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mdosogne

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Everything posted by mdosogne

  1. Not an expert or anything, but it seems to me that fuel flow rules changed in 1.2, and KER has yet to be updated to support the new fuel flow rules - in this case, flow from surface attached tanks. While KER is being updated, try adding fuel lines from the surface attached tanks.
  2. I'm all for the increases in simulated realism (it is a game after all - I can live without the gyro complexities). I'd make 3 changes to suggestion #2 to keep things noob-friendly: 1. Whenever feasible, automatically bleed off angular momentum: a. anytime in landed or splashed down state. b. in atmo. with non-saturated control surfaces. c. in space when RCS is enabled and controls are inactive d. when firing gimbaled engine, gimbal is not saturated and gimbaling provides torque in the necessary direction. e. (Edit) upon coupling/decoupling with a station that has other wheels, "balance" the RW load (so all wheels have the same % saturation). For the micromanagers out there, AM could be displayed on right-clicking and transferred like any other resource. 2. Display a HUD warning (similar to time warp overlay) when approaching saturation. Something along the lines of: WARNING: (>75% max AM in any direction) Reaction wheel approaching maximum angular momentum. Reduced reaction wheel (pitch/yaw/roll) torque. Enable RCS to bleed off angular momentum. WARNING: Reaction wheel at maximum angular momentum! Reaction wheel can no longer apply (pitch/yaw/roll) torque. Enable RCS to bleed off angular momentum. 3. Nuke the Mk1 command pod's wheels and give it weak RCS thrusters; it already has monopropellant included. Put RCS earlier in the tech tree, and move reaction wheels later. Early in the squad tech tree you don't have solar panels and batteries are limited, so using RCS might actually make things simpler. In v1.0 there's supposedly a 'checklist' for missing ship components. Maybe warn if RCS is not present on rocket (with explanation?). For "hardcore" mode (mod only?) RWs should consume some minimal EC just to maintain their angular momentum to compensate for friction losses. Unpowered RWs would bleed off AM by applying it to the vessel. The difficulty-scaling option is also a good idea (assuming SQUAD ever implements this). The overheat-bar is a good idea. But the real question is - should it explode?
  3. Quick question about the "how it works" diagram: where does the extra mass (from the 20% food, 10% water) go? I assume the crew doesn't gain that mass or they wouldn't fit out the hatch upon arrival...
  4. I've just started a new game and am building a station. I want to a) keep the Fuel Cell 'running' as a back-up electric generator, and have the Elektron running (all the time) to top up my oxygen supply. Without some resource-level triggered conversions (or kOS script?) I've got a recipe for keeping the station warm... I'll have to engage the Elektron manually The way the fuel cell is configured by default means it will unnecessarily eat through my O2 & H2 reserves. Short of putting dozens of batteries on the station, it's my best bet at keeping things powered for long periods in the dark. I'm generally not fond of dumping anything that can be recycled, so I've also disallowed dumping of both excess electric charge and water with the following changes to the REGO_ModuleResourceConverter module of the Fuel Cell: RecipeOutputs = ElectricCharge, 1.5, False, Water, 0.0000520721, False I've made the following changes to the Elektron so that I can *optionally* vent excess H2 (in emergency situations): MODULE { name = REGO_ModuleResourceConverter ConverterName = Water Electrolizer StartActionName = Start Water Electrolizer StopActionName = Stop Water Electrolizer RecipeInputs = ElectricCharge, 14, Water, 0.0000176697 RecipeOutputs = Hydrogen, 0.0219907427, [COLOR="#0000FF"]False[/COLOR], Oxygen, 0.0109953713, False } [COLOR="#0000FF"]MODULE { name = REGO_ModuleResourceConverter ConverterName = Vent Hydrogen StartActionName = Open H2 Vent StopActionName = Close H2 Vent RecipeInputs = Hydrogen, 0.0219907427 RecipeOutputs = }[/COLOR] Please consider making changes so that resource-dumping is *optional* and not automatic. Thanks
  5. Is it normal that a nosecone weighs 10x as much as an empty fuel tank of the same dimensions? Nosecone: round#1, length 6m, diameter 6m - mass: 11.72t Fuel tank: smooth cone, round #1, top 0m, bottom 6m, length: 6m, default tank type - mass: 1.344t Note: I'm playing with RealismOverhaul. Edit: KSP 0.25 with latest RO+RSS+various dependencies just re-installed with CKAN.
  6. Regarding problems running CKAN on a MAC: There is a closed bug report for this already: https://github.com/KSP-CKAN/CKAN/issues/380 NOTE to MacOSX Users: There is a known issue with the latest official release of MONO (3.10.0) which prevents the CKAN GUI from functioning. There is an unofficial patch. Someone please put the above on the main forum page and GitHub! Thanks. Edit: It seems the FAQ mentions this issue, although the problem summary could be improved - CKAN with GUI appears to hang, then after awhile it dumps a System.EntryPointNotFoundException.
  7. I can confirm changing to lowercase fixes the issue on OSX.
  8. Before you ask, I started the RO install with a fresh copy of KSP 0.25. This is what I did: I "nuked" (removed TS and RF) directories and replaced them with a fresh download. I checked the included read-me for special installation instructions, and found nothing relevant. By the way, "Copy into GameData" means I have to Copy/Merge the directory structure because copying over a directory will overwrite on a Mac. So when I find the RF zip with a TS directory, I carefully copy the contents of this TS into the existing GameData/TS directory. I was still able to reproduce the issue so I removed *ALL* mods, and put back only TS and RF. I read the logs, which suggested two possible problems: a) duplicate KSPAPIExtensions and Missing DLL dependency. I ruled out (a) because the binaries are identical. As for (, the log file indicated a missing DLL dependency by name; it seems that TweakScaleRealFuels.dll failed to load because it depends on Scale_Redist.dll, which is not in the PATH. Knowing how DLLs work... (they load dependencies automatically if found in the same dir) I decided to move the DLL. Lo and behold, it works. I don't know what system you used to test the install, but on *my system* it doesn't work. Perhaps on the developer's own system, a duplicate DLL or extra dir. in the PATH causes things to work better than when deployed? It's happened to me before. I'm a developer and I know how frustrating it is when I can't reproduce a bug, claim it's closed, and have it reopened. Were you watching over my shoulder? Let's keep this friendly; please don't make accusations about what I did or didn't do. There is more likely some variation between our systems and/or an installation instruction being misinterpreted. I really wish that someone with a working RO install would produce a directory listing as I did, so these files can be compared. That way, after downloading and installing, people could verify that they have the correct directory structure. There must be a Win32 console command that produces something similar.
  9. I found a fix for the TS / RF issue and posted it to the RF thread. On the RO side: I still find it strange that the OKTO (now 2m, 750Kg) and OKTO2 (0.5m, 50Kg) have the same volume (50L) available for fuel (or electric charge, using the default tank configuration). This doesn't seem to be a TS issue as I initially thought. Edit: I realize the OP says to "do my research" before posting, but I'm not sure which real-world part these are based on, given they're still using stock descriptions. I did notice that there is a very large difference in the electric charge requirements for the remote command module. This leads me to believe that the electric consumption was scaled by accident, instead of the electric storage capacity... unless the OKTO is meant to be built of vacuum tubes, and then I would expect a much, much greater electric resource consumption Edit 2: More research - I measured the volume occupied by these parts using similarly sized Procedural Real Fuels tanks. OKTO2: V=18L (cylinder, 0.1m length, 0.48m diameter). Current storage capacity: 50L (impossible) Ranger Mk III: V=267L (cylinder, 0.46m length, 0.86m diameter) Storage capacity: 50L (plausible) OKTO: max. V=3950L (cylinder, 1.14m length, 2.1m diameter) Current storage capacity: 50L (seems low, even if it also contains a reaction wheel with torque=0.025) QBE: max. V=3332L (1.4m x 1.4m x 1.7m) Current storage capacity: 200L (seems low, even if it also contains a reaction wheel with torque=0.05)
  10. Reinstalling didn't help, but I did find a fix/workaround: I moved TweakScale_RealFuels.dll from GameData/TweakScale/TweakScaleInteraction into GameData/TweakScale/plugins/ and it now seems to work.
  11. Just updated to the latest RO, noticed that the probe cores have been rescaled. I find it strange that the OKTO and OKTO2 (now very different sizes) have the same volume available for fuel (50L), yet the mass has changed. I also tried reproducing the behavior on TweakScale's page (resizing the Rockomax X200-16 fuel tank); although the part scales, neither the volume or mass is adjusted. I re-downloaded TweakScale and ran a directory-diff of GameData/TweakScale/* vs. fresh download of TweakScale. The only change is the addition of GameData/TweakScale/TweakScaleInteraction/TweakScale_RealFuels.dll. Most everything else in my install seems to work (I paid careful attention to installation instructions). Did I mess up the install somehow, or is this a bug? Log file Interesting bit from the log: AssemblyLoader: Exception loading 'TweakScale_RealFuels': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.IO.FileNotFoundException: Could not load file or assembly 'Scale_Redist, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'Scale_Redist, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' For reference, the list of files under GameData I used the following console command to generate the file (after changing to the GameData directory): ls -lnFR > FileList.txt I'd appreciate if someone else with a working install of RO could generate a similar dump, for validation. I realize there will be some specific changes such as user/group id, and file sizes for the RSS textures, but it would still be useful for comparison and validation of a proper install. Thanks
  12. The mass of Dinkelstein's I-beams, as modified by RO_Squad_Structural.cfg, seems off - the longest beam (3.2m) has the lowest mass: @PART[structuralIBeam1]:FOR[RealismOverhaul] <-- this is the "M-Beam 650 I-Beam", "A wide, upscaled version of the M-Beam 200 I-Beam." { %RSSROConfig = True @mass = 0.070 } @PART[structuralIBeam2]:FOR[RealismOverhaul] <-- this is the 3.2m beam, "M-Beam 200 I-Beam" { %RSSROConfig = True @mass = 0.035 } @PART[structuralIBeam3]:FOR[RealismOverhaul] <-- this is the 1.6m beam, "M-Beam 200 I-Beam Pocket Edition" { %RSSROConfig = True @mass = 0.174 } EDIT: This is with RO v6.1.0
  13. I'd appreciate the ability to reorder parts on a page. This can be done in several ways: - mark certain parts as "favorite"; favorites appear at top of their category. Favorites could also appear on another page (independent of category). - give parts a one-to-five star ranking, with higher ranked parts at top of the category. - drag-and-drop reordering (perhaps holding alt) Also, it would be great if the interface scaled a bit better, such as allowing 4, 5 or 6 parts columns (avoiding page-flipping), or showing larger part previews.
  14. Unless KSP is counting boosts on Kerbal-Booster page (or whatever the latest kerbal social media site is), I don't think it makes sense to represent reputation as a number. I would rather see reputation listed as a qualifier such as: infamous, bad, unknown/neutral, liked, well-known, established, industry-leader, influential, legendary, etc. Furthermore, this seems to be a logarithmic scale (add a zero to go up a level), not linear. I suspect that's what Squad was going for with a colored tape/meter, instead of a straight numeric readout. Reputation being what it is, it should perhaps affect the chances of certain strategies working, instead of being a hard requirement/prerequisite (i.e. you can try harder/invest more but with diminishing returns).
  15. IIRC, when recovering a vessel (on the crew recovery tab), your reputation is shown as a number.
  16. Same here. For now I've changed the EngineIgnitor.version file manually to avoid the warning...
  17. Please, could this window contain debug info, or a button to bring it up (instead of Alt+D+R)? Alt+D sets yaw trim, and R enables RCS... not what I need while trying to figure out what's gone wrong on a "controlled" re-entry Also, a minor bug report: I can't seem to type decimal points into the debug menu (digits 0-9 are OK however). I'm running 0.25 on a Mac; other mods installed: AJE, CustomBiomes, FAR, ModuleRCSFX, RealChute, RSS, RemoteTech, TAC LS. Thanks for your time EDIT: Bug can be reproduced without the other mods just as easily; I'm trying to type "0.5" into "crew G kill chance per update"
  18. Painting Jeb's suit in re-entry resistant orange, but building the launchpad out of styrofoam... Silly kerbals
  19. (2+4+4+(4*2)+10+16+4+0+Duna[2.5]+Ike[2.5]+Gilly[5]+Eve[30])/20=4.4 I'm assuming you mean "manned return missions" not just return missions. I consider myself pretty good, but only get a 4.4? I guess it's because I've focused on doing a couple of things well instead of exploring all celestial bodies... Where's the deliver a modular colony/base to orbit in a stock SSTO cargo plane category? And the bonus points for not intake-spamming (which I define as placing any intake behind another part) What about the stock Eve return mission that isn't-a-pancake bonus?
  20. After starting a stock 0.25 game with "difficult" settings and unlocking most of the tech tree in 4h, I'm looking forward to Realism Overhaul. I've started downloading the 0.25 compatible mods, and noticed a minor issue with the RO package (which I realize is not 0.25 ready yet): The OP lists ModuleManager 2.5.1 as INCLUDED in the RO package, but upon unzipping I find version 2.3.5 (and it's not just the file name; the binary also contains several references to "2.3.5")
  21. The OP has a link to a GitHub page with the sources, but... I'm not seeing a link to download a release. Perhaps I need another coffee? EDIT: Never mind; it seems the "Source Code (zip)" button on GitHub contains more than the source code!
  22. I'm still seeing a broken link from the OP to KerbalStuff - the address seems to be missing something after /71/ For others: RealChute on KerbalStuff
  23. I've had to merge contracts back into my career save after they all suddenly disappear... that save file is not easy to edit. I'd prefer an option for the number of crew in the FinePrint.cfg. In the interim, I'll just pretend there's an extra zero on the crew requirements
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