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Kerbalnaut #55487

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Everything posted by Kerbalnaut #55487

  1. @Laie Thanks for the idea... 4x4way rcs on the nose cone, solar panels transfered to nose cone. Engines cutoff with 0.006 eccentricity and i haven't even separated the nose cone yet. Seems I got that just right angle of ascent and now have the attitude control to complete the current contract and should be able to accept and complete the weather satellite one at the same time! And hopefully enough dV in the rcs to get a higher eccentricity for the experiments to run... win - win!
  2. RSS - Real Solar System (KSP in our solar system) RO - Realism Overhaul (More realistic physics and stuff I believe - moar boosters isn't necessarily a quick fix for extra dV) RP-1 - Realistic Progression 1 (the name says it all - realistically progressive contracts) I'd highly recommend all of them, but be warned, the challenge is extreme compared to stock but FAR more customizable. Stock = Lego Duplo RP-1 = Lego Techniks I will add this link in case you fancy the challenge as there is alot more than just those 3 mods involved - https://github.com/KSP-RO/RP-0/wiki/RO-&-RP-1-Installation-for-1.8.1 - this is an excellent guide to use and covers alot more than just the installation. It'll give you some very welcome notes on how to get started with RP-1. It took alot of experimentation and time wasting making that step up to getting into orbit and as this is the first career playthrough I've managed it on (been using rp-1 for a month or two, KSP only since March). I may just play this until funds run out then start a new one up taking from the lessons I've learned. I'm also using Kerbalism so there is no click for all science type abilities, the cosmic Ray experiment for example takes 90 days to complete and the only satellite I've had last that long was in the polar orbit one that lasted about 130 days before the battery ran dry but due to the eccentricity I accidentally hit with it (0.03) that experiment wouldn't run - needed minimum of 0.04 if you can believe that!? Fml lol. Same goes the the micro meteorite detector! So yeh... challenges galore! I'm thinking I just need the nose cone (which is a smaller avionics unit) to separate and have some attitude adjustment abilities on it... After all... i don't need the fuel tank or engine once the fuel is expended. ....saying that.... all my solar panels are on the tank DOH
  3. The Swivel!? As in the liquid fuel engine from the stock version?? I'm using RSS/RO/RP-1 as stated... I don't believe the Swivel engine is included in that at all... I don't have any SRBs on this design. If you're referring to something else, please clarify. The setup I am currently using is a 2.2m x 14m intergrated tank with an LR79 (S-3D config) and a couple of vernier exhausts on the bottom, when the tank is staged I have an avionics package on top of that with a bunch of RCS thrusters (4x 4-way RCS blocks for directional control + 2x single jets for ullage) on for attitude control and spin stabilisation but this avionics section is staged to an upscaled aerobee (once I'm pointing the right way) on the top - AJ-10-42 and an AJ-10-37 (for better ISP). This means once I have ditched the avionics, I have no control over the satellite in any way other than running experiments. I need to essentially, get into the target orbit (>300km) with the eccentricity of 0.005. With my final ability to adjust course being before I ignite the final 2 stages. I have another contract that requires an eccentricity of between 0.02 and 0.04, this one I am very close to achieving (the above setup is the same as what I had been trying with but now has the next upgrade to the engines) and to do that, I just need to get my angle of ascent angle a bit better and I'll be able to just cut my engines once I'm in the desired orbit. If i add more RCS and fuel to the aerobee, I'm not sure I'll have the dV to even get to orbit. Although i may give it a try tomorrow, these new engine configs have given me an extra 300m/s of dV. So upto 9162m/s with that design, so far I've been getting into orbit (just) with 8800m/s ish. I may have to look at completely redesigning to a more 'traditional' satellite now I have some better first and final stage engines - perhaps multiple AJ-10 (earlies) on a larger payload with the same launch vehicle... (By Gemini, I'm assuming you're referring to the manned missions? I'm struggling to find more science to unlock the capsules atm but yeh... looking forward to them, the contracts are unlocked!) RP-1 is a beast!
  4. KSP 1.8.1 w/ RSS, RO, RP-1 and other assorted mods. Ok... so I finally managed the frankly epic achievement of 'simply' getting into orbit and I've unlocked a lovely array of satellite contracts. One of these is the First Weather Satellite which is asking for an eccentricity of 0.005. If I understand this correctly, that means very, very close to a perfectly circular orbit. Quite by fluke, I managed to hit about 0.03 (Pe @ 350km and Ap @ 830km) when I performed my first Polar Orbit (using the MechJeb orbit info window for information). Since then, i have not been able to get even close (0.074) has been my best attempt since trying this. I was expecting the eccentricity to hit zero and begin increasing again as the orbit becomes established, this doesn't seem to be happening. I think I understand why but can't articulate it... In stock KSP, I would have found this a fairly simple task with little, low throttle burns at Ap/Pe but I am still fairly low on the tech tree and as such have no throttleable or multi-ignition final stage engines. And am essentially still using a sounding rocket on top of a launch vehicle for my satellites. Are there any fool proof ways to hit a target Eccentricity? Or even any tips and tricks that would be helpful? Thanks in advance.
  5. After watching the scrubbed static fire testing of the SN-5 Raptor engines this afternoon, it occurred to me i could possibly do this in rss/ro to improve engine reliability before using for launching rockets. While you correctly state the old school testing techniques, would it be possible to have an entry for static testing somewhere in the tech tree to allow this ability later on? Or is this too complex a task? I'm still new to modding games so just tell me to shut up but as you say, boilerplate test flights were the realistic test method of choice but we do now have the static flights as a realistic test method. [SNIP] And thanks for the effort you have already put into this mod, along with many others, it has vastly increased my enjoyment (and frustration at times) of ksp!
  6. Perfect! Started a test career and followed the steps mentioned in the question. It's back to normal now. Thanks so much linuxgurugamer! Another question raised now regarding save games - I started one yesterday on the rolled back version of CTB, will I be able to continue that career save with this fix or will I have to start again? I should have mentioned I only play on career mode too... hope that didn't slow your investigation - pretty damn quick fix if you ask me
  7. One reason and one reason alone - inexperience. I wasn't picking on you or your mod, my apologies for not digging further. I noticed CTB when I was copying the list of mods for the log and didn't recognise it as one I'd manually installed, when i found that first exception at the moment in the log where the problem manifested in game, I didn't really understand what it was telling me but I did notice the similar looking 'ClickThrough' reference and chose to investigate that with rolling back the CTB mod. That worked so I assumed it was that. I didn't look too much into the other exceptions further than noting their existence (I guess making another assumption that they would all be similar). Historically I'm a purest when it comes to games, I play them as they were intended. I am also fairly new to KSP but couldn't resist the urge to play in our solar system (which I believe wouldn't be possible without this mod and others of yours so thank you for your efforts in creating them!) and there started my modding of this game. I will test that link out shortly, thank you so much for taking a look into it. I will learn from this and investigate a bit more in depth if I come across any other bugs. EDIT - recalling opening CKAN with my last install - which I messed up - hence the reinstall... upon opening CKAN it notified me of 2 mod updates - one of which was the CTB and one other I can't recall (possibly RO) - knowing it had been updated since I last had it working could have been why I stopped looking after finding that first exception.
  8. Firstly, Hi linuxgurugamer, thanks for the mods you've created! I may have found a conflict with your latest CTB update, however given the time it takes my slow ass laptop to load KSP, it could take me forever to narrow it down but hopefully this bug report will help you a bit... it is my first so be gentle Extra note... I do not have either DLC installed on this install... if you need any further info to help you, let me know. I couldn't locate the Player.log file when I created this report but I have now and updated CTB again and reloaded so I could see if the issue is replicated and I get the appropriate log file. The problem does indeed persist, fixed by rolling back to v0.1.10.6. As the previous version seems to work, an easy fix might be to update the version compatibility to exclude 1.8.x? That is... if this issue doesn't happen in 1.9.x+. As I'm using RSS/RO/RP-1, I can't update KSP to attempt a replication of the bug with later versions.
  9. I have just reinstalled KSP v1.8.1 with RSS/RO/RP-1 amongst other mods I'll list from the KSP.log (some of which I never never used before and I have found no known conflicts between them) and a curious and very irritating bug has occurred. https://www.dropbox.com/s/05w6ekia76zosgg/Player.log?dl=0 - Player.log https://www.dropbox.com/s/fo44wtxbmf81hwb/KSP.log?dl=0 - KSP.log This issue has never occurred during past installs using ALL but the highlighted mods - see spoiler. SIDENOTE- Previous installs have used Principia but on this occasion, I chose to use PersistentRotation instead. KSP 1.8.1 64-bit - Win10 PROBLEM - Loss of green part highlights during flight and design while mousing over parts and editing of action groups disabled. STEPS - Design rocket - start KRASH simulation (highlight issue manifests) - Terminate simulation (highlight issue persists and editing of action groups doesn't work - including no editor dialog for RealChutes - to clarify - I can get to the Action Groups tab but cannot select any action group or part). TRIED - leaving and re-entering VAB - issue still apparent, exiting to main menu and reloading save - issue still apparent, closing application and re-loading - issue resolved until KRASH simulation started again. MODS installed (extract from KSP.log) - most have worked fine in previous install - new ones to me are highlighted in BOLD in the section 'Folders and files in GameData:' as not all are listed with version numbers. I don't know much about the KSP.log file and it's contents but I do have limited Java programming knowledge and NullReferenceExceptions are never good news, the following is an exert from the KSP.log file that appears at the time of the scene change from editor to flight (simulation) - I don't know if this is related to this issue but similar Exceptions are listed in following scene changes and in large numbers when returning from flight to editor - will show all Exceptions if required and requested. The only mod installed that i can glean from this exert seems to refer to the ClickThroughBlocker. Upon first load of this install (and any subsequent Career mode start) I received a pop-up that I believe is due to a recent update to the mod on this pop up, I select the previous default of following the mouse and not the click. I never installed this mod manually so I have to assume it is a dependent for another mod and was installed thusly and automatically by CKAN. Perhaps this new update is causing a conflict with one of the other mods? After investigation, ToolbarController is dependent on the ClickThroughBlocker which is in turn depended on by the Patch Manager which I believe is a mod that cannot be removed without wide ranging mod removals... My suspicions seems to have been confirmed - after rolling back the ClickThroughBlocker to version 0.1.10.6, the problem appears to be resolved after starting a new save. Will update again if the issue rears it's ugly head again. Re-updating CTB does replicate the problem, rolling back does fix it.
  10. First load after a fresh reinstall of RSS/RO/RP1 and associated mods - 354s 2nd load - 257s After adding this mod - 255s Meh... I'll keep it 1.8.1 with a boatload of mods (including visual (EVE with added modifications) and audio mods for the first time) running on 2.3Ghz i5 laptop with 8gb ram - 64bit Win10 and KSP without dlcs installed. Numbers are much quicker than it feels while loading though, i put it perceptually at about 10 minutes... nice surprise. Thanks for the mod.
  11. You're making assumptions that it's an 8GB stick I would use... try 2 x 16gb so I don't need to upgrade again in another 6 months after another ton of memory crippling updates from more than a dozen pieces of software already installed... Seems my personal observation on the term perception of value - an entirely unique per person aspect that no one person can enforce on any other person - is a source of contention, so you have my apologies for that. I only mentioned it as some had mentioned the pricing and I added my perspective on that. Which also seems to be derailing the thread a bit. The main point I wanted to make with my first post was... Electronic Arts not getting involved.... phew and T2 are too big of a company to warrant the use of the Early Access program - they should be able to put out a spotless KSP2 in full on day one! I would add that a demo would be the perfect thing for it, it'll showcase new features and whet appetites, also... if polished enough there should be an early release to the more popular modders under NDA so they can work their magic and maybe even have some mods ready for the day the game is released... Demo - yes, EA - shouldn't qualify to use the facility in my eyes
  12. Because I have different priorities perhaps... rent to pay etc... not to mention I didn't have hardware good enough to play a game like this until the prices for those came down too. I can be pretty sure that the hardware I have upon release of KSP 2 won't run that either... it's not just the software, it's everything else with it. EDIT - and to be fair, after adding the RSS/RO/RP-1 mods and associated additions, the 8GB RAM in my £700 'gaming' laptop is showing signs of needing to be upgraded - 90%+ usage launching sounding rockets... that's another £100-150 I need to spend.
  13. 'Perception of value' is an interesting term... I will never be able to justify spending £50+ on a game - EVER! Because of this, I rarely (if ever) get new games on release these days. And 9 times out of 10 you end up having to purchase further DLCs to finish the main story - which is a disgrace! I think I'd briefly heard about KSP at some point but never looked further into it... a possible regret since I now know how incredibly awesome this simulator is - how fun the stock version is and how difficult the RSS/RO/RP-1 mods make it! The ONLY reason I now have this software is due to Steam having done a free play weekend (week) tied in with a longer standing discount. I found this free play option with 3 days left on it and it blindsided me, I paid the offer price of around £25 (steam full price £55), for the main game and both DLCs, before my 3 days were up and I've never looked back. Due to my perspective on the value of games, this discount didn't lose anyone, any amount of money, it gained them my £25. How many other people look at it the same way I wonder... As much as I may be looking forward to KSP2, I will most likely have to wait until a similar offer comes along for that too. Old or new no game is worth more than its customer is willing to pay for it. Given the unmitigated success of KSP1 (critical acclaim from various space agencies - not to mention NASA using the simulator to plan REAL WORLD asteroid avoidance strategies), I don't believe an Early Access is warranted or needed. This facility is primarily to showcase new concepts/indy games/small developers work. KSP 2 Release should be a fully complete polished version of an upgraded KSP. And yes, I cried a bit at the topic title as I thought the epic ruiners that are Electronic Arts were getting involved...
  14. It seems taking TestFlight off (didn't seem to do anything) and replacing with TestLite was enough to screw it all up - reinstalling from scratch now. The procedure has gone somewhat differently this time round as CKAN forced me to install 2 extra mods that I don't recall happening the first time round... will soon find out if that works or not. I do wonder about my changing 1 for the other though, CKAN wouldn't delete all of the TestFlight folders (due to files CKAN didn't install?) and I had to do it manually, is a procedure like that swap out inadvisable with modding generally? Or could this just be a unique issue due to those being conflicting mods? Will try with the TestLite initially this time...
  15. I see where your coming from but my reason for wanting this was to do a career in our solar system with contracts relevant to that system. Seems to me that to get that I need the RP-1 mod and having read about it - for the gameplay I want - so many of these mods are essential to that experience, loading times be dammed. And yes, it's been a vast increase to be honest. It's gone from a stock load in 5 minutes to this 41,108 patch modded load at 20 minutes... kinda sucks but I'll just find something to do while it loads. I may well end up not using all (for instance, I don't see the point of having KER and MechJeb2), but I'm considering this as a stress test for my laptop at the moment. I need to know when it's had enough and then I may well end up removing this 1.8.1 install and starting again with it. Installing only the mods i deem necessary for my gameplay requirements. I have managed to launch my 1st sounding rocket into space (the vapour present in the fuel line was a shock surprise challenge to overcome) and in the time that took, in stock ksp, I'd probably have already landed on the mun! It's simply incredible... Big thanks to anyone and everyone involved in designing these mods!
  16. It was ALOT more mods than I was expecting to get it all working but seeing them all, I can understand why there are so many... and then there are the part mods with Russian engines and stuff that aren't even listed as optional in the guide, will most likely feel obliged to get those too Just hope my laptop doesn't explode... And i'm crossing my fingers I can at least make it into orbit in this... let alone managing a realistic re-entry...
  17. I have gone ahead with the rollback and steam seemed to force a fresh install of 1.9.1 so now I have both. I decided with an all or nothing approach so i'm following that guide verbatim and installed all that aren't listed as optional and I'll see if I just end up crying due to overload haha. The first part of the install is completed and can confirm that that is an awesome guide for this, at the first point it says to load up KSP and try it, everything seemed to work perfectly... I'm on Earth baby!! First stop... PLUTO!! oh yeah... haha! You're a legend for pointing me to this, thanks man!!
  18. A highly detailed and to be honest extremely daunting read - Thank you! However I sadly discovered this statement in the installation guide - "KSP v1.9.1: Is awaiting Kopernicus support. RSS, RO, and RP-1 are not supported on KSP v1.9 or higher." It seems - "KSP v1.8.1 (RO/RP-1 v1.4.1) Installation Guide: RP-1 v1.4.1, released April 2020, is the newest version of RP-1. KSP v1.8.1 is the latest version of KSP supported for use with RP-1." - a rollback to v1.8.1 is required for this to work. Thanks for the information hypervelocity. I'll have to consider rolling back...
  19. Thanks for your input hypervelocity, looks like a ton of reading. I guess I'll get started... General question about modding though... I'm using KSP on an intel i5 gaming laptop, GeForce 1050 or 1080 (I forget) GTX 2GB, 8GB RAM. I have been reading up on some mods using excessive RAM and considering I already need some extra cooling when running for extended periods... do you know how I can ensure that the mods I use aren't too numerous/RAM hungry for my hardware?
  20. There are a list of recommended mods for use with RSS but I have installed all those listed as a dependence, I may try some of those recommended mods if I can get the RSS to work. If you do roll back your game version and get it working, it would be great to hear about it. It would also be great if there are any experienced modders that could lend some insight too though.
  21. I've been playing KSP for a few months and had a great time with it - only using career mode so far. Having watched a bunch of videos on youtube, I had noticed many of them seemed to not be launching from Kerbin. So after some investigation, I found out about the RealSolarSystem mod and some further investigation - a beginner guide to modding KSP (that has sadly been left to rot and is now no good for specific mods)... long story short... I installed the latest versions I could find of - Kopernicus (1.9.1) Module Manager (4.1.3) Real Solar System (16.4) And the 4k RSS_Texture pack (no version number but updated 4 days ago) After some initial issues with the location of the textures, I finally got a clean load with these mods installed and no errors... noting the textured being loaded during the startup sequence I was excited to start a new career mode in our Solar System. To my dismay... after starting a new save, i was still on Kerbin. I would really appreciate some help with this as I am usually a purest and have never modded any game before this so there may be something simple I have missed. I checked for other threads on this but only found out dated ones that didn't address this particular issue. Thanks
  22. Hi folks, I have a curious issue that has reared it's ugly Kerbal Krashing head a few times so I'm wondering if any of you fine Kerbalnauts have had (or fixed) the same problem. I can't recall specifics from any previous times it happened but on this occasion, I had reached space (in a ship with 30 parts - started a new career save) and separated down to my final stage all without issue. I then went EVA to do a report, but when I boarded my capsule once again and adjusted to a retrograde profile, the program seemed to erm… 'half-crash'. My vessel became unresponsive and figured the battery in my capsule had died so my reaction wheels were unable to counter my turn to retrograde and thus continued spinning on the axis I turned. Alas, the battery was still 75% charged. I tried some other controls, beginning with another EVA which worked but I couldn't board the vessel again, I could look at the messages, contracts, deltaV info etc, I could minimize the navball and bring it back upt yet I could still not enter my craft or get it to respond in any fashion, then I also noticed I could no longer move the camera - but still I could do the other things. I brought up my task manager to see if it has stopped responding but according to that it was still fine. Then I noticed a 2nd program running under the KSP heading - this was the UnityCrashHandler64.exe - THIS file was listed as not responding. I am using the latest 64 bit version of KSP - recently purchased on the COVID cheap through steam with both expansions on a nearly new Intel i5 MSI gaming laptop and apart from a little occasional stuttering, it runs perfectly 99% of the time. I can only confirm this as unity crash for this specific crash but I believe it has been the same crash previously (3 or 4 times) - each time the only ting I can do is end the task on KSP and restart the application. I would be extremely grateful if anyone has a solution to this issue, Thanks Kerbalnaut #55487 --- EDIT --- I could find no output.log file in my KSP folder but I did find a KSP.log file, the last entries were - [LOG 17:50:36.075] [Experiments]: FX Modules set: 0 [LOG 17:50:36.079] [FLIGHT GLOBALS]: Switching To Vessel Untitled Space Craft ---------------------- [LOG 17:50:36.079] [PlanetariumCamera]: Focus: Untitled Space Craft [LOG 17:50:36.090] Camera Mode: AUTO [LOG 17:50:39.835] [Experiments]: Setting FX Modules to 1... [LOG 17:50:39.835] [Experiments]: FX Modules set: 1 [EXC 17:51:07.857] NullReferenceException: Object reference not set to an instance of an object ManeuverNodeEditorManager.ModifyBurnVector (NavBallVector axis, System.Double amount) (at <55ba45dc3a43403382024deac8dcd0be>:0) ManeuverNodeEditorTabVectorInput.<Start>b__15_3 (System.Double value) (at <55ba45dc3a43403382024deac8dcd0be>:0) InputFieldHandler.OnValueChanged (System.String text) (at <55ba45dc3a43403382024deac8dcd0be>:0) UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) TMPro.TMP_InputField.SendOnEndEdit () (at <55ba45dc3a43403382024deac8dcd0be>:0) TMPro.TMP_InputField.DeactivateInputField () (at <55ba45dc3a43403382024deac8dcd0be>:0) TMPro.TMP_InputField.OnDeselect (UnityEngine.EventSystems.BaseEventData eventData) (at <55ba45dc3a43403382024deac8dcd0be>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IDeselectHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <e7863072d20d4124957779539fa3ff58>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <e7863072d20d4124957779539fa3ff58>:0) UnityEngine.EventSystems.EventSystem:Update() [LOG 17:52:00.614] Untitled Space Craft Debris Unloaded [LOG 17:52:00.614] Untitled Space Craft Debris Unloaded [LOG 17:52:44.482] [FLIGHT GLOBALS]: Switching To Vessel Jebediah Kerman ---------------------- [LOG 17:52:44.483] [PlanetariumCamera]: Focus: Jebediah Kerman [LOG 17:54:22.161] [UIApp] OnDestroy: CurrencyWidgetsApp Hope this helps... EDIT -- Windows 10, GeForce GTX 1050 2GB, 8GB RAM - passes recommended specs
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