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andqui

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Everything posted by andqui

  1. Ha ha, I thought it was only me that did that with my struggling early rockets, I feel a bit better now.
  2. Sorry, but I haven't seen it anywhere else- is the spaceport version working in .23? If not, is there a dev build that does work?
  3. What mods are you waiting on? I'm itching to try the new version.
  4. Ok, but in the career I'm doing the largest decoupler is 1.25 meters, and placing that under each SRB that touched the ground still resulted in me being stuck. Is there any other workaround, or is this an unavoidable side effect of the rescaled system? EDIT: Interestingly enough, when I use the clamps at the launchpad, I am detected as in flight and can't accelerate past 4x speed. When I do so, however, the mechjeb target selection and recovery options become available again, as if the time acceleration resulted in my status being "on the ground". When I decelerate time back to 1x, the camera shifts a tiny amount and I'm back to the original problem. When I look at the map orbit view, I have a tiny apoapsis at 87 meters and a periapsis way down in the center of the earth, so the launchpads somehow make the rocket in flight/free fall.
  5. Yes, no problem. I have no issues with disintegration, wobbling, structural integrity, anything like that. To reiterate, with the clamps it can take off no problem, and doesn't sway or wobble or anything like that while on the ground, but the while on the pad the game thinks the rocket is "in flight" and I can't speed up time to wait for launch windows and such. When I don't use the clamps, it sits on the ground firmly and stably, and I am detected as on the ground (I can recover and accelerate time), but when I try to take off the engines on the bottom are "stuck" with the misaligned launch pad grill, which hovers barely above and slightly skewed to the side the 3d model of the launchpad. Normal behavior is take off, separate first stage (no problem), separate second stage (no problem), circularize, all without any catastrophes or kraken-esque demolitions.
  6. I don't really seehow the vessel I have could be any simpler- some rocket tanks joined by interstage fairings, and it flies fine and gets into orbit without any stability issues or anything like that. There's no wobbling/swaying/oscillation that I can see.
  7. Apologies if this has been discussed before, I tried searching and couldn't find anything. I'm having an issue, which I would guess is related to this mod, of rockets not correctly detecting when they are in the "landed" state. There seems to be some problem with elevations in general. If I build a rocket, and put it on the launchpad without any clamps, it works fine and is sitting on the ground. If I mouse up to the top of the screen, I get the recover vessel option. However, the grill on the bottom of the launch pad is out of alignment with the rest of the 3d launchpad model, above and slightly to the side, and my craft is "stuck" to it when I try to take off. When I add clamps, I avoid this issue and can take off without a problem, but the craft is in the "flying" state when I'm at the launchpad, and I can't go to high time acceleration or use things like MechJeb's targeted ascent, because it thinks I have already taken off. Is there a good way around this? thanks
  8. "Reflectron DP-10" for early flights, low power cost but short range, needs no activation "Communotron 16" for your first primitive comunication satellites at 15-25k km orbits, needs to be turned on but is omnidirectional "Comms DTS-M1" for geosynchronous/lunar communication, needs to be turned on and pointed at another dish (which should also be pointing back)
  9. The link to the stock module manager config is dead, could it be updated?
  10. So should I worry about it causing more problems? I am using interstellar, but my career is pretty much at 1950's level tech right now so I won't be using its stuff for a while. It's ok to leave your config in until RSS or Realism Overhaul gets updated?
  11. Sorry for the misunderstanding, and thanks for the help. I created the second config file and the recharging is working no problem.
  12. Sorry for the delay. Replacing the power curve with that of the stock part you listed leads to the satellite not being able to generate any power at all, or at least not fast enough to replace what it uses, even when I'm controlling it. Is your theory it's somehow reverting to this mode when the vessel isn't active?
  13. If you look from the north pole, the three satellites are orbiting counter-clockwise. If you go to the one in the middle, it starts with essentially 0 power, despite starting in sunlight. When you go to it, it will start regenerating once it becomes the active vessel. I then jumped to the "last" one, the one that's just emerging from the earth's shadow, fast forward 7 hours or so, and then jump back to the middle one, and it hasn't regenerated any power in that interval and is still close to 0. The solar panels are the stock first-tier ones, but have had some parameters tweaked by the realism overhauls, but again still regenerate enough power when I have the vessel as active. Here is the log, let me know if you need anything else. http://www./view/1gil5ysb1h7v2a4/KSP.log
  14. http://www./download/1ewr5fb54dcpifx/Solar%20Regeneration.rar Here is the link to the save/craft file. Some of the satellites are still attached to the upper stages so I left that as well- the ones in question are the 3 x CommSat1 satellites in 2,500 km orbits. This is using Real Solar System, and the mods for Real Progression Lite. Thanks for taking a look.
  15. I really like how the power/life support consumptions are tracked for inactive ships, though I might(?) be having a problem. I have a com network of three satellites at 2,500 km orbits, with enough solar panels to power them. If I control them as the active vessel, I can verify that they produce more charge in daylight than when they are in the planet's shadow, no problem. However, your mod doesn't seem to factor in power regenerated, only power drain, so that whenever I leave and don't focus on the com satellites for a few days or so, when I go back each one will have lost all power, as if they were never recharging. When I jump in to "control" them as the active vessel, the solar panels start working again and power starts to regenerate. I don't know if this is a problem- my network has several layers of redundancy and I haven't noticed any signal losses, but I don't know if it's working as designed. The panels on the satellites are fixed, and the satellite has to be rotated to face the sun to generate power; I've done that, and when I go back to them, they remain in the orientation I left them. Maybe the mod doesn't bother calculating direct sun exposure for every active vessel for performance reasons? thanks
  16. I'm not exactly sure how the different tanks before MFS work, as I never used it before starting my RSS setup with this tech tree, but would you consider putting the balloon stretchy tanks earlier in the tree? The Atlas rockets used super-light balloon tanks in the late 50's, and it would be handy to have with the inefficient tier-1 engines I'm currently working with. I really like the sound of the future experiments/achievements to mirror historical space development, keep it up. Also, SCANSAT already rewards you with science points for scanning planets, so maybe you could just tap in to that.
  17. How do you change the type of tank? I want to try to use balloon tanks for Atlas-style staging. I'm asking here rather than the stretchy tanks thread because I can't see any mention of it there. All I can do in the "action group" options is change the type of fuel, not the type of tank structure. Thanks
  18. No worries at all, the work done so far is much appreciated. I just noticed that the first post read "Will look into how r4m0n handles the progressive unlock of components", and just didn't want it to be a lack of knowledge that was holding it back, I've changed things as I wanted them in my install. A long todo list is another story, take your time.
  19. Are the mechjeb tech levels integrated into the tree yet? To do that, all you need to do is go into the part.cfg of the mechjeb component, and there are a series of unlockTechs tags that let you establish which node needs to be researched before the module is available. I think treeedit works by moving/swapping nodes around, so some of the progression is a little arbitrary (for example, you have the advanced ascent/landing guidance with basic rocketry, but no atitutde hold/SMARTASS until the next control node, and I think the maneuver planner comes even after that). If you wanted to, you could overwrite the mechjeb unlocks in the same way that you tweak the RT2 values.
  20. Sure, I can't check now, but I'll pm you the details, and the craft file too if you want it. If you can get that thing into orbit, without it breaking, it might be able to do a lunar flyby, but your efforts might better be spent elsewhere. Just before I unlocked manned pods, I got 300 science for doing the high space sample/reading objectives, all with Tier 1 rockets. I haven't even gotten a Kerbal into space yet, and don't plan on doing anything with the moon until I get my rockets up another tier.
  21. No, maybe not. The following was all done with Tier 1 rocketry and SRB's This is the first satellite I put into orbit, nothing more than a box, a radio, some batteries, and a gravity sensor. It was rather pathetic, ran out of power after 3 orbits I believe. This is my second satellite, built after I got solar panels and intended to be an infrequently helpful comm relay. Unfortunately I miscalculated the number of solar panels it would need and it is slowly loosing power, should be dead in a few days. This is the launcher I used to put the above two (just barely) up. The last stage is used to circularize the orbit, so they produce some space litter, unfortunately. Again, this is just with tier 1 rocketry/SRB. The 6 x SRB's get it off the ground, and the TWR of the main engine improves enough to accelerate after 15 seconds or so- if I fire it and the boosters at the same time my TWR is way to high and it's not controllable. This is my first functional and sustaining satellite, which I put up using an improved version of the above launcher. It barely makes enough power to recharge after the night, and I can't really fine tune the orbit so it's stuck in a 100 x 3000 km orbit, but it's already given me some windows of contact with mission control in other probe flights. This is the beefed up version of the first launcher, used to put up the comm satellite. Some more SRB's added to help the launch TWR and some more fuel can put heavier things in orbit. I just unlocked manned pods, and it's not quite capable of that, but I think I can squeeze some more dV out of it with a few improvements. Hope this helps
  22. I overheat and explode just after liftoff with the new version as well.
  23. Thanks, and no there isn't, and it's not there if you download from the first post of the RO thread. I'll add it. It might be a good idea to upload a v1.1 of RO or something like that fixing the various omissions? Is coming in a 70k too high to reenter? Would 50 or so be a better value to use, or lower still? thanks
  24. What are those config values, so I can check to see if they are correct? EDIT: It seems there is only one version of Realism Overhaul released- are the bugfixes labelled v1 or is there anything else I need to get?
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