ltajax
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Posts posted by ltajax
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I keep getting this warning from B9 part switcher when loading up the game. I have BDB installed. I have seen others have had this issue, too, but I can't see what the resolution for it is.
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On 1/9/2024 at 8:58 PM, septemberWaves said:
I know that you can only have one profile. I am not trying to install multiple profiles simultaneously, I am trying to replace the default one with a custom one and I cannot get that to work for reasons that are unknown to me. The "unintended consequences" that you refer to here presumably involve things like almost every feature of Kerbalism simply ceasing to function, because that is what happens when I create a new profile with a unique name and very minor edits compared to the default (or even with no edits), and change the selected profile in the settings file accordingly.
As for why the compatibility patches I have made thus far require a custom profile in order to function, I have no idea. The patches currently use :FINAL modifiers (which I used for testing purposes just to make sure that absolutely nothing else could possibly interfere with them after), but Kerbalism somehow still overrides my edited life support resource quantities to its default values. If Kerbalism is overriding :FINAL patches then it is doubtful that any other patch ordering (such as specifically telling the patches to happen AFTER Kerbalism) would have any effect. This is the information that led me to believe that a custom Kerbalism profile is the only way to make this work, and which subsequently caused me to run into the problem of my custom profile not working no matter what I try.
Another unfortunate consequence of the way I have to edit the Kerbalism profile is that any parts which are not specifically patched will have no food, water, or oxygen at all. If it were possible to edit these resources without Kerbalism overriding the patches, then this wouldn't be an issue, but as it stands I am forced to directly patch any crewed part which requires these resources (stock parts are next on my list, but I need to figure out the required supply duration for the space shuttle before I can complete that). I would much prefer not to have to create a custom profile at all, but this behaviour of overriding even :FINAL patches is not something that I know how to circumvent without one.
Not sure if this helps, but I use a patch I made with help from the guys on the Kerbalism Discord to override the number of experiment sots that are available to the player in Kerblsim for probes. I was told in the Kerbalism Discord that they needed to be placed in a file named FinalPatches.cfg. I can use this with my default kerbalism install when playing with the BDB probes so can do multiple experiments on the early Explorer and Pioneer models, it does override the number of slots for me without issue.
PART[*]:HAS[@MODULE[Configure]:HAS[#title[Unmanned?Experiments]]]:FINAL { @MODULE[Configure]:HAS[#title[Unmanned?Experiments]] { %slots = 4 // amounts of slots you want @UPGRADES { @UPGRADE:HAS[#name__[Unmanned-Upgrade1]] { %slots = 6 // amounts of slots you will have after basicScience is researched } } } }
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Noticed I am getting a lot of errors popping up on launch related to 'RealPlume'. Any idea what might be causing it ? Please fine attached below a screenshot of my mod list, and a link to a copy of my player log file
Managed to fix the issue, it was down to what appeared to be a bad install of realplume
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2 hours ago, hugoraider said:
Oh yeah, it needs NecroBone's Real Scale Sea Dragon to work.
Ah cool, thanks for the info, I will give that a try. In the interim, I just ended up increasing the mass of the ballast to 12500, which had it sit nicely in the water even with an extra 300 tons of payload if you use a slightly submerged spawn point.
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Anyone know how to use the ballast? I have it attached, but I can see no way to fill / enable it
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Started a new playthrough, and decided to go for a night launch for Pathfinder 1. However, the weather seems to be against me.
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I'm looking forward to travelling to multiple star systems with my freinds in multiplayer
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I'm using a stock scale stock system with principia, but for some reason Laythe keeps getting apocalypse warnings and colliding with another moon. Any idea what might be causing it ?
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Quick question, how am I supposed to fuel the second stage? Its engines want a oxy/hydro mixture but the main engine needs to burn allot of kerosene, so much that the first stage tanks run out very shortly after lifting off from the pad, making it essential to fuel the second stage with kerosene too.
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Any one else had an issue where the scattered trees will appear again when you are at a high altitude during launch ?
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3 hours ago, AaronDoesSpace said:
this vehicle is tremendously heavy, on the order of 10,000 metric tons in KSP. It sounds like you aren't using autostrut and rigid attachments
Ahh, that was not included in the info on the release section, I did not know I needed addition mods to make this function as intended
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for some reason my first stage is not staying connected when I try to launch the vehicle, and its second stage keeps falling over from the first stage when I try to launch it
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Is there a version of this at all that includes all the custom launch sites in the same area ?
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The new clouds look great, a massive improvement over the 2d clouds we currently have thanks to EVE.
Will it be possible to generate volumetric vapor cones for the rockets and aircraft ? -
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1 hour ago, benjee10 said:
This mod doesn't contain the SSMEs - you can either use the stock Vectors, or if you want to use reDIRECT for the external tank + boosters it includes a hydrolox patched version of the vector engine.
Do I need any parts from stock at all ? I usually play with all the stock parts removed and just the BDB parts, I also have your reDIRECT and HABTECH2 mods installed along with the shuttle.
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for some reason, i cannot for the life of me find the shuttle main engines when building it, I have everything else but those. Even did a fresh install of the mod incase i missed something.
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Is there a video tutorial on how to get the launch rails to work ? I cant seem to figure it out.
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Random question, what solid kick engine is supposed to be used for the third stage in Thor / Fenris & Alpha / Able with Pilgrim / Pioneer 0 / 1 ?
The Starra - 20 is the right one i think, but as far as I can see there are no decouplers that give enough distance between the tank and the probe, the antenna clip into the tank. The Starra 13-A fits but it lacks the fuel required for a burn to the Mun in JNSQ it seems. -
is orbital decay simulated in this yet?
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2 minutes ago, Morphisor said:
While some solids like the castors are certainly overpowered, in my experience the vanguard/explorer solids (altair and sergeant clusters) certainly are not. Not in terms of dV anyway. In fact, both Vanguard and explorer rebuilds have been tested (not just by me) to be pretty close in performance to the real thing, when used in JNSQ.
The only real explanation I can think of is not all parts used by @ltajax have been set to their correct variant - many parts include upgraded variants which perform a lot better! The description on the variants provides basic info which variant to use.
I've been using all the basic starter parts
stage 3= Easton s3 grand centrestage 2= ja10-37-6 alpha
stage 1= easton 50 viking tv-4
I've checked the thrust of the s3 grand, it produces 1.16 kn of thrust, for a 1/4 of real scale for JNSQ it should be 2.6 kn of thrust, so its technically under powered, yet weirdly overpowered. -
is it just me or are the solid fuel rockets overpowered? I'm playing in JNSQ and the liquid fuel sections of the rockets work well but on the vanguard and explorer probes the final solid stages keep shooting me to escape kerbin. Iv'e been trying to recreate there actual orbits based on a 1/4 scale of the real probes.
So vanguard im trying to launch to this orbit
Perigee altitude 164.3kmApogee altitude 960km
first 2 stages of vanguard gets me to about 130km which i think seems about right, but once the third stage solid kicks in i go into an escape trajectory
Am I launching these incorrectly ?
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On 7/18/2020 at 3:42 AM, arinbro said:
I've made a repository for decals, most of them cleaned or recreated by hand by myself to make sure they look historically accurate.
It covers decals, from the usual NASA insignia variants to Chinese private startups like i-Space, and from Soviet spacecrafts to recent rockets like the recently launched Japanese IST MOMO5.
One thing this pack doesn't cover is the individual mission insignia, ship/mission names or engine markings - they are simply too numerous to compile - imagine individual Delta decals! What you will find is a lot of space agency insignia and corporation logos (aerospace-related or simply advertisements) in this pack.
You can download a zip or get individual images from here:
How can I install these to use them ?
[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.13.0 "Забытый" 13/Aug/2023)
in KSP1 Mod Releases
Posted
I managed to build a Jamestown replica with a bit of help from the BDB LEM engines and a few other borrowed BDB parts.