Ravlain
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KSP2 Release Notes
Everything posted by Ravlain
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RP-1 Realistic Progression One for KSP 1.12.3
Ravlain replied to pap1723's topic in KSP1 Mod Releases
Thanks, I'll remember that for the future. -
RP-1 Realistic Progression One for KSP 1.12.3
Ravlain replied to pap1723's topic in KSP1 Mod Releases
800km? -
RP-1 Realistic Progression One for KSP 1.12.3
Ravlain replied to pap1723's topic in KSP1 Mod Releases
@MajkI've literally just solved this myself, managed to get the advanced bio experiment back from 180km, 60km periapsis using 3 stacked heat shields. First one fails at around 72k, second around 52k and third doesn't reach overheat. I will admit I used SmartAss to keep it aligned, I'm not good enough to keep things straight without more than stability assist -
RP-1 Realistic Progression One for KSP 1.12.3
Ravlain replied to pap1723's topic in KSP1 Mod Releases
Aaaargh!! Never mind, PEBKAC detected. Somehow MJ orbit altitude had reset to 100km so first stage was shutting down when apoapsis got that high. -
RP-1 Realistic Progression One for KSP 1.12.3
Ravlain replied to pap1723's topic in KSP1 Mod Releases
Hi, I've just started running an RP1 game, latest version, and I've hit a bizarre problem when I complete the 2 initial programs and start the light satellites program. Everything was normal up to this point, but after taking the new program most engines I have used apart from the Aerobee have begun to stop with about 10% or more fuel left. This is happening with A4, XLR 41 and the NAA-75-110 amd A6 configuration. All these engines were performing as expected before the program change, but now all stop in simulation and launch, no failure shown. This has now happened on 2 game starts at the same point. Has anyone got any idea how to fix this? -
TRIM Reset Feature
Ravlain replied to Manosman's topic in KSP2 Suggestions and Development Discussion
Oops my bad, Alt-x is correct. -
TRIM Reset Feature
Ravlain replied to Manosman's topic in KSP2 Suggestions and Development Discussion
Alt-z resets trim. -
Have you got trim set accidentally? I think it's Ctrl-x or Alt-x to zero trim.
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I'm finding that frequently the DV and numeric burn time show 50% of the correct figures, while the bar at the bottom is correct, so remaining time 0 is when half the bar is empty. This doesn't happen all the time though.
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Some additional information for this. After experimenting with editing the save to change the name and state of the craft after release I found that the probe initially has the correct 'Orbiting' status on release, and only changes to 'Landed' when you switch control to it. Hope this helps nail down this annoying bug.
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KSP Version - 0.11 Operating System and version - Windows 10 64-bit CPU - Ryzen 3650X GPU - NVidia RTX 3600 12Gb Description of the bug. Expected Behavior - Separating a probe from launcher with probe core should leave both in the same flight state. Observed Behavior - Separating a probe from launcher with probe core sets the new probe to Landed, no orbit lines etc are available. Steps to Replicate - Launch a rocket with 2+ probe cores (eg multiple comsat launcher) to orbit. Once in orbit stage away the comsat, the released satellite will be in Landed state. Fixes / Workarounds (if known..) A list of ALL mods. None Other Notes / Screenshots / Log Files (if possible..)
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Keybindings not working after game restart
Ravlain replied to Onyx98's topic in KSP2 Suggestions and Development Discussion
Seems almost random to me, sometimes they work ok, other times revert to default with no indication until my rocket won't turn on launch. -
Bug: Stage recently dropped from launch vehicle is uncontrollable
Ravlain replied to Angelo Kerman's topic in v0.1.0
Can confirm this, save and reload needed to get commnet connection after dropping a probe. -
Had the decoupler issue with one I built myself as well.
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Downloading
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Eagerly awaiting the first giant leap for Kerbalkind
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Isn't that what the workspaces allow you to do? I'm probably going to build a set of launchers in individual workspaces for each size, then different payloads can be built in the appropriate workspace to drop onto the launcher as needed.
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How many people have or will be upgrading for KSP2?
Ravlain replied to Anth's topic in Prelaunch KSP2 Discussion
Can't vote None (This field is required) -
@kerbnub Go into Scatterer settings (Alt-F10 or Alt-F11 I think) and turn off TAA. Not sure why it's default on 0.772 as it seems totally broken.
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@BombaatuTurn off TAA in scatterer settings.
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No New Kerbals To Recruit
Ravlain replied to MacJSteele's topic in KSP1 Technical Support (PC, modded installs)
Probably better off removing KerbalRenamer, it seems to cause assorted problems with other mods , and I think @OhioBobis dropping it from the pending update of GPP for that reason. Just delete the KerbalRenamer folder from under the GPP folder.