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Kass

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Everything posted by Kass

  1. Is it me or is the purple and green beautiful I'd even go so far as to say that looks badass. Seriously dude, awesomely quick work.
  2. Hey Majiir, thanks for the reply. I changed the grid radius to be 1.5 and it still looks funky. This is all just a FYI btw, I'm not moaning or anything like that
  3. Awesome, it's all sorted now and I thank you very much Sternface
  4. I have an issue that I thought someone might be able to help me fix. I have a problem seeing the grid indicating where my resources are. There is a conflict, no that's too harsh a word, problem between a couple of my mods. Specifically the excellent City lights and Clouds, Real Solar System and Kethane. A picture paints a thousand words so behold I have manually raised the height of the grid in the .cfg file (to 1.042 iirc) but I still cannot see anything due to the conflict between the different colours. If you look at the line indicating my orbit just as it is about to be occluded by the planet on the far left, you can actually see some of those hexagons that have turned green so I know that not only is Kethane working as intended, but that I've struck green gold. Anyone got any ideas on how to change the colours of things or to reduce the transparency of stuff so that I can see the grid as intended. **On a side note, awesome patch Majiir. I have literally gone from a 5 or 6 second delay from opening the map with the grid displayed or toggling on the grid to effectively no lag whatsoever. Thanks for being an awesome community guys and gals :) Edit: I can't spell
  5. I'm still having solar panel issues. Problem is I don't know if it's this or another mod that is the problem. I also have KSPI installed as well as a host of other mods. I recently picked up on the coolness that is RT2 so want to start putting up a communication network and want to be able to put up semi realistic tiny probes that utilise solar power. I have recently (about 10 mins ago) updated to KSPI v0.8 and I also copied in those settings as kindly provided by Starwaster (thanks buddy). The problem is I think one of these configuration files is backwards or something. I get more power the further from the Sun I am. Here I am orbiting the planet closest to the sun. But then when I go all the way to Jool I suddenly seem to get this. On the surface of Kerbin with the same panel, I have a sun exposure of 1.00 with an energy production of 1.32. Anyone able to help me out please and let me know where to begin?
  6. Ahhh thanks db48x. Mega fast reply too, cheers. That's what I thought happened, it just gets added to your "regular" science points. Then I started back-reading, came across the transmit science points thing and my world just exploded lol.
  7. Extra post because I couldn't leave myself on 13 posts! Just look what happened to the Apollo
  8. Is there anything we can do to make the planets look better. Only thing this mod is missing is decent looking planet textures at this scale. It's literally the only thing missing from me being able to sit covered in tinfoil with a bowl on my head pretending to be an astronaut. I've played with the universe replacer mod but it's still a question of scale. If anyone can point out what I'd need to do I can certainly do the donkey. While I'm not very advanced technically I do have some experience with Photoshop and 3D modelling and do have an abundance of time on my hands and would like to be able to contribute in some way?
  9. Nathan, solar panels are still not working for me , I've had to install the AEIS pack as a work around. I just set-up a test ship sat as KSC. Sun exposure on one of the 1x6 panels was at .99, energy flow was at 0.03. If needed I can upload a screenshot or whatever else you need. Running your V5.2.
  10. So umm where am I going wrong? I have a station that is in LKO researching. Yet I have no science bar, no idea how to transfer nor upgrade. This is a second science lab I've got sat by the space centre just to illustrate.
  11. Hey Nathan. Amazing mod btw. This is my all time favourite mod without a doubt. I literally haven't played stock since this came out. Makes the game a real challenge again. I've encountered what may be some kind of bug/ problem? When using Kerbal alarm clock and/ or protractor, it seems those mods no longer recognise some of the adjusted planets and moons. For example, I want to set an alarm for the next transfer window to Laythe. That planet is no longer recognised as even existing any more. Same for all moons except The Mun. Protractor does exactly the same and those planets and moons no longer show in the the list to allow me when to calculate burns. Mechjeb still recognises them however so one can use mechjeb to get to those if one so desired. Not sure where the problem lies but just a FYI
  12. Seems the same planets and moons don't show in Kerbal Alarm Clock when setting alarms for transfer windows.
  13. It seems to be having difficulties. Some moons and planets don't even appear in the list any more. Not sure why though.
  14. Bloody exciting doing this though!!! Combined with the FScience mod, meaning that you can transfer science results to a command pod giving real meaning to getting back down. Always seemed a bit dodgy having to bring back the whole science apparatus to get 100% science unless it was some kind of surface sample. For example I now have science Jr., mystery goo, an eva report and crew report all stored in my command pod, so I better get them back down ok
  15. Doing re-entry right now. I've got a save game and just doing it over and over until it wants to play ball. Coming in with a Command Pod Mk 1 > Heat-Shield 1.25m. Starting from a delta v of 5.8km/s, 120km ap to 70km pe although obviously these start to drop on atmospheric interface. I think I might be able to control my rate of descent to enable myself to stay above 50km until I'm slow enough as per Sanders post #184. However, I've mucked it up a couple of times and each time my 1.25m heatshield blows, the one built into the Command Pod Mk1 pops about 1 second later. I thought the idea was that I didn't need a heat-shield for that pod as it has a built in one yet so far, every-time I've done this, it has been useless?
  16. Yeah weird huh? That's what I'm asking for. So I can compare and see wtf is going on
  17. Hey gunny. Either I didn't explain myself properly or you didn't read my post properly, probably the first Stock settings are for stock Kerbin as far as I am aware, not the life-sized Kerbin. What do need to modify them to for life-sized Kerbin (as Nathan in an earlier post pointed out we needed to do) My angle is fine, my heat is fine, my material ablates not when it is under re-entry heat but afterwards. It slowly ablates during the actual fiery part as one would expect but it totally depletes when the shield has cooled down by 400 C. This can't be right? The Mk1 pod with built in heat-shield does not work at all, period. Like literally lasts one second. That is why I wanted to get a complete list of settings in one post to make sure all my settings are right Either way, this mod + life size is frickin' awesome as hell! Kass
  18. Shouldn't the ablative resource deplete during the fiery part of the re-entry and then stop when it is merely being heated? As far as I understand it, that's the point of the shield being ablative, ie: as the shield is ablated it reduces the heat due to the shield being, boiled, burnt away plus the localized Leidenfrost effect of the cushion of superheated air in front of the shield? Is there any plans for more spectacular re-entry effects? I definitely feel something is missing as the effect looks the same (only slightly more intense) no matter what speed the craft is travelling at once the effects are happening. Shouldn't one expect smoke and flames plus a huge contrail similar to what happens during launch? Keep up the good work man!!
  19. First post due to the awesomeness of this mod + life sized Kerbin. I am totally loving this mod, amazing work Nathan, this plus life sized Kerbin makes the game even more amazing. I have a problem. My Mk1 pod is literally useless without a heat-shield being added to it and adding in a second heat-shield (so a heat-shield on top of the built in heat-shield) barely worked for me in spite of doing a proper re-entry. At LKO with a 300km ap re-entry to a 25km pe. Velocity was 6km/s at atmosphere interface. The ablative heat-shield reached a max of 925c then at 2.8km/s my ablation resource went from about 220 to nothing in about 6 seconds and exploded. The built in heat-shield for the pod lasted about a second and is useless for me. I have made one successful re-entry but my ablative resource had reached zero and it was just luck that my temps had dropped to sub 520 c that allowed Jeb to survive. I don't want it easy I would just like to know what settings I should have so that when I do a correct re-entry I can actually survive it. There are several conflicting things said in this thread or not stated as to whether the settings listed are for stock or life sized so please, please, please, please, please, can you post all the settings needed for life sized Kerbin, either in a single post stating these are for life sized or add them to your post on the first page. So we can see what .cfg settings we should be using on the Mk1 Pod and the 1.25m heat-shield for the life sized Kerbin version. Thank you in advance and amazing work buddy
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