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TranceaddicT

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Everything posted by TranceaddicT

  1. Yeah I just discovered the need for that section. Fusebox causes a CTD during load with out the OVERRIDES. (I imagine other similar plugins like Toolbar need them). Thank you, for this it has made a significant difference in my game state. To others, if you have mods which have not incorporated an ATM config. Make one. You thought you were saving ... just watch what happens when you do.
  2. rbray, For those mods that do not yet have ATM configs, is creating one as simple as this: GameData/BoulderCo/ActiveTextureManagerConfigs/ATM_<insert relevant mod name>.cfg ACTIVE_TEXTURE_MANAGER_CONFIG { folder = <insert mod folder here> enabled = true NORMAL_LIST { texture = <insert GameData folder path here>/filename_NRM.ext texture = <insert GameData folder path here>/model## } }
  3. lincourtl, Thank you for that reference. I understood the general concept behind a gravity assist. I even diddled with it and use it to achieve a terminal orbit around a target body, but there was much more I was missing. Now, assuming I have a better understanding of GA, I would imagine that the LAN issue is a matter of: 1. timing the Kerbol approach trajectory such that it crosses at LAN (this will mostly be determined at the time you make the burn for Jool) AND 2. lining up the Jool assist so the Kerbol approach trajectory is approximates designated pro/retrograde orbit (basically, the Jool approach should be above/below/aside opposite the final assist escape trajectory which subsequently will define the general direction of the target orbit) After that, it's just a matter of tuning the orbit for the specified parameters. Yesh? So the next question is when to burn for Jool?
  4. So, just a general question from a user (not a modder), where are you getting density figures from? Reason I ask is I was having a "LiquidO2 not found in resource database. Propellant Setup has failed." error and began looking around the CRS.cfg. (which has just been solved by adding saabstory's RESOURCE_DEFINITIONs) For example, in CRS, LqdMethane is defined as "density = 0.00186456". This is not a critique, but more of a curiosity. I have found the following: Praxair: 0.00042561 kg·cm3 (425.61 kg/m3) -or- 0.42561 kg/l Air Liquide 0.00042236 kg/cm3 (422.36 kg/m3) -or- 0.42236 kg/l I don't doubt that your numbers are rooted in correctness, but how do these numbers relate? Is there a fudge factor (of about 25%) for the Kerbiverse? What am I missing?
  5. Well, the actual contract says "around the Sun"; I'm just trying to maintain a bit of immersion. I don't get the necessity of a tundra (âуýôрð) orbit (essentially a double-period Molniya; I imagine so named for it's use by the Soviet space program to maintain aspect over country's tundra.) around Kerbol either, but that's just what the contract calls for. I would think a Jool assist would work (much less give it consideration) as it's orbit is in the opposite direction. Why go out; just to come back in? Nice to know someone else has it. I'll investigate the Pe window. Seriously? Again, and I am faaaar from an expert, how does a relative outward trajectory benefit dV for an inward final orbit? I am truly perplexed by this. And thanks for the config modification; good to know. Time to tweak KSP some more. Nope, it's in the contract system. Yes, a random tundra/Molniya orbit is doable. But, those are the two that will be the most likely to kill any chance at success. Unfortunately, we don't have anything to plan orbits (that I know of) outside KSP nodes. Do we?
  6. Congrats on your new bouncing-baby website!! And, wow! in only 2.5mo.
  7. There it is Title = Question. So, I received a contract to "Position satellite in a tundra orbit" around Kerbol. Here's my question for the thought-monkeys out there, HOW do you determine an injection trajectory that will result in an orbit somewhat near the specified operational parameters? Here are the contract Orbit Specifics: Apoapsis: 2,999,575,139m Periapsis: 16,513,514m Inclination: 63.4 degrees LAN: 61.4 degrees APe: 270 degrees I consistently use a slight relative inclination (+/- .5 - 2 degrees, depending on what I want to achieve) when launching to Mun to achieve inclined orbits. But, this is a wholly (holy? holey?) different beast ... or is it just an instance were size makes a difference?
  8. chlue,. check out the Linux Compatibility Thread; post #4 specifically addresses LC_ALL.
  9. Grim, Try searching your ENTIRE /GameData folder for other tree.cfg files. I was having the same problem and, on the same advice, found another such file in KSPI that was causing the reset. Once I deleted that my reset problems were over.
  10. Yesh sir. Finding out that KSP ran x64 on linux and lifted my 4GB barrier is why I'm completely on linux now. I hit about 8MB for KSP (yeah, it takes 4m to load), however, I do get some random CTDs. (Advice anyone?) I only use Windows as a gaming platform (and some odd-man-out progs).
  11. KasperVld, Wow. thanks for that. I was only looking for an individual solution (Vexx's "Remember Me" check-box - which I had never checked-off). P.S. You can lock this thread.
  12. Yes, Vexx, that is exactly what I was talking about. I searched for this topic and some how missed one asked back in January. Thank you for responding.
  13. YOU <points finger> Da man! No worries. Glad you caught it too. Guess that means I'm actually starting to learn the innards of KSP. Now, THAT, is a dangerous thing. I await your upload. Thank you again for your concept and diligence. (Remember: You can't please all the folks, all the time. just take what you like and discard the rest and then ... f'em.)
  14. bonesbro, I'll check that out right now. Thank; let you know how it worked for me. cvod, I think I've found a misplacement for a couple of items (unless you have a reason for placing them as such): name = FNDeuteriumCryostat name = FNHeliumCryostat Both are listed under basicScanning. Personally, I've moved them to heavyFuelTanks. I may suggest/might move them further, but I haven't unlocked that far.
  15. Is there a way to change the timeout for the the forum? This 15m timeout is killing posts.
  16. saabstory, I'm using BobCatind Soviet pack (along with about 70+ others including MFT). I have a ready built SoyuzU standing by in my KCT VAB Storage for rescue missions (yeah, I know they aren't timed, but added realism and all....). Before NearFuels, this thing could get to Mun; Stage9 TWR was 1.21 at launch. Now, it can't get off the pad; with S9 TWR at 0.69. Also, there are now two fuel sets - K/LOx (NF) and LF/LOx - listed for the part. I know there is something I'm not understanding and am doing incorrectly. Could you enlighten me?
  17. I had a version a while back (2.1 or so, I think) which had an ever persistent window in the SpaceCenter. As I recall, it allowed the user to do a database dump of all the as modified config files being used. Output went to MM_confg<somethingorother>. Is that readily accessible from all MMs? Did I get lucky and snag a debug version? Can I get another?
  18. GavinZac, ModuleManager 2.3.5 is throwing an error: [LOG 12:39:11.872] [ModuleManager] ModuleManager: 5905 patches applied, 195 hidden items, found 1 error 1 error in GameData/KAS/KAS_A_Mechanic_Is_Jeb.cfg Assuming masTerTorch's KDEX - Kerbal Dust Experiment v1.02 is what you are referencing line 3541 should read: @PART[KerbalDustExperiment] {
  19. cvod, Thank you for taking the time and putting in the special effort to make this happen. It really works well and I enjoy the progression as well as your updates. I do that a problem that is probably NOT related to you, but since you have dealt with this so extensively I hope you might have some insight. I have a save that I followed your install instructions (KSPI fix applied). Unfortunately, every time I load the save your .cfg is overwritten by KSP. Now, I do have a work-around; copy/paste and check R&D to verify. However that is tedious and becoming a chore. Is there something in the persistent file that causes this? Is it something else entirely and I'd have to restart?
  20. Starvision, Thank you. Thank you. Thank you. I now have a reason thanks to you, Sci-Fi Shipyards and KASA's new IXS to just create a sandbox and go play in it. [hijack][tangentalSoapbox] There is no coming to terms with the fact that JJ didn't care about ST to begin with; he had never even watched a TOS episode. The "reboot" was b-reel for his SW aspiration (which evidently succeeded). Presenting "an old, worn-out story for a new generation" (which Star Trek is FAAAAAAAAAAR from old and worn-out) does NOT require massive changes. It requires thoughtful changes, the likes of which Kurtzman and Orci apparently find abhorrent. (Don't get me started about the multiplicity of canon errors OUTSIDE temporal diversion presented in the reboot.) A PROPERLY rewritten Star Trek would have been far better then the schmaltz we were given. It definitely would have set a better stage for a better story than ITD. They should have received a Golden Raspberry for 2009. For this alone, Alex Kurtzman and Bob Orci should be banned from ever penning another Star Trek story. IF you want to discuss this further, open another post and tell me why and how the reboot is superior. If your arguments are sound enough, I won't be able to poke holes in them the likes of which Sulu wouldn't even have to look to pilot Excelsior through. [/tangentalSoapbox][/hijack]
  21. Steve, By the gods, I can't wait to unlock these. You, sir, are my new hero !!!
  22. So, I finally broke down and succumb to the wonders of Kerbinside. AlphaAsh, you're doing a marvelous job. Thank you for your efforts. I thought I'd just take a moment to let others see:
  23. Ummm, okay, I don't seem to be getting an output_log.txt generated. BTW, this is a Linux install.
  24. Griffin, Taken from first post of KSP 64bits on Windows (this time, it's not a request) If it still don't [sic] work, you can try to force Unity to use DirectX11 (thanks gpisic) or OpenGL, just add one of those argument to your Steam Launch properties or your KSP shorcut: -force-opengl (Windows only) Make the game use OpenGL for rendering, even if Direct3D is available. Normally Direct3D is used but OpenGL is used if Direct3D 9.0c is not available. -force-d3d9 (Windows only) Make the game use Direct3D 9 for rendering. This is the default, so normally there's no reason to pass it. -force-d3d11 (Windows only) Make the game use Direct3D 11 for rendering. You will note, this is a Windoze only solution. I'm running Ubuntu 14.04 x64, so I haven't tried this. (I assume Ubuntu defaults to this. Still a newbie to linux.)
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