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Astraph

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Everything posted by Astraph

  1. Speaking of attitude control - pardon me for a silly question, but how to best do this in RO? I'm unable to steer my probes without using RCS (which seems OK from what I've read), but for example during ascent I need to manually fine tune everything since MechJeb tends to flip my rocket over as soon as it tries to take over, and stock SAS autopilot does not work at all...
  2. I'm using procedural fuel tank with default type, yeah. Thanks for taking notice
  3. Well, that's strange, but I cannot find Hydrazine on fuels list. I've tried a clean reinstall of RealFuels - and Hydrazine is nowhere to be found, even if I use the autofill option on fuel tanks (if they're connected to any hydrazine-powered engine there's no autofill option; other fuels work fine)... Not a gamebreaking issue, but a frustrating one nonetheless... ^^'
  4. OK, I wonder if the thing I'm encoutering is WAD or I messed something up... Namely, there's a whole bunch of parts on the lists marked as "non-RO", plus some of them are placed in wrong categories (for example, there are some command pods among the fuel tanks). Doesn't glitch the game or anything, but makes finding that one necessary part quite time consuming... Does such situation mean I messed something up? I used a clean copy of KSP 1.0.4 for this, and downloaded all the mods using CKAN. I also installed some mods from the list - for example, Tantares and Orbital Science - but double checked if they are listed on RO compatibility list before installing. EDIT: And one more question - how should I treat parts described as "not supported by RO"? Are they still OK to use, or would they cause balance issues, be under- / overpowered, make the game buggy or something else?
  5. Hi guys A rather noob question - but how can I access Val's texture? I'm planning on kerbalizing a bunch of my friends (plus myself), but cannot find Val's texture to mess with... Is there any way I can extract it from Squad's folders/files? Ot alternatively, is there any kind soul in here that'd be nice enough to share Val's texture with me?
  6. Hello folks In anticipation for 1.0 release, I've decided to set up a short series of missions to the outer planets of the Kerbol system - Duna, Jool and Sarnus. The Duna and Jool missions' reports can be found as Imgur albums here and here respectively, but what I really wanted to share is my first actual attempt at a KSP video. Hope you'll enjoy!
  7. Just a quick question - is there any pack that would add glasses? Not shades, not fancy 3D stuff, but regular, well... Glass glasses? I want to make a flight crew out of kerbalized versions of me and my friends, and unfortunately some of us wear glasses. And unlikely as it may seem for a kerbonaut to have poor eyesight, I'd rather not give up on this detail ^^' Also, are regular face pacs compatibile with female Kerbals, or should I wait for some update to come?
  8. Nope, 32bit with ATM and OpenGL. I dropped 64bit as soon as I upgraded my laptop to a full-fledged PC. Module Manager is up to date. I've currently dropped RealChutes due to this bug, but would like to install it back for those fancy double drogue-normal chutes. Any idea what might be the reason?
  9. I once posted these ideas on Reddit, don't really know how much they'd converge with what's already been suggested/approved here - so pardon me if I'm repeating other people's ideas. I tried reading a couple pages back, but this thread is so active ^^' 1) If any Triton analogue (I see retrograde moons have been proposed) is implemented, I'd strongly suggest giving it a thin atmosphere. Like, VERY thin. 1% of Kerbin at level zero, fading completely at 10-12 km. I realise it'd have very little gampelay impact, but could still give interesting options (like additional science, or people experimenting with some crazy ion-driven gliders). 2) I see the consensus is that Laythe and Eve offer sufficient Titan analogue. My opinion is that thay don't. Titan has very low gravity (0.14g), combined with a thick atmosphere (1.45 at "sea" level) - something neither Eve, nor Laythe have. I'd gladly fly to such planet only to see what crazy aircraft can be used there... 3) Moons just a bit to small to become spherical, but with some prominent surface features, like huge impact crater (Mimas analogue?) or very high cliffs/deep trenches. 4) I've noticed a Charon analogue being proposed to Plock. Actually, maybe make a more complex system, just like real Pluto? With several small moonlets orbiting Plock at highly eccentric and inclined orbits?
  10. I'm encountering quite a gamebreaking bug; parachutes simply disappear from part list in VAB/SPH and the ones installed on craft cannot be deployed/repacked/staged/tweaked in VAB/SPH. Has anyone seen this problem before?
  11. No, no, no and one more time no. The game is much, much more complete than the versions I remember from my first games (0.19), but still - nope. It's nowhere close to being a full version. There are simply too many features that need rebalancing (career mode difficulty, contracts), tweaking (aerodynamics is just a tip of the iceberg) or simply reworking (if you're not planning to make 64 bit stable, why add it in the first place?). I was hoping we'd see at least 3-4 beta updates, which would concentrate on tweaking stuff and (perhaps) incorporating some mods like Fine Print or SpacePlane+ had been. Should Squad develop their own resource system then well... They'd be just wasting time which was already invested by RoverDude in Karbonite and all its spin-offs. I can hardly think of anything this mod (or Kethane) hadn't thought of earlier. Same goes for basically... Everything. Science has DOrbitalScience & StationScience. Aerodynamics and aircraft - FAR & B9. New planets - OPM. Schizo, five-minutes-into-the-future tech - NearFuture. I don't think at least attempting to integrate these mods into stock KSP would cost Squad that much - I personally would be happy to see my stuff become stock even without being paid by the Squad. I really hope moving to 1.00 is just a marketing move to attract people unwilling to play Early Access games (all in all, KSP is still far less buggy than early Paradox games upon their release... Anyone remembers HoI1 or CK1?), and development will continue with 1.01 and so on without slowing down significantly. Damn, this game still has hell of potential.
  12. Thanks, will test this ASAP EDIT: Just did so. Upon munar reentry at 3.2 km/s with 30 km apoapsis all modules sticking outside the shield's base melted on instant, then came the life support cans and parachutes above (downloading RealChutes as we speak), then came the shield itself (crap), Cupola heated to around 400 degrees and then finally it stopped, leaving Jeb in a command pod, speeding his way towards the firm embrace of mother Kerbin. Result: Overlord MPCV delayed, requires TOTAL overhaul.
  13. Yeah, yeah, I know. It's an old screen, I didn't have time to test a corrected version. I just want to confirm my settings are OK
  14. OK, sorry to add to the spam, but I'm really confused. I'm using latest DRE release (not the beta) + FAR, stock Kerbin. I've set the setting to hard and all those modifiers to 1-1-1.2-20, as in here: Are there optimal stats or not? You're giving all those parameters back and forth and I've become confused which should be applied to which configuration ^^'
  15. I've tried to take a look at my output log as well, since after your fixes from Reddit it seems the only regular crash I'm expecting is upon returning to space center from space. I've got a very similar line appearing in my output log just before the crash: d3d: failed to create 2D texture id=7891 w=2560 h=1600 mips=1 d3dfmt=21 [out of memory] NullReferenceException: Object reference not set to an instance of an object at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0 Is this EVE-related, or just another instance of my machine struggling to cope with my mod amount being just before "screw this, I'll just break down" level? I reckon the "out of memory" part pretty clearly points out to the second option, but would like to hear a more experienced player's opinion ^^'
  16. So there IS a 2.5 meter heat shield, albeit under a different naming convention? Damn you, 0.90 default sorting by name... >_< Joking, I'm just a blind idiot... ^^'
  17. OK, will experiment. I tried to "unclip" the shield and attach it to the battery instead, but the system kept attaching the shield to the Cupola instead... Anyway, many thanks for support - that's why I love the KSP community
  18. So what should I do if I want to use the Cupola? There's no 2.5m heatshield, and rescaled 3.75m clips with the module directly above it...
  19. As promised, here are screens showing stats of the heat shield, battery and DRE settings screen.
  20. Looks like it's high time I bid farewell to KW Rocketry's overcrowded aerodynamic tab and replaced them with these cuties :3
  21. My reentry speed was around 3,2 km/h. I'm not sure about the temperature, as the shield somehow clipped with the bottommost module of the ship (the 2,5 stock battery), and I was unable to right-click on it directly. I tried fixing this in VAB - but the rescaled shield just sank back. The module I was able to obtain temperature from - the battery - was around 350- 400 degrees at most. I can recreate the scenario once I return from work and send in screenshots.
  22. Hm... I'm using the settings mentioned some posts ago ("Set it to Hard and click on the Debug Menu item in the settings menu. Set the top 4 items to 1 except for shockwave exponent. Set that to 1.12. Set [heat] multiplier to 20"), but during reentry I not only fail to get any shockwave readings, but also the ship as a whole fails to get above 350 degree. I guess such thing should not take place during cismunar reentry at >3 km/s? I'm using regular-sized Kerbin system with FAR, 32 bit build. One more thing that comes into my mind - since I'm using a Cupola pod as command module, I used Tweakscale to resize the 3.75m heat shield to fit underneath. Could this be the reason?
  23. Version: KSP 0.90 32bit Output log: http://www.filedropper.com/outputlog_5 Mods installed: Toolbar ATM B9 EVE Chatterer CrowdSourcedScience DeadlyReentry DistantObject DMagic Orbital Science Kerbal Engineer FAR KAS KCT kOS KVV KW Rocketry SmokeScreen InfernalRobotics HotRockets NearFuture Propulsion/Electrical/Solar FinalFronteer Outer Planets Mod (my prime suspect) PlanetShine RemoteTech TextureReplacer ScanSat TAC Life Support Trajectories TweakScale KerbalAlarmClock Karbonite (along with FTT, ExpPack & MKS) Universal Storage Problem: Upon loading the Space Center, the game crashes either the moment I try to enter either SPH/VAB or shortly after. If I manage to enter either, the place loads with corrupted (or totally transparent) textures and CtDs the moment I click on any button. Also I experienced occasional CtDs upon vessel recovery, but I have no idea if this cases are related at all.
  24. Actually the game crashed upon entering the VAB at one point; all internal textures did not load, causing the game to crash, well... Instantly. This first happened with Outer Planets Mod and seemed to disappear after I removed it... But well. Here's the output log. http://www.filedropper.com/outputlog_4 If nothing else helps, I can always make a clean reinstall and then spend that hour or so for ATM to do its job...
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