above, this new addition is still just problems for me so far. First, it adds 5 useless PAW items to things like engines. But worse, it messes up attachments for things other than the launch clamps, too. I can show you this on video if you can't reproduce it, but these steps will show you if you have Probes Plus installed: filter by "landv" ... grab the lander with legs, attach the 3 vernier engines, save, new, load same craft ... and the engines have completely moved. Can you MM patch this thing out of everything except where you really want it? And also, if you need a video of the above magic, just let me know and I'll record it. Edit: before and after save pictures added below
  3. @linuxgurugamer Would it be possible to get KRASH to use the launch site that's selected as the VAB's default launch site? The launch button's drop-down allows selecting an alternate, and it'd be awesome if KRASH used the one selected there when it's in "launchpad" mode.
  4. right except me 10 messages ahead of you on the page But yes this is a thing and def not PersistentRotation.
  5. Thanks, getting further ... didn't have STL These actually appear to go in <KSPRoot>\Screenshots\LTech.
  6. Are there dependencies? This isn't working for me in 1.10.1. all tanks say "clipboards" even if they hold other things neither of the cameras have any sort of activation item on their PAW experiments cannot be transferred into the lab there are no pertinent PAW items in the VAB or in flight for the Sample Return Bin the lab's PAW doesn't contain any science-related options even with a scientist aboard I feel like I've missed something major ... ?
  7. if you're willing to do Kopernicus and Sigma to rescale stock, I gotta think it makes way more sense to ditch sigma and just get JNSQ? If you have eve and scatterer working, then JNSQ has what you want, and more - you'll get the stock planets scaled, plus new planets, plus better visuals than stock. hope I'm not over-selling JNSQ, but the combination of BDB dev, MLP dev, and probes plus, on JNSQ is kind of hard to beat. For me it's a good balance between stock and something drastic like RSS.
  8. Threefold! I completely misunderstood AVP's purposes. That said, I got it working on a stock+opm install and it looks purdy indeed.
  9. Now that I have an install dedicated to this pack, and a bunch of hours put into exploring, just had to say thank you to everyone involved in it - it's a lot of fun!
  10. Is it possible to make the elevator just a toggle that moves it to the other position? Or does it require to have two distinct states?
  11. Hello - I'm having some difficulties getting AVP to work for me. I'm on 1.8.1, with JNSQ/Eve/scatterer working fine with no other mods besides the two squad folders. When I add the latest AVP and the 8k textures, scatterer starts complaining about missing Kerbin configs, and no longer renders water at all, and spams the debug window with nullref problems. So for starters, should I expect this to work? And if so, is the following screenshot a bad omen? The black clouds seem a good indication of what's ahead... Log file: https://drive.google.com/drive/folders/1WE8T87K4zcIEqRzjhTQRYjPRVyRfI3KO?usp=sharing Full disclosure ... after I verified the problems, I tried removing the file called avp_configs\stock\atmosphere.cfg, which only has a blank eve atmosphere def in it, and the log file above is from that run, not the totally pristine run just before it - but same results.
  12. OK, I started with 1.8.1 only the 2 squad folders in GameData. Then I installed (by hand) Kopernicus, JNSQ, Eve, scatterer. Everything runs fine. Added AVP (a single directory) and the 8k AVP textures (2 merged folders) and now ... water is gone, and scatterer is spamming nullrefs. JNSQ has a kerbin atomosphere definition. AVP has a file avp_configs\atmosphere.cfg which has a blank eve atmosphere config in it. I tried removing that file, but I get the same results. So, without totally understanding this ... somewhere in the AVP configs there's something replacing(?) the JNSQ config for Kerbin atmosphere? p.s. I really appreciate your help with this!
  13. The Mercury-Redstone elevator ... is it easy to explain why an EVA kerbal can make it go up but not down? I seem to remember this is a KSP limitation?
  14. I've made and flown both Vanguard and Explorer under the BDB dev branch and JNSQ many times. My experience is that it's totally doable to reach orbit with both, but I definitely work on the thrust limiters, especially on Explorer. Idk what the realistic way would be, but I keep my starting TWR around 2 for each of the SRM stages, as I play with part G forces turned on and trying to time anything with a super high TWR is difficult. I also use the shutdown feature on an action group, so that I can cap the Ap where I want it.
  15. OK, I'm back on 1.8.1, with released versions of everything. With a bare-bones JNSQ/AVP installation, scatterer does not render water for me until I turn off the ocean shader. But let's ignore that for a sec ... I'm also getting a debug log spam message from scatterer. Maybe you can help me figure this one out and see if it leads to something that I've installed wrong, etc. Here's a link to the log file, which should have a list of the mods? https://drive.google.com/drive/folders/1WE8T87K4zcIEqRzjhTQRYjPRVyRfI3KO?usp=sharing The repeated message is [EXC 23:01:54.599] NullReferenceException: Object reference not set to an instance of an object scatterer.SkyNode.UpdateStuff () (at <c242f3d90315428492d244d6912c4c64>:0) scatterer.SkyNode.OnPreRender () (at <c242f3d90315428492d244d6912c4c64>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Any ideas?
  16. @JadeOfMaar I'm a little confused. You're describing what happens when you use GPP Secondary, but I'm not using GPP Secondary, and mine looks the same ... so I'm wondering if GPP Secondary is really the issue with the trees?
  17. Just making sure here ... because mine looks like that, but I'm using GPP as the primary/only planet pack. Do I have something installed incorrectly?
  18. I've seen this happen with just two parts capable of holding science. I sort of avoid Collect All for this reason. Unless I'm down to a simple craft, I tend to stick to Action Groups to always collect where I want.
  19. Yeah I started thinking about this last night and knew there had to be something wrong somewhere. Went and watched the Perseverance flight plan again to make sure! They use the Centaur to circularize, then for the Mars injection several minutes later. I was using the Centaur again for mcc, but I just need to move that ability to a small coast stage.
  20. Atlas 5/Fat Centaur/rover w/sky crane/JNSQ ... Finally had a good reason to build the Atlas 5. Super low TWR on the Centaur, but lots of gas. This design lights the Centaur 3 times ... idk how many ignitions this should have, and I could get it down to 2 easily enough. Anyway, there are several mod makers' work pictured below ... big thanks to all of them!
  21. On my quest for a few historic re-creations, here's Surveyor's final approach to the moon. I love having these parts! I use them in every save. Side note ... I did have to add a bunch more solid fuel to the SRM to pull this off. In JNSQ, my pre-braking velocity was 1100m/s and increasing. Cancelling all of that plus gravity wasn't gonna happen on 17 solid fuel. The video shows it set to 50, and I have 129m/s remaining after touchdown, so I may try something closer to 42ish next time.
  22. OK one more question for today ... limited engine restarts. In the KSP world, is this currently done only via something like RealFuels, or is there another way? I was kinda hoping there's some mod/patch way to get limited restarts without having to upend the entire fuel system. I guess a patch wouldn't be possible because you need some modified throttle handling probably? Anyway ... any ideas?
  23. So uhh ... I know it's been there for a while, but how do I use the Centaur tank's insulation feature? I'm usually a big baby and turn off boiloff since I don't understand how to manage it, but maybe someone can give me a hand in doing this right? Specifically, I'm unsure of when I would discard it and why. My uneducated guess would be to leave it on until just before the tank is used?
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