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MisterFister

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Everything posted by MisterFister

  1. Sorry to pigpile so late in the thread, but I just downloaded 1.2.7 from http://kerbalspaceprogram.com/?p=38721. KSP stops loading when it runs across the GameData\RemoteTech2\Parts\GigaDish1\parts\RTGiga[the rest not visible] and pauses. Note, the flavor text on the load screen (Biding time / pointing correct end toward space / etc) continue to advance, so I don't think this is a freeze or crash issue. Yes, I was able to repeat this issue by deleting the mod, redownloading, re-extracting, and reinstalling. I upgraded from RT1.2.0 (...? I think) and there were no similar KSP loading errors before the switch, though I did decide to upgrade to attempt to nail down some wierd throttle issues, noted to have been addressed in the devlog. I also had problems loading the RT interface textures on the map screen, so I wanted to see if I could replicate that problem with a mroe recent version as well. I also note that the item visible on the load screen refers to GameData\RemoteTech2\Parts\GigaDish1\parts\RTGiga... Under Parts\GigaDish1, there is a parts.cfg file, but no Parts subfolder, and no subfolder in the entire download has any file or folder that begins with "RT". I finally note that a few of the parts.cfg files (such as those in both GigaDish folders) have some wierd formatting issues within the file itself. No carriage returns, all the text and the arguments are smooshed together in a single runon line. I attempted to parse it into separate carriage returns, but that had no apparent effect on my loading issue. Any help?
  2. Ok. So, how would you suggest establishing comms with Jool?
  3. It sounds to me like you have three distinct phases of your operation. Extraction, refinement, and transport. You're trying to combine the first and third in your rover. Why not split those three jobs across three different platforms? Have a rover that's only design strength is extraction, design a separate tanker transport (rover or lander) and design a third refinement platform. You can refine in Munar / Minmar / Kerbal orbit, or on any surface. It can be a static installation, or one with its own propulsion.
  4. You speak of testing its lift capacity at KSC, but this still not telling you what would happen with full K-tank. I've seen someone host a savefile (possibly even a testbed savefile, one used for limited purposes such as this one) wherein they mine a quantity of kethane, and specifically haul it, unrefined back to KSC, just so they can have some unrefined kethane in a tank near the launchpad. Then, using either KAS, quantum fuel transfer, or even a complicated floating transfer boom nearby for those who wish not to use those mods (can't call them mod-purists, since we're talking kethane, which is a mod itself) they can test a design such as yours here, with full or even simulated-full (equivalent weight) in the k-tanks.
  5. Thanks for this, I'll check them out forthwith. Though, to clarify on my OP, I guess I was just noticing that wth all the functions of the node system, there's a lot of fine-tuned input functionality, but I was hoping to fine tune my output. As it stands, I need a much better understanding of orbital mechanics than I already do to be able to work on the input-only side of things (and commensurately, I'd also need much better flying skill than I already have to pull that **** off.)
  6. Incidentally, it's listed in my craft list (inaccessibly, mind you, due to a MechJeb version mismatch) as havign 779 parts. Seven hundred seventy nine. Even my computer would struggle to run that, and I have a pretty high-end machine that can run Crysis at full settings with 16xAA.
  7. Are there any plugins that work with the maneuver node system to display realtime values of projected result orbits? I want to better understand how to work with maneuver nodes, and while the visual dotted lines do help, I'm also a numbers guy. I'd care to know what a projected orbit's inclination, semimajor axis, rotational period, or perhaps even corresponding-ground-location data would be on a new orbit prior to a burn. The existing node system allows me to manually modify input variables on a m/s basis, but it won't tell me anything about the results of my input changes other than visually. For example, which this function, I can imagine that it would be a lot less enticing to use MJ's circularize functions, especially seeing as working with semimajor axis values and rotational periods in mind would very quickly allow me to surpass MJ's abilities entirely. Any suggestions?
  8. Could it be that the obscure numerical notations for rotation and alignment and whatnot are in terms of radians? It would make sense, given the polygonal geometry. ... No, I just plugged it into a calculator. A 90 degree rotation would effectively be half-pi, .8976... ish, nowhere near your number. It is, however, exactly half of 2^.5, so... Sorry.
  9. So, you are running a legacy version of MechJeb. I run v2.0.9. Please remove MechJeb and resubmit.
  10. I have the same mods installed already anyway. I'm in class right now, but will download this later and try to fly it and let you know.
  11. I'd be glad to help you write text descriptions and titles for achievements.
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