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Everything posted by Starwaster
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Modular Fuel System Continued v3.3 (OBSOLETE)
Starwaster replied to NathanKell's topic in KSP1 Mod Releases
ModuleManager does not cause it. Don't know what causes it but it's been around since 0.22 came out. Here's how to mitigate the trouble that it can cause. Place only one. I.e. don't be in symmetry mode. Make sure that the part is in the stage you want it. Then grab it and press the symmetry key. (as many times as needed if you're not placing it on something already in symmetry mode). Even though you can't see the other copies they WILL be where you want them in the same stage as the others. I'm confident enough with that system that seldom bother reloading the craft to make sure. -
It looks kind of ominous with all those panels... like some kind of... space kraken...
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Is that why my ship kept 'crashing' when it was in a stable orbit around 'Pluto' when I exited to Space Center? And why my favorite valley landing site mysteriously vanishes during final descent? Will I ever see it again?
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Amazingly nothing exploded. It didn't make orbit either, it's not really built for that though. This is just my 'what new and creative ways can I get Jebediah killed this time?' He didn't die though so on the next launch I just launched straight up. Nice fiery effects on that one but still nothing exploded. Jeb died of excessive G-forces though, which maxed out at 39.1 Gs. (I modified the DR code a bit to allow smaller parts to survive high G-Forces so the capsule was ok)
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So is this bad to see at about 40km altitude?
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Sounds like you did too drastic of a gravity turn too soon. Start early but not too much. And maybe too fast at the wrong time. I always question that advice when I see it. Real rockets go supersonic fairly early in their flights dont they? And the shuttle went over mach 1 about a minute and a half into its flight. whatever though... you're using FAR obviously so configure it to report mach numbers and try to keep it below 1.2 until maybe 20Km up? and if you have multiple engines, gimbal lock the middle one. If you do try that though and you jettison the outer engines do not forget to free the middle one especially if you are too high for fins
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yeah good question, how do we check that??? and we go back even further and duplicate the real Grand Tour????
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One possibility is that the RSS power curve node is still in the realsolarsystemsettings.cfg file and interfering somehow. When I was working on the fix, I had totally commented that section out. But the fix worked for Istas (and others I hope) and I had not told him to clear that out. So. Suggestion: comment out the powercurve data in RealSolarSystemSettings.cfg and see if my fix works then. If you still have troubles use the debug menu and check the part. Check for duplicate powerCurve blocks. Any resources with rounded mass figures though I hadnt looked at them in the latest release so for all I know you corrected them... I think you were talking along those lines previously? I think the new SWMFSC file in my sig has correct ones. But I've clearly grown sloppy in the past couple of weeks Or I would not be using modified resource masses without first seeing if you had changed them. so I guess I better go do that now before I play one more second. Edit: yup, they're rounded. I have OCD when it comes to rounded numbers. Also un-indented code
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Me? It tweaks some resource masses to more accuracy. I think Nathan is doing the same soon so that will be obsolete. It also adds Kethane as a usable propellant in stock and KW engines and adds kethane, ammonia and water as nuclear propellants. Getting a craft with a decently sized tank of ammonia was a herculean task in stock. Water even more so. Sending the craft up empty followed by just the tank was easier. And finally, Kethane Converter got a patch to allow it to produce ammonia. Make sure KSPI didn't stick an older version of ModuleManager in there. Get rid of it and just use 1.5, I think thats stable enough.
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Actually, it depends on what sort of node you mean... things like parts and modules it would be !MODULE[<module name>]{} variables (I think this is what you meant by valuename Nathan) !<variable name> things like powerCurve would be !powerCurve{}
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Ack, what's in my signature is not updated for MFSC so masses are all wrong, don't use that.... I need to finish updating it for MFSC but I've been lazy and too busy screwing around with RSS. (dammit Nathan, look what you've done) (I edited the signature to signify that it's not for MFSC... if anyone tried to use it with MFSC I apologize)
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You're probably right, it probably should not actually cool the part. Instead, when applying heat to the part there should be a maximum temperature that the part should not exceed so long as it has ablative material left on the shield. (the same principle should probably apply when/if MFSC gets its own temperature handling system in that tank temperature should not exceed the lowest boiling temperature present on the tank)(assuming passive cooling schemes such as using the LH2 tank to provide cooling for the LOX tank)
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- reentry
- omgitsonfire
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I don't consider that cheating, what you did. As is, it wasn't behaving as it would IRL. The real world doesnt always conform to the simplistic models imposed by a computer game and the previous atmo values were probably a little too low. That's assuming I even believed in the concept of cheating in a sandbox game. Remember Starwaster's rules: It's your sandbox, don't let anyone tell you how to play. Don't tell anyone how to play in their sandbox.
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The best you can hope for is the following. The basic module will appear for all command pods (and probes) and will provide information screens only. No autopilot functions until you start unlocking them. This particular config file script assumes ModuleManager 1.5 It will work with ModuleManager 1.3 & Sarbian's wildcard extensions but the :Final directive isn't implemented for wildcards in the older version @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } }
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This. ^^^^^^^^^^ you just invalidated everything else you've said and you really have nothing meaningful to contribute. Are you just here to troll? I can see no other purpose to your being here at this time. I am so very sorry you're not enjoying the mod but please leave the rest of us alone until you're actually wanting to participate.
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Earth sized Kerbin requires about 9kms delta-V to achieve orbit. It's not even feasible that any rocket will have the same performance as it did in stock. Unless you're using an older unpatched version of MFS.
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In as much as it provides your OS and not-KSP programs more breathing room, yes. KSP itself can only use 4gb of course. And do you have any idea how hard it is to type this on an iPhone with a squirmy kitten trying to get between you and the phone? Thank god for autocorrect. Edit: wait... There's non-KSP software? WTH?
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FYI. One suggested depot storage scheme relied on hydrogen boil off to help keep the LOX colder and help minimize its own boil off. (I guess that's poor man's refrigeration)
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Do you have Force Roll enabled a lot? That will definitely make it worse because it's not only trying to orient the craft but it also tries to handle the roll at the same time. What it should be doing is prioritizing one over the other. Queuing one before the other. (orientation first preferably) That probably would help to some extent but it doesn't eliminate the base cause of the oscillation. It still oscillates to and fro, it just does it more slowly. (or more quickly depending on how you adjusted Tf) What's needed is either an overhaul of the PID controller or introduction of some kind of 'dead zone'. By the latter I mean that if its desired orientation is within a few degrees that it doesn't try to reorient. Given a choice, a proper PID controller is better.
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Changing their location was kind of secondary to the purpose of increasing their distance (and size). As was mentioned before, you can change all that in the config files however. I looked over the logs a bit, didn't see any smoking guns as far as errors. You do seem to alt-tab away from the game quite a bit. What do you have going on in the background and how much memory do you have to do it with? (you'll read where people say it doesn't matter if you have more than 4gb because the game is only 32 bit but it really does matter; if you only have 4gb then your game has to share that with your system and anything else going on in the background, like a web browser with 69,105 tabs open) One last thought to leave you with; have you tried starting a new game? (sandbox or career) Especially after adding any mods that weren't there before your current save game was started?
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Depends on if you use anything else that does thrust correction? Such as Modular Fuels?
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[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Starwaster replied to yongedevil's topic in KSP1 Mod Releases
They die, with the caveats that have already been talked about on this page and the pages immediately preceding this one. -
It's Cydonia. Not Cyberia