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Everything posted by Starwaster
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Starwaster replied to Theysen's topic in KSP1 Mod Releases
The developers have consistently worked with us in the past and at present and no doubt in the future to make our jobs easier. Modular Flight Integrator wouldn't have been possible if they hadn't gone out of their way to ensure that things we needed were public and able to be overridden in the FlightIntegrator class. Just for one example.- 2,216 replies
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[1.9.x] RCS Build Aid Continued - New Dependencies
Starwaster replied to linuxgurugamer's topic in KSP1 Mod Releases
It's definitely a problem with your craft. RCSBA does its calculations based on the vessel's center of mass. Don't second guess it, take it at its word and adjust your RCS placement until torque and translation are where you want them. Just because it looks to your eye that you placed everything properly doesn't mean it is. You downloaded RCSBA for a reason. Trust that if it says your translations are going to result in torque when translating port or starboard then when you get that craft into orbit and translate port or starboard, it's going to torque. And no, it doesn't have anything to do with whatever you think Kerbin has to do with it.... all RCS thrust values assume maximum possible thrust Edit: Yeah, just loaded your craft and immediately I can tell that your RCS pods are NOT centered on the ends of those struts. That is glaringly obvious. -
Or use fuel transfer lines feeding the center stack from the outer stacks, but ensure that fuel priority of the tanks on all three stacks is set to the same priority. All three stacks will drain simultaneously except that the center stack will drain slower since its engines are also being fed by the outer ones. The result is pretty close to what you would get if you throttled the center stage. The delta-V expenditure will be different but it's close enough for government work.
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KSP does not care. false = False = FALSE. HOWEVER, MM patches do not deal with boolean values like true or false and case sensitivity matters. So if you want your MM patch to check if a given value is true/false then False != false and you would have to do multiple checks or do some sort of supporting patch that walks through and converts all true/false to some arbitrary case.
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[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Starwaster replied to severedsolo's topic in KSP1 Mod Releases
Contracts extant at the time of installation don't get changed IIRC and will continue to report their original payout types though they may be caught and corrected upon payout or during certain other contract events. -
Oh dammit, my changes are supposed to be going directly to KSP-RO branch.... and I'm sitting here wondering why they aren't
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Starwaster replied to Theysen's topic in KSP1 Mod Releases
@NSEP @siimav Also, MLI decreases part-part conduction for the part with the tank besides just decreasing skin-interior. (assume that the installation of the MLI included minimizing conduction pathways and low conductivity connectors. RO/RF is also the only mod with realistically modeled boiloff. Every other mod out there that I've checked out implement it as a static loss of resource over time with no regard as to how much heat the tank is exposed to. (so you get the same boiloff no matter if you're orbiting Mercury or Pluto) - Because of that I highly recommend turning OFF boiloff for every mod that has it besides Real Fuels. Otherwise you would end up losing cryogenic resources from mods other than RF. (and Real Active Radiator won't be able to help with those other mods since they don't care about actual heat flux or temperature of the tank)- 2,216 replies
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[Old Thread] KRE - Kerbal Reusability Expansion
Starwaster replied to EmbersArc's topic in KSP1 Mod Releases
Only if some change is made to your installation. Pretty sure Squad is aware of the problem; a few of us have contacted them and have been working out repro steps and trying to track things down so we can probably expect 1.6.1 to fix it -
[Old Thread] KRE - Kerbal Reusability Expansion
Starwaster replied to EmbersArc's topic in KSP1 Mod Releases
And have you run KSP twice without doing any additional troubleshooting steps in between? I.e., run it once, let MM patch or PartDatabase rebuild then shut DOWN KSP and run it again? It is crucial that you do NOT try to take any other steps in between. For instance, if you deleted PartDatabase then ran KSP and saw the problem still happening and then exited KSP and deleted PartDatabase again or added/removed mods then I guarantee that the problem will happen again. There need to be no changes made in between running the executable. Also stop revalidating KSP over and over again. You did it once and that's good enough. Do it again and it will replace PartDatabase.cfg every time. And if you have mods installed then PartDatabase will need to rebuild which will trigger the bug. @RealKerbal3x it's going to take more than a MM fix because this is ultimately happening in the KSP code in response to the part database changing. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Use the 1.5 update. You don't need one just for 1.5.1 since nothing changed in Squad's code that affects Real Chute. -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Starwaster replied to Theysen's topic in KSP1 Mod Releases
What he said + basically, cooling costs depend on if refrigeration is required. If the thing you are cooling is hotter than the radiator then it's just basic pump costs because heat naturally flows from hot to cold. If what you are cooling is colder than the radiator then work has to be performed and the electrical cost is governed by the Carnot equations and depends on the difference between the cold side temperature and the hot side. To keep cooling costs down you will want to increase the amount of insulation. In Real Fuels there is a slider for MLI (multi-layered insulation) which is highly effective in a vacuum. In atmo it's not as effective (but still better than bare tank or foam insulation. Tanks marked cryogenic automatically have 10 layers + whatever you add. If the tanks are allowed to overheat then it costs more to cool them back down than when they are already at their target temperature. (where you only have to worry about heat leak)- 2,216 replies
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[Old Thread] KRE - Kerbal Reusability Expansion
Starwaster replied to EmbersArc's topic in KSP1 Mod Releases
First things first: revalidate/verify your game files. Any game files that are wrong (probably dll and/or executable) will be redownloaded. (they probably just didn't get updated) Second, I suggest using Module Manager 3.1.1 for now and staying away from any other version. If you DO use 3.1.2 then you will need to run KSP TWICE before things settle down and work properly. Meaning that if you just switched to MM 3.1.2 or if you installed any new mods at all (while 3.1.2 is installed) then you will have to run KSP once, let all MM patches be applied and MM cache file be written and then exit KSP and run it a second time. It should work at that point. If any changes at all are made while MM 3.1.2 is installed or if the cache is not being written due to MM patch errors then the issue will happen again or keep happening. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Yes except that it's expected behavior. So not only does it always happen after a major KSP update (literally the major version number incremented) but it's expected to happen. Real Chute is actually designed for that to happen. -
@evileye.x I'd like you to test something please. Try KSP again with Module Manager 3.1.2 and any mods that you were going to run with, or some small selection of them. Then go ahead and start up KSP. Once MM finishes patching, and you are at the main menu, exit KSP. (or if you are masochistic, go ahead and check that the bug is still happening) Start up KSP a second time with no other changes (no mods, leave MM and its files alone) and then see if the problem with the lander can still happens. What I'm seeing is that when there are certain changes such as deleting PartDatabase.cfg or adding new parts or patching via Module Manager, the issue will happen for that play session. If KSP is exited and no changes occur between exit and restart, then the issue doesn't happen. So this could be a work around until the problem is resolved either with an MM update or KSP 1.6.1 since this isn't entirely a MM problem.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Could be, could be... -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Recompiled for KSP 1.6 https://github.com/StupidChris/RealChute/releases/tag/v1.4.7.2 -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Well gosh, I wonder why that could be. I mean it's not as if there's a compatibility checker running in the code that disables Real Chutes in the event of a KSP update.... -
I just fired up 1.6 with Tundra installed though I forgot a few plugins. But I see most of the animations in the VAB. I don't see the cargo door or docking port door in the VAB but I do see them in flight along with everything else. Nothing missing in the action menus. (basically anything using the stock modules is fine) I even see reusability legs working just fine with no sign of what you reported in that mod's thread.
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If you can't right click something or don't see the menu items that you expect when right clicking revalidate your game files!' (i.e. verify integrity) EVERYONE WHO IS EXPERIENCING THIS GO DO IT RIGHT NOW. 12/23/2018 Addendum: Only revalidate/verify ONCE after the KSP 1.6.0 update. If you still have problems after that, shut down KSP and restart it again. Until this is fixed by Squad, expect that this will happen every time that you Add mods Add/edit MM patches delete PartDatabase.cfg Do ANYTHING at all that results in PartDatabase.cfg being altered. If any of these things are done then run KSP one time and then exit it and run it again.