sirklick
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Everything posted by sirklick
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I advise against further poking -forum rules against content-less bumps etc. As pretty as these parts are it is probably best to just try and forget the teasers posted here. There are now Cargo Transfer Bags with multiple skins that look pretty good and the default KAS boxes by zzz are still wonderful. If Nothke releases these then great, but until then I am done being excited by the out of reach prettiness and I recommend the this position to all of you. Nothke owes us nothing and pressure can make this stuff feel like work. 2 cents..
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How lovely -Thank you.
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If poking is what it takes I am sure most viewers of your FLEXrack pictures/videos over the past 5-6 months would be happy to do so around the clock if it meant that some form of this would make it out of your hands sooner than soon.
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The space bar fails to fire the next stage (staging queue fails to progress), requiring manual (clicking around) activation of engines/decouplers/etc. Thinking it may be an interaction between this particular engine and PF now. I have only noticed it when using the engine as the 2nd stage. I can send a craft file this evening if you like (work now).
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Has anyone else experienced staging failure when using the RD-180 from Bobcats Soviet Engines with RF 4.2? I have not yet looked into the issue in depth, but the issue is repeatable with any rocket which uses this engine. Don't want to duplicate troubleshooting effort. ;-)
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I did not "sing that song" in my post -re-read. The use of RO (hence RSS+RO) however is made much simpler using Stretchy tanks. This is what was said. I do not wish to derail the thread with some sort of strange argument about this but out of all of NK's plugs RO is the only one that claims StretchyTanks (Stretchy SRB) as a requirement, hence why I brought it up to begin with.
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There is no requirement at all, especially with stock sized Kerbin. If you are using RSS+RO (Real Solar System and Realism Overhaul) you don't NEED Stretchy Tanks but it is much much simpler to design and build for a purpose with it (nearly everything is re-scaled so as to not fit stock sizing). If your reluctance to delete the "GameData/MODNAME/Parts/Tanks" folders for the parts mods is due to aesthetics cool, otherwise they are so easy to get rid of -just delete or zip (nice and revers-able) those folders.
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Though less then ideal (higher part count) this can currently be accomplished using an egg shaped procedural fairing with no payload. This is not a solution, but it works until someone does this.
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
sirklick replied to NathanKell's topic in KSP1 Mod Releases
Is there an engine pack that includes cfg files for the stock engines? With RealFuels, RealismOverhaul, and SFJBRealEngines installed the SQUAD engines are using LF/Oxidizer as are the RLA_Stockalikes which is "supported" by RO. I am sure I am sure missing something, but can't figure out what. -
I would like to make a suggestion, include links to the point releases in the op. I understand the want/need to not rev MM frequently, but having easy to find fixes that address issues that people are having with the current major release would likely save people a lot of time and frustration. Thank you again for all of your work on MM.
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In need of a nth pair of eyes. Attempting to remove a bunch of the default nodes from FusTek station parts with @PART[Karmony*] { !MODULE[ModuleReactionWheel] !MODULE[ModuleCommand] !MODULE[MechJebCore] !MODULE[ModuleSAS] !MODULE[ModuleRemoteTechSPU] !RESOURCE[MonoPropellant] !MODULE[ModuleGenerator] } but failing. Ideas? Edit: Solution found. DL'ed 1.5.6 from a link deep in thread and ended each removal line with {}. Works now.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
sirklick replied to Starwaster's topic in KSP1 Mod Releases
Your velocity coming in from such an altitude is going to be quite high and your entry angle will likely be nearly perpendicular. RL ICBM's go to extremes to protect the payload from heat/G-forces (maximum flight altitude ~400km), measures I cant imagine possible to implement via DR aside from altering the the G/temp limits of the cargo.- 5,918 replies
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[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
sirklick replied to MedievalNerd's topic in KSP1 Mod Releases
I believe a good one to use at first is the DP-10. Decent enough range for ascent and running a couple of experiments and low/no power usage AND it starts deployed. -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
sirklick replied to MedievalNerd's topic in KSP1 Mod Releases
To my knowledge there is no way to get rid of the edit window. RPL_18 has not been added to TreeLoader as an option yet, so this is the only way to use the Alpha. Annoying, but I believe unavoidable at the moment. I can't say for sure, but this sounds like your rocket may not have a power antennae for remote tech. RT2 will often not engage its control restrictions until just after launch, causing this type of behavior. If not this... -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
sirklick replied to MedievalNerd's topic in KSP1 Mod Releases
This is indeed a solution. My comment was to help a new-comer get over the initial size difference hump. Transitioning from stock to mostly full sized rockets can be hard for some. Scouring for science at the beginning to help alleviate tall skiny high part rockets is indeed important. Efficient use of the science gathered from the first few science missions also helps a lot. Gaining early access to T2 structural/decouplers as well as larger fairings (at least to the somewhat complicated to use inter-stage adapter) is very important for easing the transition from KO to Mun science missions. -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
sirklick replied to MedievalNerd's topic in KSP1 Mod Releases
Some engines (AIES engines are the first you have access to I believe have Aerozine and/or MMH fuel options. These are used mostly for stages that require fuels be stored and reignited. Though hard with this mod at first, because the early engines dont support h2/o2, it is often best to have a fairly long burning first stage of LF/O2 followed by stages of H2/O2. H2/O2 for 2nd stage+ gives high performance for its mass and thus improves the dV of the rocket overall. Only issues with H2/O2 are its size (high volume requirement), the generally lower TWR (less an issue with a large LF first stage), and boil off. Final stage and lander options are generally best cases for MMH, Aerozine, and sometimes Monoprop. These give nice long burns for relatively small volumes and don't boil off. ModFuels supports RLA Stock alike engines with burn monoprop, which sometimes make it attractive. Even without, small probes, service modules, and small non-atmospheric landers that require RCS anyway can often do with RCS modules only (no engines!). The often cited braeunig contains fuel specifics. -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
sirklick replied to asmi's topic in KSP1 Mod Releases
Yeah, yuck. Dealing with time acceleration is gross. Good luck with work. -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
sirklick replied to asmi's topic in KSP1 Mod Releases
Something like on rails craft update on a time interval while the active craft updates live might be quite significant for a lot of people. The rails interval would probably not even need to be that high for an improvement (fractions of a second even, though configurable up to a few seconds would allow people with potato chips for processors to limit impact). -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
sirklick replied to Starwaster's topic in KSP1 Mod Releases
It sounds like you need to use the decouplers that come with DR. Good luck.- 5,918 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
sirklick replied to Starwaster's topic in KSP1 Mod Releases
If you are using the 1 man pod, it has a heat shield builtin. (You can check by looking at your in flight resources and see that it has ablative shielding) Indeed, this has long been a bit of problem shield to use. If you use B9, the air breaks can be used to change the dynamics Not that I am aware of. I am not sure that I understand the question but here goes... Each pod shield has a builtin decoupler for detaching from your craft post-entry. In addition, there are a couple of decouplers included that fit the pod shields nicely which should be used just below to detach your craft before reentry. The stock decouplers also work just fine. Both. Higher velocities require shallower angles, the faster you are moving the more time in atmosphere you want to gradually shed velocity and shield heat. Another consideration added is G-force applied to the craft and your Kerbals, gradual breaking keeps this force within acceptable limits. Ex. Difference in how it feels to go from 60-0 in 0.1 seconds vs over 5 seconds. One way to you live, the other maybe not. Hope that helps- 5,918 replies
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
sirklick replied to TriggerAu's topic in KSP1 Mod Releases
Congratulations on your new launch, this plugin fixes some fairly long standing frustrations with the stock resource panel. I do have a possible bug report to file. I am using quite a few of the realism mods so I cannot be %100 sure that this plugin is the cause, but I have not had this issue in quite some time and the only recent addition to this instances plugins I have made is this mod so here goes. Description: Science prob gets destroyed via Deadly Re-entry mod at around 33km up. Game fails to recognize destroyed status. I hit escape and go back to Space Port. Unable to click on anything besides exit. Main menu is then unclickable. From output_log.txt at time of destruction: (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) probeCoreCube Exploded!! - blast awesomeness: 0 (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) RemoteTech: SatelliteManager: OnVesselCreate(00000000-0000-0000-0000-000000000000, ) (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) [probeCoreCube]: Deactivated (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) InvalidOperationException: Operation is not valid due to the current state of the object at System.Linq.Enumerable.Last[arpStage] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Last[arpStage] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at KSPAlternateResourcePanel.KSPAlternateResourcePanel.BehaviourUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) 1 explosions created. (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) TAC Fuel Balancer [FFE32800][2454.318]: Rebuilding resource lists. (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) InvalidOperationException: Operation is not valid due to the current state of the object at System.Linq.Enumerable.Last[arpStage] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Last[arpStage] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at KSPAlternateResourcePanel.KSPAlternateResourcePanel.BehaviourUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Error repeats until I exit to Space Center and then this: (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) NullReferenceException at (wrapper managed-to-native) UnityEngine.Transform:INTERNAL_get_position (UnityEngine.Vector3&) at UnityEngine.Transform.get_position () [0x00000] in <filename unknown>:0 at PlanetariumCamera.FindNearestTarget () [0x00000] in <filename unknown>:0 at PlanetariumCamera.RemoveTarget (.MapObject tgt) [0x00000] in <filename unknown>:0 at MapView.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1) RemoteTech: ModuleSPU: OnDestroy Everything works fine after restarting KSP. EDIT: Removed plugin and attempted with the exact same ship and it happened again. NOT YOUR PROBLEM Great job. -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
sirklick replied to MedievalNerd's topic in KSP1 Mod Releases
Synchronous orbits and Munar intercepts pretty much require a rocket up to or past the rafters. Big big big!