Einarr
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Everything posted by Einarr
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And makes English majors cry!
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For this mission, I'd returned from the Mun, gotten myself into a stable LKO of ~72km x 72km, then used MJ to land at KSC. I've never had this issue before, and I've done plenty of Mun, Minmus, and interplanetary missions in previous versions of KSP.
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Are there some setup instructions I'm missing for these? I replace the configs in the ActiveTextureManagerConfigs folder with these and my RPM screens and IVAs start having serious texture issues, and the log shows multiple instances of things like: [EXC 20:55:12.961] UnityException: Texture 'WarpPlugin/PlanetResourceData/kerbin_uranium' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. The RPM screens go grey and nothing changes when I click on the buttons. None of the other non-RPM displays seem to work in IVA either. For example, the speed indicator and buttons in the stock Mk 1-2 pod (in this case, the one that turns purple when the gear is 'down'). Reverting to the configs provided with ATM and clearing the texture cache fixes the issue. I would like to resolve this issue and be able to use your configs primarily to clear up the IVA view for the ALCOR lander. Note that I do not use the Aggressive version of ATM, just the Basic...maybe this is an issue. Wish I'd remembered to grab a screenshot before reverting to 'stock' configs...
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I don't care about the Kerbals, but you ate my Science!
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Didn't even know he was making those configs, must've been several pages from the Last Page for that thread. Thanks for linking it, I'd never have found it otherwise...
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Thing is, if I zoom out far enough, a lower res version of itis there (probably the Level Of Detail used in orbit or from farther away).
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I think this mission may be doomed as the Kraken eats my pod when it touches where the ground should be less than 30 seconds after that screenie was taken. Wonder which mods is causing this...I'll remove some and find out... Note that the view in the screenie should be looking down at the ground. This was a night landing attempt on Kerbin with a target of KSC's Pad. The clouds on the opposite side of Kerbin are clearly seen, as is Kerbol. Then there's that blue glowing sphere in what is likely the center of Kerbin...
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So how did you manage it? When I tried, it only screwed up the textures for the windows and RPM screens so they became all white.
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Seems the Launch To Rendezvous and Launch into Plane of Target issues I was having have not been fixed entirely. I'm still encountering it on the Mun, at least, with either launch option. Screenies are worth a few words at least, right? The following one was taken after completion of the circularization burn with a Launch into Plane of Target method. I hope I got enough orbital infos showing for both my craft, and my target. As to why this issue is still cropping up, I've no idea. However, in this case I'm thinking maybe the slow rotation of the Mun played a part. MJ waited ~55k (yes, that's ~55 thousand) seconds before launching. Maybe there's a limit to how long MJ will wait until the target's orbit is overhead...though, perhaps that's not the issue, as MJ should have taken a southerly route instead of the northerly one it chose. Don't mind my rambling, just trying to give some direction to look in... Additionally, I noted that as soon as I clicked the Engage Autopilot button, MJ tried to launch even before I'd clicked either of the two other launch to target options. I had to reload from a QS and ensure the engine was shut down until the countdown reached ~0. Derp...forgot to mention this is with 2.2.1 as available on the Spaceport. Used for compatibility with RPM. Though I doubt this has been readdressed in more recent dev builds up to this post.
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Einarr replied to Fractal_UK's topic in KSP1 Mod Releases
I really want to use something similar in design to my favorite fictional ship from Orbiter, the XR2 Ravenstar. It has main engines, VTOL engines, and half or was it quarter power retro engines (compared to the mains). Not entirely certain I'll be able to get the VTOL engines in due to their placement (in the belly). This would, of course be fore the future general purpose science ship. As to WaveMotion's ship...is there a craft file for it, and what other mods does it use? -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Einarr replied to Fractal_UK's topic in KSP1 Mod Releases
For the moment, I'm just looking at something to replace the KSO as my LKO science/crew ferry. I want to use the Thermal turbojets to aid when I overshoot KSC (as I always seem to with the KSO). Perhaps you didn't notice that I mentioned using beamed Thermal Power from orbiting power stations/relays (built with the Tier 1 3.25m fission reactors). I will need no radiators on the ship unless I include a small reactor for power generation in the final design (for test designs I use RTGs). I use B9 and was planning on making the majority of the hull from those parts. I have been using Liquid as my vacuum propellant, perhaps I should swap to LFO... Typically, I use rockets and landers to gather science, return them to my LKO station that has a sci lab on it (the one to clean instruments with), transfer the data to the station, then pick it up with the KSO for return to Kerbin. I then refuel and reuse the science ships without ever landing them on Kerbin (unless there's an emergency or upgrade). I was unimpressed with PWings as, although they can be large, I'm not a fan of wings thinner than a human hair (all of the example craft I saw when I had it installed had 2d wings, length, width, shape along those two dimensions, but no thickness)...just not appealing to me. As for FAR, I had some nullspace issues with it a bit ago, and to my knowledge, Ferram hasn't fixed the issue, assuming it's even something he can fix on his end. Probably an addon incompatibility...removing KAS fixed it, but I find KAS more important...especially since I have issues getting rockets to fly straight in FAR...and I've had to launch payloads so unwieldy, such as my power stations (over 100 tons stock on the end of a rocket with no propulsion of its own) that I doubt they could even be launched in FAR without fairings (I'm gonna see of Procedural Fairings will work for me...). Eventually, I'll be looking into an interplanetary science ship that is able to land/takeoff from nearly anywhere, even airless worlds, but that will likely require fusion or antimatter. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Einarr replied to Fractal_UK's topic in KSP1 Mod Releases
Yeah, I'm going for a reusable SSTO. Also, upgraded fission reactors come with the first Fusion tech...which I do not have yet. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Einarr replied to Fractal_UK's topic in KSP1 Mod Releases
Any tips for building a spaceplane utilizing the thermal turbojets for atmospheric flight, followed by a thermal rocket once the jets are no longer effective? My tech level is pre-fusion and pre-antimatter. I have all the stock techs unlocked, though. My current approach is to use beamed microwave thermal power, rather than having reactors on the ship itself. Hoping to get an idea of how much power I need to make it feasible. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Einarr replied to Fractal_UK's topic in KSP1 Mod Releases
Any tips for using the Solar Sail? I expect MJ would have some issues with automatically making maneuvers using it due to the extremely tiny thrust... -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Einarr replied to Fractal_UK's topic in KSP1 Mod Releases
Hmm, seems the 1.25m thermal turbojets (pre-upgrade) are unable to use IntakeAir. Anytime I toggle them to it, their thrust immediately becomes 0, regardless of throttle setting. For this test, I'm using primarily B9 Aerospace parts, mixed with stock and KSPI. The intakes are the large jet engine intakes from B9 (grey, look almost like they belong on an F-86 Sabre). While flying, they are providing both IntakeAir and IntakeAtm. I want to switch to the IntakeAir as it's reading twice as high as the IntakeAtm (0.2 vs 0.1). -
Seems SPO isn't working for me, the buttons and initial menus show, but none of the submenus for filtering work, and none of the options in Sort work (the buttons don't even click). I'm assuming it may have something to do with Editor Extensions as they both deal with VAB/SPH stuff. Anyone else having a similar issue, or found a way to get both working? Any other known incompatibilities?
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Got no reply to this post...just want to ensure it didn't get overlooked...
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@Zeroignite: The B9 Aerospace pack has some nice inline cockpits with decent IVAs. Granted, they are not as detailed as the ALCOR pod here, but they do have RPM screens at least, and are generally as good as the IVAs for stock parts, if not better...
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Einarr replied to Fractal_UK's topic in KSP1 Mod Releases
Definitely interested in the followup videos you mentioned. -
Perhaps this: Edit: Hmm, seems the quote screws up the path a bit. The path should be: ~\GameData\ASET\ALCOR_LanderCapsule\Spaces\ALCORInternals3\internal.cfg Edit 2: Seems to be putting a space in the ALCORInternals3 part of that where there should not be one...even does it with the quoted post...odd.
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Einarr replied to Fractal_UK's topic in KSP1 Mod Releases
Interestingly enough, the radiation stuff I was mentioning also occurs when no reactors are nearby. Since my last post in this thread, I've also managed to decommission my old station, return the Kerbals home, remove some mods I didn't really use, as well as NFP. Got the new station up and partially crewed. Next stage is to finish designing the power modules for my orbital power station. I plan to use 4 of the 3.75m molten salt reactors for their longevity (upgrades not yet available), then design and deploy a relay network of 4 or more satellites, potentially to GKO, but at least 1 Mm, contrary to the Wiki's recommendation of ~700Km. I would like to figure out what the lifespan of the reactors would be (assuming no extra fuel tanks) if I used ThF4 instead of UF4. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Einarr replied to Fractal_UK's topic in KSP1 Mod Releases
The latest Official version of MM seems to still be 1.5.6. However, there's an unofficial 1.5.7 and 2.0.1 floating around now. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Einarr replied to Fractal_UK's topic in KSP1 Mod Releases
So, I'm working to incorporate Interstellar into a pre-existing career game. I have a station up in LKO utilizing some TAC Life Support, KSO Phase 2 (i.e. station parts), Near Future Propulsion (I hope to phase out dependency on NFP and remove it eventually), and other odds and ends. The station has no KSPI compatible radiators (though, the docked probe has an NFP reactor and associated radiators), and if I use it's solar panels, they generate WasteHeat (even though they are NFP panels). I've shut the panels down and am using the probe's reactor to power the station for the time being (until I can get the crew back down to Kerbin). I noted that my Observation module (the KSO one with windows most of the way around), the KSO Hab, and KSO KerbalLab module now seem to have "Rad.: 27.45 uSv/h 240.60 mSv/yr" and "Rad status: High". What are these and should I be concerned about them? I assume they deal with radiation levels of some sort, just wondering if they actually do anything as of yet...and how I might add shielding to my station parts (I see the KSPI Sci Lab has Rad shielding). -
I noted some issues with the solar panels on the Observation Module station part. They generate power when closed (covering the windows) and when deployed, they only generate power facing away from the Sun. Not sure if this is a known issue, but I thought I'd point it out incase it's been overlooked.