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Starwaster

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Everything posted by Starwaster

  1. So go for it. Don't let anyone tell you what to do in your sandbox.
  2. No idea. I've seen that myself but didn't think of it as an RSS issue because RSS doesn't do anything that would affect delta V calculations. (unless one were specifically doing calculations on a rocket's simulated ascent and were taking into account drag/gravity losses, but MJ doesn't do that. As far as I know it's just doing standard calculations using Tsiolkovsky's Rocket Equation. (twice, once with SL Isp taken from the engine configs and once with the vacuum Isp) Maybe it's a Real Fuels issue.
  3. No you don't change both. Just one. That's why I posted that config for you. Copy and paste that into a new empty config file in gamedata.
  4. Correct the spinning doesn't stop. Both animation modules in the original are stock. I made one Firespitter because if one type of module is handling two animations, it tends to cancel one of the animations. And if the inflation animation is what got stopped then you can't enter the hab.
  5. Make a file named centrifuge1_tweak.cfg somewhere in your GameData folder and paste the following into it. (it's actually a MM style version of the config I alluded to in my previous post but I can't even find that so I guess it's too far back so I wrote it up like this) @PART[centrifuge1] { @MODULE[ModuleAnimateGeneric],1 { @name = FSanimateGeneric layer = 2 } }
  6. That's because it's not a prograde burn throughout the entire burn. Strictly speaking it's only prograde at the moment you reach periapsis. And you don't start at periapsis, you start a bit early. The lower the TWR of the rocket, the earlier you have to start. And that can and will lower your periapsis if you start too early. So there's a point where when your TWR is too low to complete a high delta-V burn in a timely fashion that you have to break it up. Otherwise you're either screwing your orbit up or not burning enough in the right direction and putting yourself off course to where you don't reach your target. That's why India's Mars probe had to do multiple burns to achieve escape velocity
  7. Turn off Corrective Steering. I don't fully understand the criteria behind its decision making, but with CS on it will almost certainly delay the gravity turn. Maybe it's right to do so and maybe it's not. I've noticed it tends to do so when my designated flight plan is going to result in a flight path that dips too far too soon. So it may be that it's reacting to something that you just haven't seen. If you feel that you HAVE to have it on, then keep it off until after both rolling and pitching are done
  8. Oh god yes, no spaces. Every time you use a space in a part name or folder name, a kitten cries.
  9. That may be, but it's only an issue when there's a dearth of resource. In a game without Real Fuels (stock turbojet; for some reason I'm missing the B9 engines he used) two of those intakes provide 100 kg/s of air (ASL and at rest) and the engines require just over 50. (according to MechJeb) With Real Fuels, the same engines need 50 but the intakes only provide about 20. I can't believe I never noticed it before. Probably because I didn't do planes much in stock and once I discovered RF, it's almost never absent from my installs...
  10. Boldface mine I keep on saying that. Is 6km bad? Look at the set of landing ellipses below. Because that's what you get in real life (6km is 3.72 miles for those unsure) 6km is GOOD. Better than good, it's GREAT. You might be able to get things MORE accurate but some inaccuracy is inherent to FAR or any other system where drag depends on orientation for all the reasons already discussed. That's just the nature of the beast.
  11. Go back and read over the past few pages. I posted a work around for that. Oops no I didn't; I misunderstood what you said... don't think the centrifuge can be stopped (except for playing another animation, but that's because the animation system is a bit broken)
  12. IMO you should download 10x Kerbol on the first page (by jsimmons) as that is the simplest solution if you don't want the new textures. And be done with it. However, if you really want to take things back to how they used to be... you need to edit RealSolarSystem.cfg and Delete or comment out references to any textures you don't want. This is the important part and you need to have some idea of what you're doing or you can really mess up your config file. Back it up first. (optional) Delete the texture files from your hard drive so they're not taking up space. Please note that merely deleting the files without removing the references to them in step 1 is not enough and will cause errors when the RSS config nodes are parsed. That should do what you want but to get decent looking terrain requires some PQSMod work .... last few versions I just jumped straight to 10xKerbol and I think there might be some custom PQSMods in the latest 'stock' RSS config these days? (I lost track of what the state of affairs was on that)
  13. Ok now see here, there's a difference between what you're saying now and what you said the first time. Before you said it was not losing any ablative at all What does 'barely sheds off' actually mean as far as numbers? Is it just a case of it heating up faster than the shield can keep up with? That's what it sounds like you're saying now.
  14. What bio probe. Which heat shield. Did you get the RSS shield patch from the first post? If not go get it.
  15. ok I've looked over the config and theres nothing wrong there. Took it to Eve and at the speed and periapsis you specified it is definitely easy to burn the shield up. But ablative depletes just fine. I have to have a log from you to see if anything is messing with the shield or if you're getting errors. That said, the denser atmosphere of Eve means you're hitting lethal reentry temperatures higher than on Kerbin. Even after figuring why you're not ablating shield, 56km is right around a very fine line between success and total destruction. you'll need to adjust it 0.5 - 1.0 km for the 1.25m shield.
  16. Sounds strange. Let me try to recreate that with those numbers and get back to you. Is that RSS or stock sized?
  17. Oh how I wish and hope that Squad fixes this in 0.25 Or maybe I need to make a plugin that detects frozen Kerbals and 'thaws' them out.
  18. Logs logs logs. Though it's more likely memory related rather than a conflict. Do you use Active Texture Management plugin? Basic or Aggressive? Pretty sure KSO comes with DRE configs. I've offered the use of my own set of DRE configs for KSO25. It contains both configs for stock Kerbin and Real Solar System sized Kerbin in one file using conditionals to check for RSS and configures the heat shield as required. It lacks adequate feedback so I can only say it works for me and I'm happy with it. It does NOT use the standard ablative shield (which has a lot of mass that can get you in trouble when using non-stock drag mods). The RSS version uses pseudo-ablative (0 density so no mass) to simulate thermal soak that 'cools down' over time. (not really relevant unless you somehow manage to relaunch your shuttle into orbit)
  19. This is so wrong..... nevertheless, some constructive criticism: Proper use of specularity and normal mapping would make these parts look better. The burger should look most and bumpy. Vegetables and condiments should be shiny. They look a little too flat in those screenshots. As it is, they look a little dessicated as though it's the end of the day and the burger made from parts that were sitting under that lamp all day long before someone finally came in and ordered.
  20. NO not ksp.log The Logs These are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log: Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit) Mac OS X: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log ) Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log NOTE: These logs are not the same as KSP.log, which lacks valuable data. Do notupload KSP.log; do upload output_log.txt / Player.log
  21. I'm deducting 100 points from your score for selecting a downloading host that tried to trick me into running executables. I'll look at the logs when I get a chance. Edit: Kitspace, you have still not replied to Kunzite or RedAV8R regarding what texture pack you've used or if you've tried a smaller pack as suggested so I am going to assume for the sake of expediency that you went with one too large. (both your log files have your PC choking when it gets to texture loading. In one log file it's Mun that it was unable to load (out of memory; KSP was able to continue but ceased parsing the RealSolarSystem.cfg file as I predicted) in the other it was Kerbin that it stopped at. (out of memory and hard crash; KSP does not continue execution at all)) Please download THIS texture pack and install it. Then try again.
  22. Are you mad?!?? Can you imagine if a small hangar stored inside a larger hangar? I've seen Doctor Who, these things aren't pretty!
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