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Einarr

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Everything posted by Einarr

  1. Was hoping for a log file, but I'll make do the next time I see 'em. The one I can remember catching any useful detail from had something to do with the Karbonite Scanner (I had an action group for toggling the scan on or off (for SCANSat)). I've also seen some relating to antennas (I have RemoteTech as well, and it changes actions available to antennas, as well as adding some).
  2. I'm going to assume you remembered to turn the brakes off, right? Also all intakes open, all engines running, etc?
  3. I've seen some Ambiguous messages flash across the screen, but was unable to see the details. Are these logged somewhere?
  4. I believe that they were the science parts from B9 that combine the four main stock science modules (temperature, pressure, accel, etc). IIRC the problem was that while I could select each item when setting up a group, when moving to flight (on launchpad, runway, etc), it would overwrite the second, third, etc selections with the first, so it calls the temp three times, for instance (I tend to stick science bits into one group per altitude category so I can hit 'em all at once). I seem to remember you saying something about working on it, but I don't remember if you completed that.
  5. This is normal, and you see it with several other scanners. I just use the orbit to get as much as I can, then alter my Inc to cover the poles. It only adds another 3-6 orbits at most, plus the fuel cost of the plane change. I was about to ask which Scanner type to reference for using the Karbonite scanner... Edit: @technogeeky: You should consider updating the readme.md and associated text shown on this project's GitHub page as it does not contain the names of the ORS and EPL scanners in the scanner list provided. Granted, all I had to do was check the scanners.txt, but it's still good practice to keep such things updated. No scanner has the range required to scan Kerbol. This wiki article tells us that any craft approaching within ~1 340 km of the surface of Kerbol will overheat and be destroyed, regardless of any cheats.
  6. Now that I've remembered to update this to 1.22a, I should not have that particular issue again... Some pages ago, back during 0.23.5, I posted in here regarding having some issues with parts with multiple science experiments. Did you ever get around to resolving the issue?
  7. I found it! phoemix_ca has it in his sig! Looks like he hasn't been around for a bit though. I remember seeing the sig when I was going through the KSPi thread back in 0.23.5...
  8. Someone on here used to have a link to a simple tutorial/guide/video for this in his sig line...nut it was back in 0.23.5 I last saw it. :/It was quite easy also IIRC...now that I need it, I can't find it. Edit: This may prove useful, and is what I was talking about above.
  9. While that's useful, it isn't exactly what I was looking for. I may be able to use the info from there, though. Was there some kind of a forum wipe/purge that happened sometime between 0.23.5 and 0.25 thatmay have remoed what I seek?
  10. I've been away since 0.23.5 and am looking for a guide ti setting up satellite networks/constellations. I remember that someone had a link to such a guide/tutorial (using MechJeb) in his sig line at the time. Unfortunately, I cannot remember who it was, or seem to find any guides or tutorials for what I want t do. If anyone knows of the guides/tutorials I seek, please let me know.
  11. FltMainX = -10117 FltMainY = 1 Somehow, I think this may be my problem...perhaps changing these values will help. Don't suppose there's any way to prevent the flight window from being teleported?
  12. You should have reproduced it. I was in IVA and the right click was overridden to look around. The flight window vanished and has not reappeared for me, even outside IVA. neither left or right clicking on the toolbar button restores the flight window. This may only affect this one ship though. I was wanting to change my groups around (and did so outside IVA) and therefore whatever was borked may have been saved to this particular vessel.
  13. Possible bug noted with 1.21a. Right clicking the toolbar icon (blizzy's toolbar) while in IVA mode causes the Flight window to vanish if it was open. I have been unable to get it to reopen by any ingame means I'm familiar with, as well as completely closing KSP and reopening it. Perhaps this has been resolved (wasn't aware of a recent update when I loaded up today), but likely not if I'm the first to report it...
  14. AFAIK there's no way to do it from within KSP. However, if you are not afraid to edit your persistence file, then you can manually downgrade any KSPI part on any ship. Obviously you have to locate the part on the ship in question, then look in the modules for, "isupgraded = True" (no ") and change it to, "False" (again no "). The following is a snippet from one of my probes that uses a 1.25m AM reactor for main propulsion with a secondary 1.25m fission reactor to maintain the AM tank during any mission phase that does not require power from the AM reactor (it's a SCANSat probe, so lots of time orbiting each body, plus coasting). I'm not entirely certain what the underlined bits mean, I'd leave them alone unless changing the isupgraded to false doesn't do what I expect.
  15. If you're going that way, may as well use Antimatter reactors or Antimatter Initiated Reactors to power it. No refinery needed for either of those unless you take a crapton of time with the AIRs as they hardly burn Uranium Nitride or Antimatter, and the Deut/He3 can last a long time depending on the power usage during the coasting phases. If going with straight antimatter, it would be wise to have a few collectors and swing by Jool as needed. Using even the probe sized fission reactor should cover the energy requirements for the antimatter tanks themselves and those things even upgraded will run a long while, could also bring some additional uranium fuel with you in tanks if you're paranoid about running out of fuel. Shouldn't even need more than one refueling's worth of extra fuel, so you can tweak the amount carried in the VAB. If the station includes a science lab, there's no need for a refinery to reprocess nuclear fuel either, provided you have enough Kerbals. Otherwise, the 2.5m inline is small and fairly lightweight. It can't mine or extract anything without modification, but it will allow nuclear fuel reprocessing.
  16. From looking at the planetary resources, I'm only seeing resource maps for Uranium and Thorium for Eeloo. Neither of those are useful as propellants. It appears that it's not even worth the time/effort of bringing refining apparatus there as there's nothing to mine/extract and then refine. You will have to either make a stop along the way to Eeloo, or bring enough fuel with you for the return.
  17. What x64 workaround? The only one I know of is to play KSP on Linux and use the x64 KSP executable...is there another workaround?
  18. In particular with the B9 science package, the Toggle Display is not the actual experiment. The part in question combines the functions of the stock Seismometer, Presmat, Temperature sensor, and Gravity sensor. Each one of those has the experiment and the ability to show the data in the right click menu thing. The Toggle Display is what toggles displaying the data in the right click menu. While it would be nice to actually have my 'Instruments' group working (I set that up to toggle all such displays for right click menu infos for all science parts), it is not as important as getting my ' Science!' groups working properly for actually running the experiments..
  19. @Diazo, have you had time to look into the issue some of us were having with parts that have multiple actions/experiments only triggering one of those actions/experiments even when more than one were assigned in the VAB/SPH? In particular for me, the B9 Sensor Package contains 4 of the stock science experiments and although I can add each one to an AGX group in the VAB/SPH, once I get out to Flight mode, that group only triggers one of those experiments. Looking at the group in the in-Flight editor shows multiple instances of the same action, one ofr each of the different actions I assigned in the VAB/SPH. Please note that I'm still running 1.3 as I didn't see the fix I was looking for/needing in the posts you've made recently (and I also was unaware you were back until today...). I'm now hesitant to update to the latest version due to Kitspace's issue.
  20. Apparently, Duna's atmosphere doesn't have enough Nitrogen in it, even though it's 2% Nitrogen... :/
  21. Anyone know if the Haber Process requires KSPI Atmospheric Scoops (such as you'd use on Jool to collect Deut/He3)?
  22. If I'm not mistaken, that is a very well timed screenshot of an antimatter explosion. The inline antimatter tanks can explode if there's antimatter in them and they are unpowered long enough to run out of charge. The explosion is generally fairly large and will likely consume the whole ship...and anything nearby that can be destroyed...
  23. Go into the settings and turn off realism mode to enable resource dumping. New buttons will show up next to the resources you can dump in the main window. Don't know why you'd have issues with running out of space in a tank for liquidfuel as tanks that can store both don't let the two resources overlap. Each has a set amount that can be contained within the tank, and it doesn't matter if the other resources in the tank are full or not. Are you using a mod that deals with fuel, resources, or tanks?
  24. Funny, MJ has nearly no issue with these for me... Granted I don't usually use AM powered Thermal Nozzles as I don't have upgraded AM reactors yet. MJ definitely has no issue with most maneuvers using either of these powered by Fusion or Antimatter Initiated Reactors, provided I don't have a tiny power supply for the plasma thrusters...MJ doesn't like low thrust engines. I'm going to assume you're not using too little power given you mentioned AM reactors. I will note that MJ has trouble landing using Thermal Nozzles even with Fusion/AIR power if the TWR is stupidly high. Always a good idea to be able to switch Thermal Nozzles to a low thrust propellant in those situations, or use the Utility section to limit the thrust/acceleration. Even then, I usually use the Translatron for final descent/landing, paired with changes to thrust/acceleration limiting to keep the ship from accelerating too hard and swapping to positive vertical speed...For plasma thrusters, I limit thrust to ~99% depending on my power source to ensure that the ship and any antimatter tanks or fusion reactors will have enough power at all times. Other than that, as long as the TWR around Kerbin is at least in the first decimal place (0.1-0.9+), MJ can handle any maneuver I plan and place a node for. I also prefer not to mount the plasma thrusters radially so they don't fight over power and potentially have asymmetric thrust.
  25. Hopefully Fractal will do something about this. Personally, I'd have any overflow automatically move into any other storage space that isn't full, and if none are available, I'd slow the breeding rate down to match the reactor's consumption rate. Though, if there are technical reasons preventing the breeding rate from matching the consumption rate, I'd likely opt to shut it down when all storage is full.
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