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Cleric2145

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Everything posted by Cleric2145

  1. If I could add a simple suggestion for the next patch: add an option to see the vessel's launch mass in the build list. Currently we can attempt to roll out to a pad that is too light to launch it in order to see the weight without visiting the VAB/SPH but having it visible would be a nice QoL change and cut out some extra steps.
  2. After some lengthy trouble shooting, I narrowed down an issue with KSP 1.11.1 regarding this mod. For some reason this mod was giving me the 2d Pink Square bug stuck to my probe core (the Stayputnik ball), Quite puzzling, since I wouldn't expect this mod to change any visuals in a way that could cause this. This may be a conflict with some of the many other mods, but I thought I'd drop a comment here to record this issue in case somebody else is trying to troubleshoot this issue. After a few hours debugging my mod loadout I'm out of energy to further troubleshoot if this is a mod conflict and want to get back to KSP after a long break.
  3. Love you Malkuth! Didn't realize this was more of an MC2 update problem.
  4. Hey Gecko! Just throwing a a bug report/mod conflict your way. Mission Controller 2 causes a nullRef when clicking the KEI icon and keeps it from opening (and therefore working.) The nullRef is accompanied with an error regarding the weather core experiment. [WRN 21:38:41.823] [R&D]: No Experiment definition found with id MCEWheatherCore [EXC 21:38:41.827] NullReferenceException: Object reference not set to an instance of an object KEI.KEI.<GainScience>b__20_0 (.ScienceExperiment x) System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[ScienceExperiment].MoveNext () KEI.KEI.GainScience (System.Collections.Generic.List`1 experiments, Boolean analyze) KEI.KEI.ShowMainWindow () KSP.UI.Screens.ApplicationLauncherButton.OnTrue (UnityEngine.EventSystems.PointerEventData data, CallType callType) UnityEngine.Events.InvokableCall`2[UnityEngine.EventSystems.PointerEventData,KSP.UI.UIRadioButton+CallType].Invoke (System.Object[] args) UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEvent`2[UnityEngine.EventSystems.PointerEventData,KSP.UI.UIRadioButton+CallType].Invoke (UnityEngine.EventSystems.PointerEventData arg0, CallType arg1) KSP.UI.UIRadioButton.SetState (State state, CallType callType, UnityEngine.EventSystems.PointerEventData data, Boolean popButtonsInGroup) KSP.UI.UIRadioButton.ToggleState (CallType callType, UnityEngine.EventSystems.PointerEventData data) KSP.UI.UIRadioButton.UnityEngine.EventSystems.IPointerClickHandler.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update()
  5. Sorry for the absence of reply. I was away from a computer for two weeks. dragMultiplier = 8 dragCubeMultiplier = 0.1 angularDragMultiplier = 2 liftMultiplier = 0.036 liftDragMultiplier = 0.015 bodyLiftMultiplier = 18 aeroFXScalar = 0.00004 aeroFXDensityExponent = 0.7 aeroFXStartThermalFX = 2.5 aeroFXFullThermalFX = 3.5 aeroFXExponent = 4.0 thermalMaxIntegrationWarp = 100 spaceTemperature = 4 solarLuminosityAtHome = 1360 solarInsolationAtHome = 0.15 convectionDensityExponent = 0.5 convectionVelocityExponent = 3.0 convectionFactorSplashed = 5000 fullConvectionAreaMin = -0.1 fullToCrossSectionLerpStart = 0.8 fullToCrossSectionLerpEnd = 1.5 machConvectionStart = 2 machConvectionEnd = 4.0 machConvectionExponent = 3 turbulentConvectionStart = 100 turbulentConvectionEnd = 400 turbulentConvectionMult = 25 machTemperatureScalar = 7.5 machTemperatureVelocityExponent = 0.75 partEmissivityExponent = 4 radiationFactor = 1 convectionFactor = 1.1 newtonianConvectionFactorBase = 4.0 newtonianConvectionFactorTotal = 1.0 newtonianDensityExponent = 0.5 newtonianVelocityExponent = 1.0 conductionFactor = 5 internalHeatProductionFactor = 0.025 aerodynamicHeatProductionFactor = 1.0 standardSpecificHeatCapacity = 800 skinSkinConductionFactor = 0.06 skinInteralConductionFactor = 0.25 shieldedConductionFactor = 0.01 DRAG_TIP { key = 0 1 0 0 key = 25 1 0 0 } DRAG_SURFACE { key = 0 0.02 0 0 key = 0.85 0.02 0 0 key = 0.9 0.0152439 -0.07942077 -0.07942077 key = 1.1 0.0025 -0.005279571 -0.001936768 key = 2 0.002083333 -2.314833E-05 -2.314833E-05 key = 5 0.003333333 -0.000180556 -0.000180556 key = 25 0.001428571 -7.14286E-05 0 } DRAG_TAIL { key = 0 1 0 0 key = 0.85 1 0 0 key = 1.1 0.25 -0.02215106 -0.02487721 key = 1.4 0.22 -0.03391732 -0.03391732 key = 5 0.15 -0.001198566 -0.001198566 key = 25 0.14 0 0 } DRAG_MULTIPLIER { key = 0 0.5 0 0 key = 0.85 0.5 0 0 key = 1.1 1.3 0 -0.008100224 key = 2 0.7 -0.1104858 -0.1104858 key = 5 0.6 0 0 key = 10 0.85 0.02198264 0.02198264 key = 14 0.9 0.007694946 0.007694946 key = 25 0.95 0 0 } DRAG_CD { key = 0.05 0.0025 0.15 0.15 key = 0.15 0.0225 0.3 0.3 key = 0.25 0.0625 0.5 0.5 key = 0.35 0.1225 0.7 0.7 key = 0.45 0.2025 0.9 0.9 key = 0.55 0.3025 1.1 1.1 key = 0.65 0.4225 1.3 1.3 key = 0.75 0.5625 1.5 1.5 key = 0.8 0.66 2.3775 2.3775 key = 0.85 0.8 2.733777 2.733777 key = 0.9 0.89 1.1 1.1 key = 1 1 1 1 } LIFTING_SURFACE_CURVES { LIFTING_SURFACE { name = Default lift { key = 0 0 0 1.965926 key = 0.258819 0.5114774 1.990092 1.905806 key = 0.5 0.9026583 0.7074468 -0.7074468 key = 0.7071068 0.5926583 -2.087948 -1.990095 key = 1 0 -2.014386 -2.014386 } liftMach { key = 0 1 0 0 key = 0.3 0.5 -1.671345 -0.8273422 key = 1 0.125 -0.0005291355 -0.02625772 key = 5 0.0625 0 0 key = 25 0.05 0 0 } drag { key = 0 0.01 0 0 key = 0.3420201 0.06 0.1750731 0.1750731 key = 0.5 0.24 2.60928 2.60928 key = 0.7071068 1.7 3.349777 3.349777 key = 1 2.4 1.387938 0 } dragMach { key = 0 0.35 0 -0.8463008 key = 0.15 0.125 0 0 key = 0.9 0.275 0.541598 0.541598 key = 1.1 0.75 0 0 key = 1.4 0.4 -0.3626955 -0.3626955 key = 1.6 0.35 -0.1545923 -0.1545923 key = 2 0.3 -0.09013031 -0.09013031 key = 5 0.22 0 0 key = 25 0.3 0.0006807274 0 } } LIFTING_SURFACE { name = BodyLift lift { key = 0 0 0 1.975376 key = 0.309017 0.5877852 1.565065 1.565065 key = 0.5877852 0.9510565 0.735902 0.735902 key = 0.7071068 1 0 0 key = 0.8910065 0.809017 -2.70827 -2.70827 key = 1 0 -11.06124 0 } liftMach { key = 0.3 0.167 0 0 key = 0.8 0.167 0 -0.3904104 key = 1 0.125 -0.0005291355 -0.02625772 key = 5 0.0625 0 0 key = 25 0.05 0 0 } drag { key = 0 0 0 0 } dragMach { key = 0 0 0 0 } } LIFTING_SURFACE { name = SpeedBrake lift { key = 0 0 0 0 } liftMach { key = 0 0 0 0 } drag { key = 0 0.01 0 0 key = 0.3420201 0.06 0.1750731 0.1750731 key = 0.5 0.24 2.60928 2.60928 key = 0.7071068 1.7 3.349777 3.349777 key = 1 2.4 1.387938 0 } dragMach { key = 0 0.35 0 -0.8463008 key = 0.15 0.125 0 0 key = 0.9 0.275 0.541598 0.541598 key = 1.1 0.75 0 0 key = 1.4 0.4 -0.3626955 -0.3626955 key = 1.6 0.35 -0.1545923 -0.1545923 key = 2 0.3 -0.09013031 -0.09013031 key = 5 0.22 0 0 key = 25 0.3 0.0006807274 0 } } }
  6. I wasn't sure if I should ask this here or in the DREC thread, but I'm not sure what mod is causing the problem--it seems to be an interaction between a couple of RO mods. I've googled and searched the daylights out of this but I can't find anything anywhere: The aero effects (mach and heating) seem to be stuck scaled oddly. I get extreme Mach waves at 50m/s, and my rockets burst into compression heating flames at 800m/s at 10km. I seem to remember this problem before, and the fix I thought was in a debug menu somewhere, but I can't for the life of me find any AeroFX slider any more.
  7. I've getting a weird physics bug with the impactor. It seems that whenever I manage to break the antenna off the probe, it loses all physics significance and will then act very strangely. Sometimes the probe continues with zero drag and flies through the atmosphere at 1.8km/s before instantly stopping at the ground, mach effects continuing, or the probe quickly slows to 0m/s mid air with mach effects swirling around it. Seems like some of the physics hacks have had some interesting effects, probably with some of my mods. Is this something anybody has experienced, or should I troubleshoot this further?
  8. I'm enjoying the hell out of this Mod right now, and it's working rather well and gives me that tingly feeling of a good exploration mission. I will say though, that I've noticed two things occuring with the new patch and I'm curious if they're common issues or conflicts between this and another of my 70 mods (likely). 1. The "always-on" 200km Omni might not be working, the probe loses connection upon dropping the main body with larger antennae attached. I'll test this more to make sure I'm not just ballsing something up. 2. I'm getting very strange camera effects when time-accelerating. The camera shoots ahead of the probe several km, and then once time-warp stops slowly creeps back towards the probe. When landed, this results in the camera being thrown into the interior of the planet. I expect if this isn't a common issue that it's some conflict from something like Persistent Motion or Kerbal Joint Reinforcement.
  9. Why not plug an always on 200km antenna into the penetrator and make the deployable antenna a 2Mm antenna? RT integration is a big help to those of us not wanting a god probe that can fly to Eeloo without antennae. If nothing else, I'm sure somebody would be willing to write a small additional .cfg for RT integration. I'll be done bugging you about RT now :3
  10. I'll echo the RT patch and the Retrothruster patch. I envision a thrust reverser similar to a jet thrust reverser. That way there's no reorienting mid flight, allowing one to spin up the penetrator for stability or jettison the engine as it fires, pulling it clear of the penetrator and its landing site. Perhaps leave the original thruster as an option for those who want it? As for the RT patch, maybe it'd be handy to have a base plate or fairing base that trails the unit or stays in orbit with a more powerful antenna to relay the penetrator's tiny antenna? (P.S. The antenna would look lovely if it were significantly lengthened into a long whip antenna.) With love c:
  11. Yeah that seems about right. I've been piecemealing KSP together as I learn about Linux and the end result is me seeing old posts about needing WINE to run Steam and assuming that includes KSP. So far it seems to run fine unmodded. I expect modded will be cake after fixing this silly problem.
  12. Version: Ubuntu 15.04 64 bit, KSP x64, Steam and Non-Steam After installing KSP for the first time after moving from Windows, I was able to start up and get KSP x64 running at the main menu without any mods, but didn't proceed further since I wanted to add in my mods. After adding in my mods and installing all the preqs noted in the Linux Install Threads, my game started crashing immediately on startup. Figuring the mods were to blame, I wiped out all traces of the mods and tried again. Again an instant crash on startup. Same after a reinstall. For some reason my KSP is reading the following system info in the output_log: Direct3D: Version: Direct3D 9.0c [atiumdag.dll 8.14.10.741] Renderer: AMD Radeon HD 7900 Series Vendor: ATI VRAM: 64 MB (via fallback) Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 RAWZ=0 NULL=1 RESZ=1 My actual video card is a Radeon 280X with 3GB of VRAM. I'm assuming that KSP is crashing as soon as it loads a graphical asset larger than 64 MB(!?) Also potentially relevant is KSP not finding a specific video driver file? I've installed every dependency mentioned in any Linux Install thread I've seen to my knowledge. ========== OUTPUTING STACK TRACE ================== (0xF5C4B3C3) (fglrx_dri.so): (filename not available): (function-name not available) + 0x0 ========== END OF STACKTRACE =========== What have I ballsed up to make KSP think I'm running a potato GPU? What steps do I need to take to troubleshoot this and provide more info to help? I'm brand spanking new to Linux--I installed it purely to have a stable KSP x64 with far too many mods to make sense, but I'm liking it enough to stay for more than just KSP. That being said I have very little clue on using the terminal to do things other than basic apt-get commands. Errorlogs: https://www.dropbox.com/s/a6mm0ygyuiw5wiw/2015-07-07_194648.7z?dl=0
  13. Usually when KSP hangs on a part while loading it's because KSP hit its memory limit. No clue why deleting the cache changes things, but try moving one of your larger part mods to your desktop then delete your ATM cache and try starting KSP a couple times. Alternatively you could install a memory monitoring mod like GC Monitor or Sentinel and see if you're hitting the magical 3.8gb limit.
  14. I'm having the same problem, except there's more than just one part doing it, and it's happening while landed at KSC as soon as I launch a craft. The affected parts for me are the Mk2 cargo bays and the Cubesat battery and access hatch modules. It's consistently these parts on different craft. At first I thought it was a Cubesat issue that popped up after 1.0.3, but it's happening to stock parts as well. One of my craft has several of the battery modules, and most of them explode on launch but the few that don't display their temp gauges and they fluctuate pretty rapidly before exploding without the temperature passing half way. Here's a list of mods if it helps at all, but I'm too sapped at the moment to put more detective work into this problem: KSP: 1.0.4 (Win32) - Unity: 4.6.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit USI Tools - 0.4.1 Ambient Light Adjustment - 1.4.3.1 Analog Control - 1.5.2 Community Resource Pack - 0.4.2 Contract Configurator - 1.4.2 Contract Pack: Initial Contracts - 1.0.2 Contract Pack: Kerbal Space Station - 2.1.1 Contract Pack: RemoteTech - 1.1.4 Contract Pack: Unmanned Contracts - 0.3.10 Contract Pack: Tourism Plus - 1.1.5 Contract Reward Modifier - 1.0.2 Contracts Window Plus - 1.0.5.2 DangIt - 0.6.1 DMagic Orbital Science - 1.0.4 Dynamic Deflection - 1.1.2 Editor Extensions - 2.11 Engine Lighting - 1.3.5 Firespitter - 7.1.3 Flight Manager for Reusable Stages [FMRS] - 1.0 Fuel Tanks Plus - 0.11.1 Interstellar Fuel Switch - 1.11 KAS - 0.5.2 Kerbal Construction Time - 1.1.8 Kerbal Engineer Redux - 1.0.16.6 Kerbal Joint Reinforcement - 3.1.4 KerboKatzUtilities - 1.2.9 ForScienceContinued! - 1.0.4 KIS - 1.1.5 KSP-AVC Plugin - 1.1.5 ModularFlightIntegrator - 1.0 Docking Port Alignment Indicator - 6.2 Procedural Parts - 1.1.3 QuickScroll - 1.2.2 QuickSearch - 1.1.2 QuickStart - 1.0 RCS Build Aid - 0.7.2 RealChute - 1.3.2.3 RemoteTech - 1.6.6 Saturatable RW - 1.10.1 SAS Tuning Fix - 1.0 ShipManifest - 4.4.0.1 SmartParts - 1.6.5 SpaceTux: Shared Assets - 0.3.6 StageRecovery - 1.5.6 TAC Fuel Balancer - 2.5.1.7 TextureReplacer - 2.4.6 TAC Life Support - 0.11.1.20 Trajectories - 1.3 Kerbal Alarm Clock - 3.3.2.1 Alternate Resource Panel - 2.7.1 Sounding Rockets - 0.2 Universal Storage - 1.1.0.5 Waypoint Manager - 2.3.3 [x] Science! - 4.5
  15. I was using SM for the transfers. On the first transfer, the sounds played, but then the SM window locked up and became unclosable due to "Action Currently in Progress." I encountered some other oddities, like EVA kerbals being stuck and unswitchable. The problem was temporarily resolved by switching to a different vessel and back. All these were resolved when Override Stock was off. I was transferring Kerbals between Tantares parts, and I think I may have lost whatever inventories the parts had (they were in orbit for weeks, I forgot if I stocked them or not.)
  16. I'm hitting some sort of issue with transferring crew and it appears to have to do with KIS: Error: in TransferCrewMemberComplete. Error moving crewmember. Error: Object reference not set to an instance of an object at KIS.ModuleKISInventory.OnCrewTransferred (HostedFromToAction`2 fromToAction) [0x00000] in <filename unknown>:0 at EventData`1[GameEvents+HostedFromToAction`2[ProtoCrewMember,Part]].Fire (HostedFromToAction`2 data) [0x00000] in <filename unknown>:0 at ShipManifest.TransferCrew.CrewTransferComplete () [0x00000] in <filename unknown>:0 The issue seems to get resolved when Override Stock Crew Xfer is disabled.
  17. Did something with the Castor change in this update? A bunch of my Satellites just got deleted because Castor_engine_B is missing.
  18. Hrm. Interesting. Good catch. My Formulas.cfg file when opened with Notepad+ is totally corrupt and just displays the corrupt "NUL NUL NUL NUL..." etc. When reinstalling with CKAN, it doesn't get removed hence the reinstall not fixing the problem. I actually considered a manual install but I kept putting it off, which ironically would have fixed it. Now that I have a fix, I'm curious as to the cause, and the only way I could really think that the cfg gets corrupted after working fine initially is if KSP crashed during a write to the cfg. I tend to play until KSP runs into the 4gb memory limit (always during a scene change) and then restart KSP. I'm curious if there is a write occurring during the scene changes to the formulas.cfg file that is interrupted when KSP runs out of memory? Judging by how nobody else is really encountering this issue I'm confused as to what's causing it. Would you like a bug report on github?
  19. Yeah trying again today, something has completely broken KCT. Tech and KSC upgrades are instant despite KCT options saying otherwise. No upgrade points come from tech either. I'll turn on debugging and get you some logs. - - - Updated - - - https://www.dropbox.com/s/fxerynr5q6n4s2k/output_log.txt?dl=0 Here's what the log should show: Load KSP Load Save Game 'Eh' Load Quicksave "Debug" Enter VAB Exit VAB Upgrade VAB (Instant) Enter R&D Research Tech Node "Adv Construction" (Instant, no upgrades earned) Check KCT settings to ensure No instant Build/Research and Debug On Exit KSP
  20. I do have build times enabled. I'm trying a KCT reinstall as we speak to see if it's a quick fix. I haven't considered the thought that the simulation window may have spawned somewhere it isn't visible, but I have also been getting issues with the simulation countdown appearing at KSC saying "Pre-Launch," causing other problems like unlocking a tech node, losing the science and the node not giving an upgrade point or taking any time despite research time being on. I didn't think KER had much to do with anything, but I mentioned it in case the KER lock interfered with the KCT lock. If the reinstall didn't fix everything, I'll do a more thorough report with a video. EDIT: I forgot to mention, disabling the launch button override functioned as a workaround as you'd expect.
  21. I'm hitting an issue with KCT locking the input of the VAB's buttons, locking me out of clicking anything other than GUI overlays (i.e. Debug menu, MJ2 windows, etc.) It seems to happen after a simulation upon reverting to the VAB/SPH and clicking Save or Launch. All of the buttons get greyed out and the only way out is a full KSP restart. The Alt+F12 'Show Input Lock Stack' displays this: KER_BuildAdvanced EditorDriver_GameParameters KCTGUILock The issue only occurs once KCTGUILock is initiated. Clearing the lock stack reenables the buttons, but clicking save/launch reengages the lock, but the Exit to KSC button still works. Exiting the VAB and reentering the VAB does not fix the issue, nor does returning the the Main Menu and reloading the Save. A full restart is required. A full list of my mods with potentially pertinent mods in bold: KSP: 1.0.2 (Win32) - Unity: 4.6.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit USI Tools - 0.4 Ambient Light Adjustment - 1.4.3.1 Community Resource Pack - 0.3.3 Contract Configurator - 1.0.4 Contract Pack: Kerbal Space Station - 1.3.3 Contract Pack: Tourism Plus - 1.1.1 Contracts Window Plus - 1.0.5.1 DMagic Orbital Science - 1.0.3 Dynamic Deflection - 1.1.2 [b]Editor Extensions - 2.7[/b] Firespitter - 7.1.1 Flight Manager for Reusable Stages [FMRS] - 1.0 GCMonitor - 1.2.3 Kerbal Construction Time - 1.1.6 [b]Kerbal Engineer Redux - 1.0.16.6[/b] Kerbal Joint Reinforcement - 3.1.3 KerboKatzUtilities - 1.2.5 KSP-AVC Plugin - 1.1.5 Docking Port Alignment Indicator - 6.2 PlanetShine - 0.2.2.3 QuickScroll - 1.2.2 QuickSearch - 1.1.2 RealChute - 1.3.2.3 SAS Reset - 1.1.1 ShipManifest - 4.2.0.2 SmartParts - 1.5.1 SmartStage - 2.6.1 StageRecovery - 1.5.5 TAC Fuel Balancer - 2.5.1.7 TextureReplacer - 2.4.3 TAC Life Support - 0.11.1.20 Kerbal Alarm Clock - 3.3.1.1 Alternate Resource Panel - 2.7.1 TweakScale - 2.1 Sounding Rockets - 0.2 Universal Storage - 1.1.0.2 Waypoint Manager - 2.3.2
  22. I have just the launch towers installed due to memory constraints, and it seems like when I launch using any of them, they immediately teleport back to my ship once they reach the max physical distance, resulting in a tagalong launch clamp constantly warping to within a few meters of my ship. Any ideas? I have a slew of mods installed but I can't really imagine any of them actually causing this issue, although I've included a list just for good measure. I'll try to grab a debug log as well the next time I play. KSP: 1.0.2 (Win32) - Unity: 4.6.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit USI Tools - 0.4 Ambient Light Adjustment - 1.4.3.1 Community Resource Pack - 0.3.3 Contract Configurator - 1.0.2 Contract Pack: Kerbal Space Station - 1.3.1 Contract Pack: Tourism Plus - 1.1 Contracts Window Plus - 1.0.5.1 DMagic Orbital Science - 1.0.3 Dynamic Control Deflection - 1.1.1 Editor Extensions - 2.7 Firespitter - 7.1 Flight Manager for Reusable Stages [FMRS] - 1.0 GCMonitor - 1.2.3 Kerbal Construction Time - 1.1.6 Kerbal Engineer Redux - 1.0.16.6 Kerbal Joint Reinforcement - 3.1.3 KerboKatzUtilities - 1.2.2 KSP-AVC Plugin - 1.1.5 PlanetShine - 0.2.2.3 QuickScroll - 1.2.2 QuickSearch - 1.1.2 RealChute - 1.3.2.3 SAS Reset - 1.1.1 ShipManifest - 4.2 SmartParts - 1.5.1 SmartStage - 2.6.1 StageRecovery - 1.5.5 TAC Fuel Balancer - 2.5.1.7 TAC Life Support - 0.11.1.20 Kerbal Alarm Clock - 3.3.1.1 Alternate Resource Panel - 2.7.1 TweakScale - 2.1 Sounding Rockets - 0.2 Universal Storage - 1.1.0.2 Waypoint Manager - 2.3.2
  23. The great thing about career mode is that you don't have to worry about 'getting it right' in the final version. You can toss all of your experimental and rough parts in as über-low tech level parts, and the final product can eventually come in as the high-tech variant. All-in-all, I'll be pleased with anything you put out!
  24. No need to get so complex. Just use the existing 4-way RCS port as a dump valve with increased dump speed and no net force--the resource would flow through all four valves simultaneously and cancel each other out. Perhaps leave a much less expensive 1-way port as the low-tech version, and work up the the 4-way. KISS ;P I haven't used that valve since around .25, but it was my understanding that it only vented the resources inside the tank to which it was attached, limiting it to only Monoprop/LOX. My idea is to repurpose the 1-way and 4-way RCS ports as universal dump valves integrated into Ship Manifest, so that you can use the GUI to dump whichever resource you want, provided it's flowable and can crossfeed to the valve. I guess to clarify what I'm asking is to dump waste TACLS resources like Waste Water before reentry. Monoprop and LOX are already dumpable through a decent number of mods, but only TAC fuel balancer and Ship Manifest so far are able to specifically dump just these resources.
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