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jeffreymelton24

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Everything posted by jeffreymelton24

  1. this (thread?) post is probably abandoned but I dont know where to turn. i have an issue and its eating my brain! I am currently playing ksp version 1.12.3 I have RP1 express install which means RO and RSS also, and also with procedural parts, and fairings. now in an RP1 play through, all PF bases are made available at start....Only....I dont have access to all of them, namely the hollow flat payload adapter (the one the looks like just a white ring). its crazy because thats the one I need. There is another "flat" one but its like a half a meter thick and looks like a car rim. Why wont it make this availiable to me? please help!
  2. Hello all. I would love a solution to the problem i have, and been having for quite some time now, and that is Internal RCS sounds are not working while all the other RCS sound are working perfectly. I am currently running KSP with RSSRO and RP1 PLEASE PLEASE help! Its maddening
  3. Hello everyone. I really hope to get some solutions for this because I really love this mod. I am playing RSSRO w/ RP1 and for some reason the internal RCS sounds dont work. the other RCS sound do work. its maddening, any reason why? i would love to fix this
  4. It may be just me, but I cant find how much EC my craft has in the VAB is that a thing or am I overlooking? Also I was also wondering (Because I havent been playing KSP2 and thus am not privy to its updates) if the DEVs have made EC go beyond just for transmitting science, meaning like for ship control it causes EC drain?? Lastly, If not being able to see EC amount in VAB is a thing, its terrible (kind of like not being able to see what missions you are doing in editor) and was also wondering if there are any mods out there that can remedy this? Any response is welcome! Thanks in advance! -Jeff Melton
  5. Hey guys I need some help understanding the UI of Boosterguidance, like what is max offset thrust range? Also, are there any tip when working with FMRS?
  6. I have a question. It will likely sound stupid and for that I apologize in advance. what are the ways in game that will help to be able to build launch complexes faster? they seem to take way too long to build, which causes mission failure issues and all sorts of things. What do I have to upgrade or unlock in r and d? Also, beyond that, what rp1 config setting is responsible to telling the game how fast to build LC's I would like to maybe adjust that for myself. thanks to all that took the time to read and reply.
  7. @JadeOfMaarThe reason why I asked this, is because. i do Like the original icons being there for each mod. i just dont like all of the duplication, and if what you told me to do would delete the duplicates and the original icons is what i am asking.
  8. @JadeOfMaarthey started with one of each icon, which i liked because it was an easy way to acces the mods parts. What would happen if i delete the file, GameData\Squad\PartList\PartCategories.cfg? I quite like the icons for my mods, I just dont like them duplicating over and over again?
  9. Hey guys I am hoping I have some luck here seeing as thsi may be the ground zero of where the trouble is in my game. first of all I cannot even begin to fathom the work that goes into making a plugin (TBH I still am quite vague on what that is), making a mod, or 3d meshed etc. I am reaching out for help. It more for sanity so that i may not have this hiccup in me game experience. anyways... In KSP , when I start a new game, be it Career, Sandbox, or science, in the VAB editor, if you click on advance mode, just below the subassemblies I see icons from a few of my mods. namely, Modular Launch Pads, Tundra Exploration, Starship Launch Expansion, Starship Expansion Project, and Near Future Launch Vehicles. When I noticed them, I though, "wow, how useful" I utilized them quite regularly. I even got brave at a point and made my own icon for parts that I want to quickly access in sandbox mode, because the amount of parts is unreal. All is good for a time, I launch a few missions, build a few more rockets and then. HUH, that's weird, now theirs 2 MLP icons, and 2 SEP icons, and they are identical. Anyways I am too busy building, I don't try to delete or nothing, thinking Ill just come back to it. Launch a few more missions. then BOOM! https://imgur.com/ewbF7pg So many duplicates! the worst part is, i delete all of them (accept for one each) and after the 1st scene change, its back to that. PLEASE PLEASE PLEASE someone tell me how to end this nightmare!
  10. Hello everyone! I have a question regarding testflight. I am not a modder per-se but I find myself in the configs, closing and reloading the game more than actually playing it these days. I have a few questions for anyone knowledgeable enough to help me. Please keep in mind that I know next to nothing about coding, everything that I have done successfully in the files thus far is by either looking it up online or referencing a part that does what I want another part to do and inferring what code does the thing i want, transferring that to the part in question, load the game, if successful yay! If not, close game, back to the files, tweak, reload game. I just wanted you to get an idea of my experience. by the way I am playing KSP with RSSRO/RP1/Realfuels/TestFlight/+other mods Can anyone please write a "fake" config that utilizes every one of the features so that I can take that as a template and utilize what I want from it? Another huge question is, I heard, you used to have to construct engine test stands and test fire engines, but they changed it. I would love to have the option to do that. is there a way? how would I go about that? I would love to be able to have the option to develop an engine from the ground up like in real life. I value everyone of you guy's time, I appreciate anyone who even reads this. I will await a response. Hopefully soon... thanks!
  11. I was wondering anyone could point me (and potentially anyone else that may be interested) toward information regarding configuring thrust curves for SRB's I cant find anything written or any video content on it. I have a vague, general understanding of what it is and how it kind of works, but i need additional information in order to really fine tune SRB's to how I would like them to run. Anything will help, thanks.
  12. Hello to anyone willing to answer my question. I really hope to get answers. i have 2 questions, with a little context sprinkled in there. 1. When I play KSP (BTW I am Playing KSP RSSRO, RealFuels, RP1 but my issues are not limited to this configuration) lets say I am building a rocket. I have the upper stage complete so I attach a interstage over my engines and upper stage no problem, before the 2 nodes (Green sttach point nodes) attach, they are about 0.5 M in diameter. I attach them and, Crap! I forgot to add some small radial sphere tanks for RCS, so i pull the interstage from the bottom of the tank only to find that the green nodes have expanded to 2.5 meters in diameter for no reason at all, it happens alot, probably all the time, but I didnt test for that. Why is this happening, how do i make it stop please? 2. when working with small parts for a small lander or probe, not only are the green nodes way way too big, they also do the magi trick that i mentioned above. i have also read regarding this that the visible node size is the last digit in the "attach node" sequence, and that 0 represents 0.5 meter sphere and theres 1 and 2 which are larger. Is there a way to make them smaller by, for instance using a negative number, because on smaller parts I am telling you its just a bunch of green blobs everywhere and its very frustrating. what can I do? i am going to try to give you guys a pic. I dont know how. Is there a mod that I can download that can change the size of these or am i screwed?
  13. It appears that this thread is dead, this mod is dead, and any assistance about it is also dead but, I have to try. If i cant get answers directly from here, then where? Anyways. Can anyone tell me why when I use FMRS to land a booster the RCS doesnt work? no matter what I do the RCS doesnt work.
  14. Hello all. I am writing this to hopefully get some answers to what may be happening to me as I play with FMRS. I cuurently have FMRS on a RP1 Express install with RO and RSS obviously. I also have booster guidance boosted mod for the booster landing. My problem is here, and hopefully you can help me to where I dont have it any more. Anyways, say I am in a falcon 9 and I want to save fuel for a boost back and landing, so I throttle down, and then do a MECO, then I stage (If I kept the engine burning and stage, the engine will keep burning and thrusting even though I stage) FMRS doesnt register the separation, and I dont know why. Now when I stage with the engines full tilt, it will recognize it but my rocket gets messed up. i dont know what to do. please help! Also I am using booster guidance boosted mod to help me land boosters. is there a better way to do this, because i find it kind of buggy. I know mech jeb can do it but i dont know how. thanks much appreciated!
  15. dowloaded this fromn CKAN with express install RP1 and sounds for internal RCS dont work. none of them. any reason why?
  16. thnks you for the clarification. I appreciate, every one of your responses to me accross these numerous topics of discussion.
  17. Hello everyone! I have a couple of questions regarding RF Settings, if anyone that is willing answer them for me, i would greatly appreciate it. 1. VarianceandResiduals = 1.0, What exactly does this mean? what does the value 1 stand for? does the value go higher? What happens if you set it at 2 or 3? 2. in a similar vein, I was wanting all engines to have a varying thrust of about +7% to -5%. Is there a way to achieve this? 3. in these configs below, what exactly do they represent? I know it has to do with fuel moving back and forth (i think), but if someone could indulge me and give me some specifics it would be nice. Personally I want to know if the current configs are pretty close to real life or should i tweak some things to get closer to real life performance. Ullage { simulateUllage = true limitedIgnitions = true shutdownEngineWhenUnstable = true explodeEngineWhenTooUnstable = true stabilityPower = 0.5 naturalDiffusionRateX = 0.05 naturalDiffusionRateY = 0.06 naturalDiffusionAccThresh = 0.005 translateAxialCoefficientX = 0.30 translateAxialCoefficientY = 1.5 // 0.86 translateSidewayCoefficientX = 0.05 translateSidewayCoefficientY = 0.03 rotateYawPitchCoefficientX = 0.018 rotateYawPitchCoefficientY = 0.012 rotateRollCoefficientX = 0.018 rotateRollCoefficientY = 0.024 ventingVelocity = 100 ventingAccThreshold = 0.0000001 } } Thank you all for your time!
  18. See this is weird and what I am talking about. this is in stock RO engine configs. Theres even a note beside LOX noting the mixture to be 5.0:1, but yet right beside the"//" its totally not reflecting it. I have looked around on other engines and found most of them to be resonably close to what the mix ratio is, but I have yet to see the ratios as inverted as this... (actual config from RO) name = RL10A-1 specLevel = operational minThrust = 65.6 maxThrust = 65.6 heatProduction = 100 description = Prototype. Used for Early Atlas-Centaur launches. Very unreliable PROPELLANT { name = LqdHydrogen ratio = 0.7631---------------------------------------------------------- shouldnt this be 0.177? DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.2369 //5.0--------------------------------------------------------According to the ratio should this not be 0.833? } atmosphereCurve { key = 0 422 key = 1 182 } massMult = 0.785 %ullage = True %ignitions = 20 %IGNITOR_RESOURCE { %name = ElectricCharge %amount = 0.5 } I know I am posting alot. I just want to resolve this. When I do fix the values, (to 83%LOX and 17%LH2)even though they are right (I think) it breaks everything. The premade Centaur A/B/C/D tank that you unlock in game is messed up, it ends up having like 15,000 DeltaV, with around a .62TWR, as appose to it being normally around ~6000, and with a similar TWR of .62 there abouts. Then if I go with the procedural tanks with this "fixed" mix, the tanks sizes does not make sense in terms of a hydrogen engine. I just dont know what I am missing. Am I in the wrong place to be seeking these answers? I am just trying to better my personal experience.
  19. Thank you for your reply. I appreciate the clarity you brought to me. I was wondering if you could indulge me with just a smidge more, pretty please. if RF does engine fuel consumption by mass, how does that correspond to the Real life fuel mixture, if at all, and can you please flesh out an example for me. Break it down Barnie style (Ima slow learner unfortunately). Can you use what I referenced above with the RL10 having a 5.0:1 ratio? That way I can correctly configure engines. Or, if its easier to say the way that they are configured already in the RO engine configs, would do it also. Still would like the example though. I am just struggling to wrap my head around this.
  20. Hello All. This message is for anyone who can answer this question, in a comprehensive way. Well, its a multi part question... 1. in RO, why are ALL, and I mean Every engine's fuel mix ratio off or wrong? I mean in the engine description portion of the configs they nail the fuel mixtures, only for the configs, not to reflect that in the slightest, a brief example would be the RL10 series of engines, specifically RL10A-1 which has a miture ratio of 5.0:1, That means that about 83.333% of the fuel mix is LOX and the remaining 16.6667% of the fuel mix should be LH2. Well, in the configs, it shows that the engines at 23.69% LOX and 76.31% LH2, which is not only wrong, but completely backwards. I just want to know why it was done this way? was I infact wrong, should fuel mixture be read Fuel to Oxidizer, and not Oxidizer to fuel? And if that was intentional, why? especially when you are trying to nail the realism. Also, if it is intentional, is there a formula in which you did it to get the correct performance? I wouldn't have even uncovered this if it wasn't for a mod I was using that had realism overhaul configs. the Mod is named, Tundra Exploration. With the stock realism overhaul configs, the rockets could barely even get themselves into a 200km by 200km orbit let alone a payload. I just could not figure out what the deal was. I did a deep dive into the Merlin engine, first configuring the thrust to be more inline with real life, then ISP, then that is when I looked at fuel mixture ratio. at first I had no Idea how to read it. after scouring around on the web I found that the fuel mixture is how many parts oxidizer to fuel, then i found the formula that broke it down to percentages. when I discovered this, I saw that the tundra Exploration mod engine fuel mixes, and tank fuel mixes were not adding up to real life, and after I made the necessary changes, I got the performance I was actually supposed to get. Meaning the payload capacities of Falcon1, Falcon 9V1, and Falcon9 1.1/FT, were all more along the lines of real life. So then, this made me think about what other engines have suffered this performative injustice. The answer, I found, was all of them. I write this also in part for the sake of the premade tanks that are in RSSRO/RP1 ie; Centaur A/B/C/D premade tank. it totally breaks it with "the real real mix" going from a delta V of about 6500m/s to +15000m/s. Granted, if i scale the fuel back to 6500m/s in the "real real mix" the fuel weights is closer to what it should be, but the delta V is too high and the TWR is too high also (according to what information I have went through). Sorry for being so long winded. This is just a issue that is just tearing a hole through my mind at the moment. If anyone has any insight, please reply.
  21. Hello. All, I wanted to first thank the mod maker for an amazing Delta mod, I so very appreciate it, because I like to try an be as authentic as possible when I play KSP. couple that with the parts pack that this person cranks out and OMG! The reason why I am messaging, (BTW, this is the first time I have ever done this on any platform pretty much ever) is because there's something just driving me absolutely crazy, and I just need someone to say its ok, it doesn't even matter (well, if that is indeed the case). Anyways, I am going through the realism overhaul files for this mod, just confirming that everything is good and well, you know, making sure the proper engine configs is being selected by the filters, whilst converting to realism overhaul, and making sure the tank mixtures are up to the mixture requirements of the engines and stuff. Pretty standard stuff (for me at least) and then I come across a few parts, I wasn't sure I had seen in the regular part configs for this mod, I look through the entire mod, i am SURE that the parts don't exist inside the mod.....But why are their configs? i ask myself. I look again and again. Finally I am sure there's no parts. I the decided to come here (well because theres no github page that would maybe list changes made over the course of time) in hopes to see if Kartoffelkuchen has said anything himself regarding the matter. I go through page after page after page, from page 1 to lets say 50, with no mention. Finally I decide to do this. I really hope the Admin lets my question get answered. Anyways the parts that are in the RO configs, but not in the mod are...KK_D3DCSS_LH2Tank, KK_D3DCSS_LOXTank, KK_DCSS_Helium, KK_DCSS_HydrazineSphere, and KK_D3DCSS_RCS. Pretty please let me know if you guys took them out, because they are not in my mod, nor are they in the download either. Also, I have no idea, how I will know whether or not my question got answered. I guess I will just keep checking back. Damn I hope I dont get notified by email [snip]. I think I will just keep checking back, Like when Blockbuster Video was in business back in the day, but they were all sold out of Jurrasic Park. in Closing, Someone! if you know Kart, personally. Please shake their hand for me, for me and everyone else that enjoys his mods. A total hard worker. I mean, holy excrement, have you seen the amount of parts in the Delta pack? I have Atlas also. and he(or she) never skimps really. do you see how many Atlas Rockets configurations you can run? Basically all of them. and the deltas. Yep all the deltas too. Dont even get me started on the SpaceX ones holy excrement! I have them all, I enjoy them all. I have tried modelling a part in blender, I lasted 3 seconds. theres so many things you have to know and do just to model the part, let alone get that part to work in game. You deserve (and all that helped you) all the love! I really mean that. thank you for sharing your passion for Space, and computer modelling/coding with us. [snip]
  22. @NerfTheVector_ Wow dude. do you care to share what directory that was so that the millio0ns of people experiencing the same issue can figure it out too or is that too much?
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