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maddog59

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Everything posted by maddog59

  1. Just curious, why the preference for one over the other? Most of the mods I've installed have come from Curseforge, and I've not had any trouble w/ them.
  2. I agree, seems like a bug to me; I was kinda hoping there'd be a place in the ship file that I could hack to keep it closed. I'm not familiar with GitHub, but will see if I can figure out how to open an issue. I've tried posting for help on the Interstellar Extended thread on other topics (remember my missteps in posting about 'No lights in the Command Dome' topic? ) and haven't gotten a response.
  3. I didn't think to check either of those... I'll check that out when I can re-enter the Kerbalverse this evening. And I'll see about posting pics. Right, makes sense, but I checked out the dV tool and regardless of whether I have it set for Sea Level, Altitude, or Vacuum it shows as 0 dV available ... only the chemical engines change value.
  4. That looks like a great resource thread... thank you! I think I now have enough knowledge to go and try blowing up more things again without the fuel lines.
  5. Good to know this isn't a personal problem, anyhow. I'd like to give Editor Extensions a try, but the only version I found on CurseForge was from 2015, for KSP 1.03; you've found it works as on 1.11.2? Yes, I have that enabled and see them in the properties, and I've seen the diagram appear showing the fuel flow, and I'm sorry I'm being dense, but I don't know how I'd manipulate the priorities to set one set of boosters to feed another set, as in an asparagus staging scheme.
  6. What are these wonderous fuel cross feeds and priorities of which you speak? I've seen them in the action windows but never knew how to use them. If they would allow me to stop using the external fuel ducts I would become a happier rocketeer. Can you point me to a resource where I can learn more about how to set them up?
  7. I've got KSPI loaded; when I add the stock nuclear engine to a stock tank, I no longer see a deltaV value for that stage in the VAB or on the Launch Pad. If I get the vehicle into orbit, then a deltaV value shows up in the staging stack. Even when I make sure that the basic LF is selected for the tank and the engine. What am I missing?
  8. After I loaded KSPIE I found that the Thermal Control Systems are extending as soon as the vehicle is launched. If they're inside a protective shell, the vehicle gets up to orbit but when I try to deploy the shell, it's a crap shoot as to whether or not the TCS is broken. For instance, I have an ISRU rover with 4 TCS ... each time I launch it, at least one of the TCS' is broken, and usually two or three. Is there any way to fix this so that the TCS will extend when I want them to and not before?
  9. I've been playing for just about a year now, and have been successful building asparagus staging ... up until now. I've suddenly begun to have a lot of trouble getting the external fuel duct placed properly between tanks. More often than not, no matter how long or short the duct runs, no matter how carefully I place so that there's nothing between points A and B, when I try place the second point, the duct disappears and just jumps to the new point, as though I'm placing the first point. It's totally random when the bug will hit; restarting the game or rebooting doesn't change the behavior. Sometimes it works fine when I'm building a new vehicle, other times it fails. Sometimes it works fine if I'm working on a sub-assembly, other times it's fine. I'm completely stumped, and more than a little frustrated. It's enough to make me quit altogether at this point, so if anyone has ANY suggestions whatsoever, I'd be happy to take them on-board.
  10. No, I don't THINK I'm using any mods that use non-standard propellant .... I recently loaded KSPIE and that uses weird/exotic fuels for the nuclear and beyond engines, but as I recall the problem I reported happened long before I loaded it. And I don't think it's happened any time recently (though I've fallen off the wagon of checking the monoprop level when starting an EVA).
  11. Two questions for the KSPIE Hive Mind: 1) I loaded up KSPIE and had a bunch of science points to spend, got myself the Command Center Dome among other cool looking toys, and wanted to play with it. Not sure what I'm doing wrong with this part, but when I launch a vehicle with it there's no view from inside (IVA). All I get is a black screen. The crew portraits are dark, and if I turn on the lights (U key), nothing happens either, viewing inside or outside. I thought maybe the generator had something to do with it, but activating it doesn't change anything. There's plenty of electricity and megajoules available. The attitude controls respond as expected. Additional: it looks like there's supposed to be lights on the three universal docking ports that are available, but nothing seems to happen when I try to turn them on. So what am I missing? 2) Is there a way to control when radiators are deployed? I have an ISRU rover that I built prior to loading KSPIE and it had several radiators on it. Now, when I launch it to the runway, the radiators extend, and won't stay retracted. If I hit the 'retract' button, they retract then immediately extend again. The radiators are set to 'toggle' in the one AG that they're included in, and none of the other parts in that AG are triggered when I launch. And this happens on even the simplest of vehicles: for instance, an Mk1 capsule with a radiator attached to it, nothing else, and on launch the radiator extends.
  12. It happens on vehicles with and without KAL's installed (loved the "2k1: ASO" reference, btw). The more I think about it the more I think it's related to KSPIE ... heat waste is apparently a big factor now that I have it loaded, even though there are no reactors attached. It happens on the simplest of vehicles: a Mk1 capsule and a radiator attached, for instance. It didn't happen before, and when I tossed a similar vehicle into Duna orbit (simulation prior to committing to a mission), at some point during re-entry the radiators retracted themselves, then re-extended immediately after landing. Not sure I like this feature, as I prefer to have control over when and where things get stuck out (of my ships). And there's a 'shielded deploy' (off/on) button in the radiator PAW that I need to try, which I'm hoping will keep it retracted during launch if it's inside a fairing (maybe?)...
  13. Mounted one or more radiators on a vehicle and when I launch it the radiator(s) is/are extended, even though I launched it in retracted mode. When I hit the Retract button, it retracts, then immediately extends again. This happens with multiple vehicles, even after restarting my game. I've checked to make sure that any action groups have the 'toggle' option tied to it, and it happens even on vehicles without any action groups. The only thing I can think of is that KSPIE, which I just recently installed, has something to do with it, because I used one of these vehicles before I loaded the mod and it worked fine. Any thoughts from Kerbal Hive Mind?
  14. What the frick???? I was staring at that thread when I re-posted my question!! Maybe I need to hit 'reply to this topic' instead? Crimony, what a hash I'm making of this...
  15. I loaded up KSPIE and had a bunch of science points to spend, got myself the Command Center Dome among other cool looking toys, and wanted to play with it. Not sure what I'm doing wrong with this part, but when I launch a vehicle with it there's no view from inside (IVA). All I get is a black screen. The crew portraits are dark, and if I turn on the lights (U key), nothing happens either, viewing inside or outside. I thought maybe the generator had something to do with it, but activating it doesn't change anything. There's plenty of electricity and megajoules available. The attitude controls respond as expected. So what am I missing?
  16. Sorry, I was in a bit of a rush, should've taken the time to get the names right. What I meant was the KSP Interstellar Extended mod. And I just realized that this question ended up in the general tech support (modded installs) forum instead of the KSPIE support forum. In the words of that revered philosopher Bill the Cat: "Ack!" I'll repost there....
  17. It showed up as a part when I loaded the 'Extended' mode, that has the various generators, reactors, Alecubrie (sp?) drive, and so on.
  18. Not sure what I'm doing wrong with this part, but when I launch a vehicle with this there's no view from inside. All I get is a black screen. And if I turn on the lights, nothing happens either. I thought maybe the generator had something to do with it, but activating it doesn't change anything. There's plenty of electric and megajoules available. So what am I missing?
  19. Ummmm.... I think the original comment/confusion is not on the spelling (which is, indeed "Minmus"), but on the fact that the picture showed a vessel in front of Minmus, but the caption stated it was in orbit around the Mun (after having gone into orbit around Kerbol). I don't know where "Minimus" comes from, unless someone's trying to gaslight us...
  20. I built a ring station with so many freakin' lights on it that at 120km it lights up a significant portion of the dark side of the Mun! I imagine I'm going to have to submit an Environmental Impact Statement now...
  21. Thanks for all of the good tips and insights. I'm glad I wasn't missing some functionality (for once).
  22. My apologies, I'm afraid I'm not fully understanding the mechanics. Are you saying I can 'take' all 88 experiments from the Lander Can, transfer them to a Command Pod which I recover at Kerbin, and the high-value experiments will still be on-board the station for me to transfer to the lab for processing when space for their data becomes available? Or, do I need to have two or three instances of a given experiment - one to recover, one to process, and one to transmit? I know that there are diminishing returns for a given experiment being done multiple times.
  23. No problem ... but that's what I'm getting at as the problem ... there's so much data that the lab already has 750 units of data that it's processing (2 scientists are on board), and I've got so much add'l data in the Lander Can that it's worth something like a couple/three thousand more science points once it's processed. So periodically I've been transmitting the science from the lab, then reviewing and adding more data to the lab from the Lander Can until it's full. And that's all well and good. But mixed in with all of that high-value stuff is experiments that show they're worth nothing in the lab, but are worth a couple dozen (or more) points if recovered. So what I'm trying to get at is, how do I 'take' the data that's not worth anything in the lab and 'leave' the experiments that are worth more by being processed.
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