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BevoLJ

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Posts posted by BevoLJ

  1. o7 Kerbonauts!

    Real Solar System, Realism Overhaul & Real Progression Zero (Career Mode) Let's Play =)

    Kerbal Space Program: https://kerbalspaceprogram.com/

    Real Solar System: http://forum.kerbalspaceprogram.com/threads/55145-1-0-4-Real-Solar-System-v10-2-July-30

    Realism Overhaul: http://forum.kerbalspaceprogram.com/threads/99966-1-0-4-Realism-Overhaul-v10-3-1-2015-240

    Real Progression Zero: http://forum.kerbalspaceprogram.com/threads/103196-1-0-4-Realistic-Progression-Zero-(RP-0)-Lightweight-RealismOverhaul-career-v0-35-July-31

    CKAN: http://forum.kerbalspaceprogram.com/threads/100067-The-Comprehensive-Kerbal-Archive-Network-(CKAN)-Package-Manager-v1-10-3-16-Jul-2015

    Mod List: http://puu.sh/kkOrl/8bba23fca5.txt

    Suggested Sources for those new to KSP:

    Kerbal Space Academy (Das Valdez on Twitch): http://www.twitch.tv/dasvaldez/profile

    Scott Manley's KSP Tutorials:

    Previous LP (KSP .9 Real Solar System): http://forum.kerbalspaceprogram.com/threads/106831-Real-Solar-System-%28KSP-9-RO-RP0%29-Let-s-Play

    New Lets Play!

    Real Solar System Ep 1: Australian Space Program

    Real Solar System Ep 2: To Orbit!

    Real Solar System Ep 3: Lunar Flyby =)

    Real Solar System Ep 4: Venus & Mars Tour

    Real Solar System Ep 5: Manned Orbital Docking

    Real Solar System Ep 6: To Jupiter & Saturn!!!

    Real Solar System Ep 7: Venus & Mars Orbiters

    Real Solar System Ep 8: Jupiter! \o/

    Real Solar System Ep 9: Crewed Lunar Flyby

    Real Solar System Ep 10: A Manley Return

    Real Solar System Ep 11: Lunar Direct Landing

    Real Solar System Ep 12: Saturn!!

    Real Solar System Ep 13: Venus Landers using KOS

    Real Solar System Ep 14: Farside

    Real Solar System Ep 15: Lunar Footprints

    Episode 1

  2. Was using this tonight and found of something that would be super nice. Just for next time you're derping around w/ the mod.

    I can't seem to hover over tags (like Closest Approach) on the orbits in map mode when I have the Kalc up. Ap/Pe and some work, but the tags that can't be stickied don't give the tooltip info as they should. Would be really cool if I could hover over those tags to get info and then put that info in the Kalc as needed. My short term memory is far too bad for some of the numbers in RSS. :P

  3. o7 Kerbonauts!

    Kerbal Space Program Outer Planets Mod Let's Play

    In this series I am focusing on colonizing the Outer Planets in the Outer Planets Mod using Rover Dudes MKS/OKS and other USI mods. At the end of each episode I post a strawpoll in the description of the video and let you decide what we will be doing in the following video. =)

    Kerbal Space Program: https://kerbalspaceprogram.com/

    Outer Planets Mod: http://forum.kerbalspaceprogram.com/threads/104280-1-0-3-Outer-Planets-Mod-(1-7-2)-Custom-Tekto-oceans-many-bugs-fixed-18-Jul

    Rover Dude's Mods: http://bobpalmer.github.io/UmbraSpaceIndustries/

    CKAN: http://forum.kerbalspaceprogram.com/threads/100067-The-Comprehensive-Kerbal-Archive-Network-(CKAN)-Package-Manager-v1-10-3-16-Jul-2015

    My CKAN Modlist: https://www.dropbox.com/s/3huxeqju5lloxfx/OPM2.ckan?dl=0

    (Just import the modlist into CKAN to install mods I am using) <- Not sure this is functioning properly ATM

    Suggested Sources for those new to KSP:

    Kerbal Space Academy (Das Valdez on Twitch): http://www.twitch.tv/dasvaldez/profile

    Scott Manley's KSP Tutorials:

    Previous LP (KSP .9 Real Solar System): http://forum.kerbalspaceprogram.com/threads/106831-Real-Solar-System-%28KSP-9-RO-RP0%29-Let-s-Play

    KSP Outer Planets 1: To The Mun!

    KSP Outer Planets 2: Minmus

    KSP Outer Planets 3: Kerbin Station

    KSP Outer Planets 4: Dres & Falafoids

    KSP Outer Planets 5: Kolonization

    Episode 1

  4. Do you have a listing of what mods you have installed? I've got a bunch (on top of the Realism Overhaul stuff) and, for instance, I don't have the Blizzy toolbar button
    that hides the stock toolbar. Which I want, because my bars are crowded :P

    It would be nice to see what else you've got hiding in there that would be good to have!

    Note: I've found the particular mod that caught my eye (Malah's QuickHide)

    ... also, why do you keep calling the interstage fairing adapters falafels? :P

    Yep, that is the quick hide mod. The extra mods I have installed ontop of RO changes week from week so there is really not solid list. It is very fluid. Mostly just what I feel like playing with. I am constantly changing all those depending on mood I'm in. lol

    Falafels is a bit of an joke on my channel from the facades in Minecraft mods.

  5. Having trouble getting a Mercury pod into orbit with an Atlas rocket. I have the entirety of FASA installed and i see theres several variants of the rocket itself and the engines. Im using the largest tank and most powerful versions of each and the delta-v still falls significantly short. I tried replacing the upper tank with a procedural one and even with an extended tank i could not make orbit. Im dropping the boosters at around 4gs so i don't know if maybe thats too late and there burning too much fuel?
    Have you tried using the smaller tank? The Atlas' tank changed a lot over time and the larger tanks are heavy. The Atlas' tanks (especially early on) were not the strongest, safest or most reliable. To say the least. But those early ones that weren't very strong were lighter which helped them go further with less fuel.
  6. Awesome tool in theory, in practice i wasn't able to have any kind of response T_T i tried multiple times with multiple celestial bodies... nothing at all, just blank pages T_T.
    Did you increase the search periods? If nothing is found in the period you give it there will be no results. By default those are only increased by 1 or 2 hundred if I remember right. Since you are trying to plan an orbit mission out to Pluto the search periods for your assist encounters (like Jupiter) will need to be bumped up a great deal.
  7. I figured out my crash issue. I believe it had to do with what I had set as a my node. Still not sure whats up with the attachment points on the stock lab, but the FASA one works great!

    I've been having a lot of trouble with the mobile labs. I have tried both the stock and FASA ones and keep crashing while launching.

    Output Logs:

    FASA: http://puu.sh/gaVLl/59be09462f.zip

    Stock: http://puu.sh/gaVK7/d4ef3a8e6a.zip

    I know zero about all this magic is done to make RO, but I am assuming the part of the logs that is showing the issue is near the bottom where I am getting the NANs? Perhaps I have watched to much Scott Manly and his virus has infected my RO now? :P

    FASA Lab Launch: Line 533224


    rPos: [NaN, NaN, NaN] rVel: [NaN, NaN, NaN] |NaN|

    (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

    recalculated orbit for FASAGeminiMOLSci (Life Support): the Sun
    rPos: [NaN, NaN, NaN] rVel: [NaN, NaN, NaN] |NaN|

    (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

    setting new dominant body: the Sun
    FlightGlobals.mainBody: Kerbin

    (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

    Vessel FASAGeminiMOLSci (Life Support) velocity resumed. Reference body: Sun vel: [NaN, NaN, NaN]
    recalculating orbit for FASAGeminiMOLSci (Life Support): Kerbin

    Stock Lab Launch: Line 305,264


    rPos: [NaN, NaN, NaN] rVel: [NaN, NaN, NaN] |NaN|

    (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

    recalculated orbit for Large.Crewed.Lab (Life Support 2): the Sun
    rPos: [NaN, NaN, NaN] rVel: [NaN, NaN, NaN] |NaN|

    (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

    setting new dominant body: the Sun
    FlightGlobals.mainBody: Kerbin

    (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

    Vessel Large.Crewed.Lab (Life Support 2) velocity resumed. Reference body: Sun vel: [NaN, NaN, NaN]
    recalculating orbit for Large.Crewed.Lab (Life Support 2): Kerbin

    I asked around on IRC but no one had any idea what could cause this.

    Also worth noting I previously had issues with the attachment points. Anytime I reloaded a vessel with a sci lab on it (even new one on launch pad) anything attached to the lab would move 2-3 meters away and be connected magicly through air.

    picture: (Please note I used Procedural Parts in the screenshot, but any parts from stock or any mod causes those nodes to do that. It has nothing to do with the fact I used the PP Tanks.)

    00ff26a4d9.png

    What I did to try to fix this was change line 24 in the /RealismOverhaul/RO_SuggestedMods/Squad/RO_Squad_Science.cfg from 1.6 to 1.0. This fixed all my attachment issues however made it small. I tried changing that to

    !mesh = DELETE
    !MODEL {}
    MODEL
    {
    model = Squad/Parts/Science/LargeCrewedLab/large_crewed_lab
    scale = 1.6, 1.6, 1.6
    }
    %scale = 1.6
    %rescaleFactor = 1.0

    But that just caused the vessels to flip around wildly and without any engines fly off into the sunset without me.

    After trying this I reverted to the current RO config for the stock science (linked above) and cleared my caches. And now can't seem to launch anything with a lab on it.

    Any help for someone who knows zero about all of this would be greatly appreciated!

    -Bevo

  8. I am playing with RP-0. That said, when I'm in the VAB, the stats listed for the "Bell 80XX" state: "Engine Ignitor: Can ignite for 16 time(s). Ignitor type: Hypergolic". Also, as I mentioned this rocket has two of these Bell 80XX engines. One is on the Agena stage and it gets the 16 restarts it appears it's supposed to get. But the exact same engine on my satellite stage was only getting a single restart. If I shouldn't have the 16 restart version yet, then why does the Agena get that? Is this a recent change? My Agena stage is setup as a subassembly so maybe it's using old information? But then, why would the description in the VAB say the engine gets 16 restarts?

    I currently have all three tier 3 techs (Orbital Rocketry, 3-axis stability, Survivability) and one tier 4 (Orbital Science)

    You are using different version of the Bell on your different stages. The old version can't be relit while the new versions can. By versions I mean if you right click the engine in the VAB there is an option to change the version at the bottom of that menu. Also you can click the "Open Engine GUI" and in there you can change the version of the engine. As you progress up various science tiers more versions become available (even set as default) in the VAB right click tab & gui.
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