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Ottomic

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Everything posted by Ottomic

  1. Hi, I asked on the Reviva thread regarding RP1 probes defaulting to the base PCR instead of DE_IVA's . RP1 is a very very very VERY complex mod and I am terrified of messing with the procedural parts it uses, but I was wondering if maybe the problem regarding DE_IVA is that it would be loading before PCR causing the game to default to it? So I was wondering if there would be a way to increase the base PCR's loading order to see if that was causing the problem. Thank you.
  2. I'm using Reviva with RP1, trying to get the DE_IVA probe control room. Unfortunately, the RP1 probes don't have the Reviva functionality on their PAW, and it's not defaulting to DE_IVA's. Is there a way to set up a default IVA outside of the PAW (even through modulemanager editing)?
  3. I know this mod is already in life support as is, but could it be considered to adopt DE_IVA's probe control room as the new default? Not only all the buttons make PCR immensely more enjoyable to use, but I find the textures and monitor layout much more pleasant. Unfortunately using DE_IVA makes my framerate drop to single digits (while PCRR doesn't) and I wouldn't put hopes on DE_IVA being updated ever again sadly.
  4. Hi, I'm using this mod with Realistic Progression One and Probe Control Room Recontrolled (I like this mod's PCR IMMENSELY more) and ASET Props. Game version's 1.10. Unfortunately using the IVA on probes will cause the game to drop down to single digit FPS, even though in normal launch it'll go down to 50 at the very most. Probe Control Room Recontrolled does not seem to have this problem. If anyone is using this mod combo / ran into this problem, is there anything that can be done, or any extra information you need to check on it? Thanks in advance.
  5. No the first node was empty for me too. Provided you have the tanks installed you should be able to change the type of fuel to any on any rank via right click on the vehicle editor. If you got tanks+engines separately via CKAN I'd suggest getting the all in one from the official forum thread.
  6. It works in 1.9 for me except for the problem I'm having regarding the hud fonts. In fact, the only mod that's given me a specific compatibility notice has been realchute.
  7. I'm getting black fonts on the HUD for the plane cockpits. Do you guys know what might be causing this?
  8. Hi, I know there probably is an obvious fix for this, but my google fu is failing me at the moment. I'm getting black fonts on the HUD for plane cockpits. I'm using DE_IVA cockpits, do you know what might be going on please? Thank you.
  9. I'm running a game with DR and FAR, and doing a reentry with a NearFuture Proteus module and a DR 1.25 heatshield on the bottom, with initial parameters of like 75km apoapsis and a 65km periapsis will end up burning up the pod. The shield still has ablator, but heat seems to bleed through it and exploding the pod, killing the pilot and passenger on a *very* sensitive mission for my space program, but regardless it's not the first time that I'm getting heat seemingly going through the shield (particularly stuff exploding inside the cargo bay between the pod and shield). I'm not getting what I'm doing wrong, should I put a decoupler between shield and pod? Radiators? Is there a recommended configuration with FAR? EDIT: Just unlocked the module, it has a 1190K max operational temperature, 1020K max skin temperature. I dunno if any of the tech tree mods is to blame for it being below expected parameters for DR?
  10. I'm using 2.1.2, no science mods besides DMagic, Universal Storage 2 and SCANsat and I'm having problem with data sizes, particulary Magnetometer scans. I can sort of skim around the fact that telemetry scans are too big for the stock probe HDD by using a science container, but there's no way I can transmit Magnetometer scans. Is this a known issue in the current version, or am I experiencing some mod incompatibility? From the looks of the first post it shouldn't but just want to confirm. EDIT: I was in 2.2 (seems like ckan might be distributing that version?) and reverting back to 2.1.2 screwed up my career progress so it'll be a while until I can re-check on Career, but for the time being it seems like magnetometer scans can be transmitted in Sandbox, so I guess that should have solved my problem.
  11. Durr. Embarrassed. Sorry, it's been a while since I last played KSP. That did it for me. I didn't think to look into the new game options for KK. Thank you for the quick response.
  12. I'm facing a similar problem, albeit with Kerbinside and Remotetech. I'll open up a satellite station but probes will only connect to the KSC (it shows on the map as a commnet station). KK bases won't work for neither RTT nor the stock commnet unless I download the RTT stock configuration patch, in which case they will appear as colored dots in the map. Excuse the lack of documentation as I don't have the logs on hand right now, just want to check whether ground installations are borked in KK at this time.
  13. I'll defo keep an eye on this next time, to be honest I didn't monitor part temperature, it was more me going by ear and just judging how red the shield got, and since I didn't see any I just assumed the temps would be not high enough to trigger ablator loss. To be fair, I stopped playing back when LKO was 4500 delta v, so I'm probably used to a much more cooperative atmosphere in regards to braking.
  14. I'm playing a career game with SETI UbM, Kerbinside and Contract Configurator (in case any of these mess RB up), and I have a Lv. 2 tracking station, but for some reason when I upgrade my Observatory to Lv.1 it won't let me enter saying that the tracking station needs to be Lv.2 (which it already is). Any reason ResearchBodies couldn't "see" the TS's level?
  15. I'm kind of puzzled as to how Ablator works. I've just done a couple airbrakes from an apoapsis of 2Mm at both 50 and 60km periapsis. On the 60 km periapsis my orbit shrinked gradually until after 5 or 6 passes it got fully within the atmosphere and I finally came down with about 20-30 ablator out of 200 (last phase was a rather steady descent with an aggressive-ish final burn). On the 50 km reentry however, I got into the atmosphere much earlier, and spent a whole lot of time inside the atmosphere (without actually burning up) but that steadily drained my ablator at a rate that wasn't too dissimilar when actually going through the thicker parts of the atmosphere. Due to me going down to 50 but then coming up to about 60 and then down again and staying at that altitude for a whole bunch of time, and despite technically being exposed to less heat than on the previous reentry, my ablator ran out at the last phase and the heatshield exploded (still landed though, apparently the shield gave out at the last minute). However, that felt weird. Isn't ablator supposed to go away at different rates according to the density -and heat- you're exposed to? I'd imagine a controlled deceleration at about 60 km should be way less hard on it than coming down to a more aggressive airbrake, but while it's true that if you go down too hard heat will bleed through and eventually burn the craft, ablator seems to drain at a very similar, steady rate?
  16. So I've started a new game after a long while, and I've been noticing that DR, on stock parameters, is making reentries way harder than it used to on earlier games. I'm not using any kind of rescaling mod, and I'm not using FAR, and yet anything that I put on a really, REALLY shallow reentry path (70-50 or even less) will burn through its shielding and oftentimes overheat and explode. Here are two examples: OKTO with a 0.6 shield will burn through all its ablative and eventually explode. Doesn't seem to happen if I put it on top of an adapter with a 1.25 shield below it (it burns about 60% of the ablative away). MK1 pod with a 1.25 shield will burn through all the ablative in the shield, which will explode, and then about halfway through the capsule's ablative before coming out of the burn. I'm not complaining, I'm just curious as to whether this is expected on a stock configuration or if something else's at play, or if maybe I'm not applying proper technique and I'm burning through way more ablative than I really should.
  17. Telemachus part shows data being UL/DL'ed, clicking "open link" opens the link in my browser, but opening the data feeds themselves show "no connection" and in-game date first flashes the correct value (year 1, etc.), but immediately changes to "year 47, day 135, 23:59" or something close to that. When in the space center however it will detect the game pausing. New game on a new install. I am aware that the mod has not been explicitly updated for the current version. That just me or?
  18. I've had the exact same problem when bahasp engines are present, but I'm not quite sure the mod itself is causing the problem, some other mod, or a misinteraction. I've had retractable cluster engines thrust to the left for no reason, in symmetrically placed engines in the SPH. For no reason. A ship can be working perfectly, and suddenly it will fire to the side instead of downwards, and no amount of taking those engines off and back on will help it, the only way you can make it work again is making a different ship, placing them, and hoping they don't go nuts. The difference is that in some cases I will see the center of thrust shift to the side on the VAB/SPH, unlike in mightydread's post. Sometimes. But here is the problem: I've experienced that on STOCK engines as well, on designs where BahaSP engines were present, but not firing: First there was this design, which contained a bahaSP vector inline within the fairing, but wasn't firing at launch. It worked perfectly for a number of launches, then all of a sudden it would thrust to the side and slam into the ground a few meters in. I double checked everything was symmetrical, all thrust was fine, no controller problems. No matter what I did, the design seemed corrupted. But you could argue that it's a very stupid rocket design and that the weird shape or whatever were messing it up. But then I had problems with this upper stage as well, which had no bahaSP engines, but retractable RCS blocks. The stage went well up until the after the transmunar injection, after which it would suddenly thrust off to the side. That's where I figured out that if you turned the gimbal in the engine off, and just let the SAS work that problem would disappear. So maybe the BahaSP parts are doing something to the center of thrust? Maybe the gimballing? Maybe it's a problem with another mod? I have no idea. I have used the inline vector for a lot of flights now and it doesn't seem to have much of a problem, same for the retractable clusters.
  19. Any chance of anyone releasing an updated version? I have the sweetest shuttle design but still can't use it because of how OP the engines are. For the moment though, the Vector and the Retractable Cluster work awesome off each other. Better performance than a RAPIER in more or less the same package! http://steamcommunity.com/sharedfiles/filedetails/?id=481378977
  20. Using this mod every version since the early, early versions. Waiting eagerly to throw all the patchwork vanilla wings, the awful stock RAPIERs and the entire MK3 fuselage away and B9 my game up again. And of course, to fly the best IVAs around. Keep up the good work guys.
  21. This mod conflicts with Procedural Fairings: placing an interstage fairing while TE is installed will break the right click menu until the game is restarted.
  22. There seems to be a conflict with TweakableEverything. Placing an interstage fairing with that mod installed will break right click on the VAB until the game is restarted.
  23. Hi, I'm running into a problem here. First I set a Greenhouse with all that's needed. I activate the IR light so it starts germinating. http://steamcommunity.com/sharedfiles/filedetails/?id=404048243 Then I go warp. It starts producing Biomass. Physwarp, regular warp, doesn't matter. http://steamcommunity.com/sharedfiles/filedetails/?id=404048133 When I go back to warp x1 it goes back to 0.16 biomass, no matter how much was in there at warp. http://steamcommunity.com/sharedfiles/filedetails/?id=404048020 EDIT: Activating the IR light will set the Biomass value to 0.16.
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