VelRahnKoon
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Everything posted by VelRahnKoon
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Great suggestions! I was going to suggest check boxes next to the individual items, so if you wanted to do a Mun orbit and return without landing (for instance) you could uncheck the dV needed for the landing. The Custom function with editable dV values is way more versatile!
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KSP 1 had the ability to right-click a heat shield and jettison it after you passed through the atmospheric reentry heating phase to remove the excess mass. KSP 2 does not have the ability to jettison the heat shield, requiring you to either add another decoupler between the shield and the capsule, or keep the shield in place, both of which add mass to the craft and/or increase the part count. Please add the option to jettison the heat shield in to KSP 2 without needing an extra decoupler. Thanks!
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Burn from Kerbin to Minmus (870 m/s DV change) with a Terrier engine. With the thrust limiter set to ~ 50%, burn timer stated 2:01 total burn time. After changing the thrust limiter to 100%, stated time remains the same (2:01) but the burn takes the expected ~1 minute. So it looks like the burn is calculating properly after a thrust limiter change, it is just the time display that is not updating.
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Hi all, I saw the weekly goal of going to the Mun, so I decided to give it a try. Everything is fine until I circularize around the Mun. At that point, my PE starts to steadily drop. No RCS on the craft, does it with engines enabled or disabled. Reloading a save or changing to the VAB or Tracking Station doesn't help either. If I quit the game and come back in, I will usually have a VASTLY different set of orbit numbers than when I quit (i.e. initial circularization to a 15 x 15 km orbit, but when I reload I get 32 x 3 km or something equally whacked). I don't know why it's happening but it seems to be the SoI change from Kerbin to the Mun that triggers it, as any maneuver I've made around Kerbin doesn't cause the PE to start dropping once I finish the maneuver. This has happened through multiple campaigns and multiple ships. I have even uninstalled and reinstalled the game, but no dice. Anyone have any thoughts? Specs: Processor Intel(R) Core(TM) i7-5820K CPU @ 3.30GHz 3.30 GHz Installed RAM 32.0 GB GPU: EVGA GTX 1080 Running the game at 1920x1080 with med./low graphics settings. Not seeing much in the way of stuttering, etc. Thanks in advance
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Hi all, Sorry if it's been mentioned already, but one of the headaches for me in KSP 1 were those times where your ship would rotate through it's travel path (typically happens with inclined orbits), and the solar panels would no longer face the sun. I'd go to do a maneuver and ugh, no power. I know that the vessel doesn't use power if you change focus to a different vessel or to the space center, for instance, but I don't want to switch focus just to cheat the game code. I don't know if KSP 2 has plans for making power consumption (or any resource consumption) happen at all times, focused or not, but having the ability to have the ship automatically rotate itself so that the solar panels are continually face-on with the sun would be a huge QoL improvement.
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@RoverDude I found the root cause of the issue with the missing textures! I was looking through my player.log file and found this line: Texture 'UmbraSpaceIndustries/ExpPack/PackRat/Assets/model000' not found! (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) I opened the 1.4.0.0 build and copied (the model.mu and don't need it, works without) the model000.dds into the directory above and the texture loads properly! I'm not a programmer by any stretch, so I have no idea how to fix this properly or even how to go about locating what file is calling for the model000 file. Anyone have any ideas so we can submit a pull request?
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@RoverDudeThere is definitely something wrong with some of the textures from the new version. I downloaded and installed the ExpPack from version 1.4.0.0 and the command seat no longer shows up white. I had previously tried the full constellation for 112.0.1 (as well as the first prerelease, assuming the intermittent prereleases would have the same issues) and just the ExpPack downloaded individually (both on a clean install) and in all cases the texture was missing. This is also happening with the "Ballute - 2.5m " part, just as an FYI. There may be others but that's all I've unlocked so far in my current playthrough. I will add a ticket to the Github.
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
VelRahnKoon replied to Paul Kingtiger's topic in KSP1 Mod Releases
Is the Data Input Terminal supposed to be compatible with ScienceAlert ReAlerted's "Collect All" functionality? I saw Daishi's note about US2 doing it's own thing with regards to science, but I assumed that since LGG is maintaining both ScienceAlert and US2 that they would play nice- 1,553 replies
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[1.11] RemoteTech v1.9.9 [2020-12-19]
VelRahnKoon replied to tomek.piotrowski's topic in KSP1 Mod Releases
Hi all, I'm having a problem and I can't figure it out. KSP 1.9.1, RemoteTech version 1.9.6, using the root range model. I have a satellite with a Communotron 32 (5 Mm range) in orbit above Eve, and a satellite with an HG-55 (25 Gm range) and an 88-88 in orbit at 80 Mm. The 88-88 is pointed back at Kerbin, and I get a green connection line in the map view. The HG-55 is pointed at the satellite with the Comm 32. According to the calculation for root range, the Comm 32 and the 55 should be able to communicate up to 358 Mm, but I get a "no connection" status. Everything is powered, turned on, LoS is established, but no connection. Any thoughts? Thanks in advance! VRK EDIT: Ok, nevermind, apparently I'm an idiot I had the relay satellite around Kerbin (with it's own 88-88) pointed at Eve itself. For the 88-88, the cone only covers out to an altitude of about 10 Mm above Eve's surface, meaning that the satellite in orbit at 80 Mm was not inside the cone. Once I aimed the Kerbin satellite directly at the satellite in the 80 Mm orbit, the Comm 32 satellite in low orbit became controllable. -
Brilliant, thanks bcqJC! So a follow-up question then: can you use the period shown in KER to set the relationship between communication satellites? I have 3 commsats in a triangular formation about 750k above Kerbin's surface. I used the period in KER to set their periods relative to one another (to minimize drift). Will that work, or am I going to have trouble with them drifting because KER bases the period on the sidereal day and not the solar day? I think the answer is no, there won't be a problem, since all three satellites are based off the sidereal relationship to each other, but that's more of a gut feeling. VRK
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Snark, I have a question. I am using Kerbal Engineer and BBT (version 1.9.1 of the game), and I noticed a discrepancy between the two mods' readouts when I put a satellite into geostationary orbit. Here's a screen capture: BBT shows that I'm dead-on for a geostationary orbit (down to the ms mark), but the orbital period is 5:59:9.246, almost a full minute off from the 6:00:00 it should be as given by KER. Is there a problem in one of the mods, or am I not understanding how geostationary orbit works? Originally I used KER to set my orbital period to 6:00:00, not realizing that BBT would give a time to geosynchronous orbit. When I set the orbital period to 6:00:00, BBT reported gsync as +50 s. I thought that the orbital period would be a good indicator of geosynchronicity, but now I don't know. Any thoughts? Thanks in advance. VRK
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I have a question and I've been unable to find anything in the wiki. In the Servo Controller window, there is a button next to the -10 and -1 buttons. It starts off as a +, then if you click the button it turns into a - sign, then another click turns it into an "o". Any ideas what that button does? I clicked it all the way to "o" for one of the joints on my part, and now that joint won't function as a slave any longer. Any ideas how to revert the change? Thanks in advance!
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Sorry if this question has been asked and answered. When I download AVP from GitHub, it already has folders in the GameData > AVP directory for EVE, Scatterer, and TextureReplacer. When I do step 3 of the directions from the OP (updating the dependencies) and download the updated versions of EVE, Scatterer, and TR, do I put those newer downloads under GameData, or put them under GameData > AVP? If I just put them under GameData, do I leave the GameData > AVP folders in place, or remove them? Thanks in advance!
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
VelRahnKoon replied to nightingale's topic in KSP1 Mod Releases
nightingale, just a head's up: tried to install via CKAN this morning and I was getting an error: I went into the Versions tab and it installed 2.7.2 with no issues (I'm using KSP ver. 1.4.2).