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SkW3rL

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Everything posted by SkW3rL

  1. Hey there, @schlosrat. I'm not sure if I am doing something incorrectly, or if vessel rendezvous isn't working as intended. I have tried a couple of time now and something weird happens once I execute the node. I have two vessels in orbit around Kerbin. One vessel at 150k circularized, and the second vessel at 302km circularized. The second vessel was put into the 300km orbit as Flight Plan suggested. After circularization is achieved, I move into the Hohman Transfer, but no matter what I do, or where I make the node, the intercept points are always across from each other on opposite ends. Not a big deal, I use node controller and tweak the node to where I need it to perform the rendezvous intercept, typically under 5 orbits. After executing with K2D2 and I travel around Kerbin, the intercept points move, like I didn't have them lined up. I create a new node and perform an additional Hohman Transfer, and still get the same results. Outside of doing the node 100% manually, I cannot get the intercept nodes to line up with Flight Plan. I have not had this problem before, but it's been about a month or so since I last played with rendezvous intercepts. If you need anything from me, please let me know and I will get it sent over. This is an awesome mod! ETA (3 Mar 24): not sure if this is a mod problem. Performing the rendezvous completely by hand gave me the same results.
  2. Apologies if this has been posted before, but it would be nice to have the ability to have our AP/PE altitudes shown in meters. Having synchronous orbits set up with only km being shown is hard to ensure they are properly aligned and won't move at different speeds over several in game years.
  3. I agree! I truly enjoy Kerbalism and all its added complexities like radiation or having to plan your science transmission with certain parameters of writing/transmitting speeds from a HDD, ensuring you have enough food, water, oxygen, EVERYTHING. It added a level of gameplay that I truly loved. I understand it's not for everyone, but I'm a glutton for punishment, and I like things as difficult as they can be, lol. I thoroughly enjoy ScanSat for the added measures of mapping biomes and the different requirements of data being collected, even @Nertea Heat Control and SystemHeat mods. I hope a lot of these are configured into the stock game, but if not, I hope they are brought over as mods the KSP2.
  4. And that's done it! Thank you so much for your time and putting the fix together so quickly. Appreciate it!
  5. You assume correctly. I didn't clear Eeloo as the target, but I also tried unselecting and reselecting Eeloo to see if that would force a new tab to display. I did have one instance last night where even though I was out of the Kerbin SOI, FP still showed as within Kerbin SOI. I saved, exited and reopened and all was good with my situation, but was still unable to perform the course correction update. Once getting into orbit of Kerbol, I tried choosing other Celestials and making a transfer burn, but it would never display properly.
  6. Good afternoon. I seem to be having an issue, but am unsure if I am doing something wrong, as I have tried to follow your video a couple of times, the only difference being I chose Eeloo instead of Dres. After launching from Kerbin, I circularize at about 100km, in the FlightPlan app with K2D2. I then choose Eeloo as my target in app and select "Interplanetary Transfer" and create node. Just like your Dres video, the orbit lines do no line up for a perfect SOI grab. Again, I execute the burn and then warp to outside the SOI, and that is when I start having problems. The "Planet2_blue/white_50" image does not change to the "TRM_50_Ship2Celestial", not allowing me to perform the course correction, Hohmann transfers, plane changes, etc. I feel like this is probably my fault, but I am unsure. I used CKAN for installation and only have FlightPlan, K2D2, and Maneuver Node Controller (including all dependencies). I am running the most current version of the game 0.1.3.2 and all apps. Please let me know what information is needed from to assist you in troubleshooting this potential issue. This is an awesome app with what I've been able to use, and I hope to learn what I am doing incorrectly so I can get the most out of this.
  7. Agreed. I loved the node editor in the bottom left Of KSP1. Making changes in interplanetary flight was super easy and at lot more intuitive than this current design.
  8. Having the ability to take-off from runways 27L & 27R instead of only from 09R & 09L. Potentially adding 1 runway running North/South, 36 & 18, respectively. Also having the ability to load-in, in front of the VAB and be able to taxi to our desired runway. Thank you for the teams hard work, I’m having a blast playing 2.
  9. @Caerfinon @OrbitalManeuvers Just to close the loop, this works as expected in my modded version. Thanks again for your help, I really do appreciate it!
  10. @Caerfinon That did it in the clean version. I will check in my modded version and see if the results are the same. It's weird because I have the steam launcher setup to bypass the KSP PD Launcher with a simple %command% code, so I just assumed it would be all good. Thanks for your help!
  11. I don't have a KK folder, or a .png file in the location you listed, so I am unsure what to do with your suggestion. The issue I 'm having is the game does not work with KK installed. No buttons to get into buildings work, even quitting the game to get this log required me to force quit KSP. Pressing Escape, then clicking "Quit to Main Menu" does nothing. Clicking the red X at the top right, brings up the escape menu, but none of the button's work. Clicking the facilities or the runway/launch pad does nothing. I used CKAN to install, as well.
  12. Here is a start https://1drv.ms/u/s!AlCbO5GR6RGwkN0WBjp6VReyM4QF1g?e=ctnGTB This is version 1.12.4, only KK and dependency installed.
  13. Apologies, that's not what I meant. I know which logs you need, I would like to know from which version, or with additional mods installed, or on a clean only install, etc. That's why I said I have no problem giving you 10 logs if that's what you want.
  14. Good Morning, I would like to pre-empt you for what I could be sending upon your advice. KK is not working for me, and I am unsure if it is something I have done or not. I installed KK and its dependencies on a clean install with no other mods and none of the button's work; I couldn't even quit the game and was unable to enter any of the facilities, forcing me to force quit every time. I installed it on v1.12.0, 1.12.1, 1.12.2, 1.12.3, and 1.12.4 each with the same problems. I also installed a couple of times with KSC Extended, KSC Harbor, Kerbin Side Remastered, etc. all with the same problem and not showing the harbor, nor the KSC extended. Since I had multiple problems across multiple versions and other mods, I would like to know which logs you would like to see. I have no problem puling 10 logs if you would like, so you can see exactly what is going on. CKAN was used every instance of the installs. I just want to make sure I get exactly what you need. Any help is appreciated, this is such an awesome mod!
  15. Hey there. I retested the same thing on the updated v2.14.1.0 with the same issues as laid out above. I have attached the logs below, and on GitHub. Thank you! MJ 2.14.1.0
  16. Someone may have already figured this out, but this mod definitely works with AVP, in KSP v1.12.2. Not that your graphics aren't good @StarCrusher96, they definitely are. The only steps necessary, if someone is interested (that I tested with, at least): not placing the "Optional" folder within the "GU_Core.zip" download, removing the entire "_Stock" folder within "GU>Scatterer>Planets" and the two '.cfg' files (config.cfg and StockFix.cfg) from "GU>Scatterer" folder. Don't remove more than that, as you still need the textures for the new galaxies and their respective download folders contain the necessary "atmo.cfg" files. One thing I did notice though, the "CityLights.cfg" found within "GU>EVE>_CityLights" does not correctly point to the texture assets. The path within the config is as follows: "GU/GU_Clouds/_CityLights/Textures/..." but there is no "GU_Clouds" folder. These lines also need to be moved to AVP citylights.cfg, or to be uncommented "//" to work properly. I had just seen some people in the past discussing it and thought I would test it. This is an awesome mod and I look forward to discovering all the different galaxies and planets! You have truly outdone yourself.
  17. Apologies if this has been brought up before. I am playing non-RSS/RO/RP/Scaled KSP version 1.12.2 and was attempting to perform SpaceX style booster return burns with MechJeb version 2.12.3 based on an older video on YouTube (for reference, the version of MechJeb on this video was 2.9.2). I followed the streamers directions to a tee and could not land my rocket back at KSC or on a SpaceX style drone ship; not with any degree of accuracy, at least. The difference I noticed in the video (v2.9.2), as the rocket re-entered the atmosphere, the booster performed a "deceleration burn", but would not perform the same burn in the newer 2.12.3 version. My rocket would continue plummeting towards Kerbin, gaining speeds in excess of 1000m/s and would finally kick on the engines at roughly 300-500m above Kerbin, which would not be enough to stop. Without the deceleration burn, the rocket would land in the water, or at KSC, 1-3km away from my designated landing zone target. The MechJeb 'Landing Guidance' pop-up showed as "Coasting to deceleration burn", but the burn was never performed, regardless of how fast, or slow, I was going. I went through the GitHub files and found there was a version history and a few changes to the decelerationburn.cs & coursecorrection.cs (obviously other changes were made to other files too, but I didn't feel the other changes affected this instance) between 2.9.2 and 2.12.3, but I am only smart enough to know there was a change, and not what that change actually does or means. I then reverted my downloaded version of MJ to 2.9.2 and the landing guidance worked. Flawlessly! 100% of the time. The rocket would slow down enough, even with atmosphere (I had read in a lot of places MJ couldn't calculate the atmospheric landing guidance very well), landed perfectly, within a half a meter or so. So, in short, v2.9.2 landing guidance works perfectly. V2.12.3, not so much (in my case). So far, 2.9.2 has not given me any problems on my 1.12.2. install, but to be honest, I only used it for the Landing Guidance and nothing else. Maybe you know about this, maybe you don't, but this is what I found. It's a great mod for what I have used it for, and look forward to learning its other functions in the future. I really wish I could help further, and would like to learn how to do this, but as of now, this is the best information I can provide. I can provide all logs, if necessary, but didn't feel this was relevant to any issue on my machine. If this is not the correct or desired format to list an issue, please let me know. I just want to help and would like to assist as much as possible. If this is a mistake on my part, please let me know, and I will attempt to make this work on the newer version. Thanks!
  18. @RoadWarrior9 @SiCaRiO31 Thanks for the help, I really appreciate it! I had considered copy/pasting and changing the part name but wanted to see if there was anything in the works considering how recent SSPX is... ish. @adriangm44 I know! I just found out about Planetside Exploration recently from a post on Reddit. I'm definitely hooked! Might have to look into options like above and make our own cfgs until something "official" comes out.
  19. I am curious who updates the compatible with .cfgs? For example, I am using Stockalike Station Parts Redux by @Nertea, and I noticed the sspx-dome-greenhouse-5-1 is not included within the Kerbalism supplied SSPX.cfg for many things, but food supply is what I tested for. In my testing, using only this dome, Kerbalism menu shows only 7 days of food. I looked in the supporting SSPX.cfg and discovered there is nothing supporting the "...greenhouse-dome...". Or is this another possibility of me doing something wrong, lol.
  20. Thanks @Friznit. I'm actually getting ready to do a flyby of The Mun, so I will get it done. I knew it was something I was doing wrong!
  21. Hey @Sir Mortimer, I'm not sure if I have done something wrong, if I stumbled across something that needs to be looked at, or I'm just too dumb to figure this out. While playing I noticed for the Radiation scan with the Geiger Counter, I am provided a situation for Kerbin: Space (Global). I cannot figure out how to achieve this. Looking through the configs it appears the "global" situation is for bodies w/o biomes (I may misunderstand this as well). This is obviously not game breaking, more curiosity than anything and verification that I can or cannot achieve this situation. Photo below. https://imgur.com/hAV6nt1 Thanks for your help, I love this mod!
  22. Sure can! Mod List registry.json Hopefully this will help you out. Again, I appreciate all that you guys do!
  23. Not sure if anyone else is having this issue, but when ever I try to add a new mod (recently, within the last few days) it shows the below error code https://imgur.com/Db784gA I assume this is because of the new Scatterer update, but I can assure you I only have one instance of Scatterer installed. The game runs as expected, but CKAN will not allow additional downloads; installing mods manually work,s as well. I apologize if this has been brought to your attention already, I did not have time to go through the comments to confirm whether or not this has been discussed already. Thanks for all you do!
  24. Thanks for the reply while you are out on vacation. Honestly didn't expect you to answer and feel honored that you did. I enjoy your mods and look forward to what new things you will bring!
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