Jump to content

xfrankie

Members
  • Posts

    89
  • Joined

  • Last visited

Reputation

15 Good

Profile Information

  • About me
    Rocketry Enthusiast
  1. https://bitbucket.org/FractalUK/kspinstellar/downloads/ from changelog: "Version 0.12.0 -KSP 0.24.2 Compatibility..." so you might have to search//download several earlier versions and see which one works for you ...though this is some serious necromancy right here, so don't be surprised if it doesn't work at all
  2. I had this problem some time ago. In my case it was because I had stock tech tree, and IIRC the Jump Drive is in a tech node that is hidden or isn't "defined" in stock tech tree (like Experimental Rocketry or something simillar). Check sandbox mode and if the part is there, try changing its tech node.
  3. You can EVA a kerbal to manually deploy antennas, but most likely your probes won't have a very good connection to Mission Control (blind spots, not in range etc.). I suggest you install RT, leave the sats "unconscious" for a while, and first build a working comm network before trying to revive them. Also you might wanna get KAS + KIS to manually install longer-range antenas (or just new functional antennas, in case the old ones don't work for some reason).
  4. Hey guys, I come with a feature suggestion. Would it be possible to make dish antenas target an orbit relative? Like "point prograde/point radial+" etc.? IRL we use Gravity-gradient stabilization to keep satelites' antenas pointing the right way, so it would not be unrealistic. The main reason I suggest this is, when using probes with only dishes (probes meant to go far away, just waiting for maneuver node) at low altitudes and high timewarp, it becomes very hard to manually keep the dish pointing at the right satelite at the right time. If "fixed on radial+", the antena could contact any satelite that comes into sight. Regarding connection: the satelites already relay signal automatically, when their field-of-view happen to overlap (see spoiler) Let's assume that in the pic ship "1" is currently active vessel, and ships "2" and "3" have their dishes pointed towards active vessels - those grey lines. If "1" tries to connect to "3" directly, it won't work because there's Kerbin in the way - orange line. But if "1" has wide-enough cone of signal, then ship "2" will automatically pick up the signal and relay it to "3", even if "1" isn't actively trying to connect to "2". Just because "1" dish happens to have a line of sight with it. Regarding orbital-targeting: already works, sort of... As in, we can already point the antena towards a planet/moon, why not make it face away from it? Regarding balance: if it sounds for some reason "too OP", it might be unlocked through tech tree, like probe-integrated antenas (those 3km omnis). Why not just use omnis everywhere? Simple answer: career. Early on the omnis don't have sufficient range, you are limited on part-count (by the VAB upgrades) and ship-count (by not having enough funds to launch 50 satelites). I just think it would be really nice to have this option in-game too...
  5. I thought the whole targeting/creating a network was just used to allow control of a probe-vessel, not actual communication (which is logical in hindsight since this mod is all about comm, I just didn't expect RT2 to go that deep). Now I understand, thank you for explanation.
  6. Hey guys, I have a question (likely not a bug report because it might be intended behavior, I'm not sure). Does this mod intentionally remove stock antenna functionality? When I have a crew report (or any other experiment) and try to transmit data, the game says "no comm devices on vessel." On github there's a report saying a simillar thing is bug related to Science Alert, but this happens to me even without it. And it isn't 100% the same because the experiment doesn't get "consumed" as reported. So, is this also a bug or something that's meant to happen? pics in spoiler (antena extended, closed, without SciAlert, mod list) KSP.log: http://justpaste.it/lvlr output_log.txt: http://justpaste.it/lvls
  7. Hi guys, I have a (maybe silly) question. How do I create new stars? The changelog says it should be working, but I have no idea how. Do they have to orbit the Kerbol? Or do I leave the Kerbol be as a "central" star, then create a few others to orbit it and change all stock planets to orbit the new stars? Some time ago I had the StarSystems installed and there the star-creation was really easy, but I'm completely lost here. As per the OP instructions, I checked some example packs, but they don't include new stars, only planets. If you have some experience with this, please share your secrets with me. Working examples would be immensely appreciated. Thanks in advance.
  8. See if you have ToolBar installed (though I'm pretty sure it comes bundled in the KSPI.rar as "000_Toolbar" folder). In the VAB you should see a bunch of colored squares >> on a grey-ish background with a small arrow next to them, or something simillar. Click arrow > add new buttons > select the big red "T" (you may have to scroll down, depends on how many other mods you have which also can use toolbar) It should look like this: If you then click the "T" on the toolbar it should bring up the interface
  9. All ships have a basic heat dissipation mechanic based on their mass (the heavier the ship, the more heat it can get rid of). Almost every energy source generates WasteHeat - even solar panels do. But because they generate only small amounts, the mass-based dissipation can manage it. If you bring up the thermal interface thing (pressing "T" key, or using toolbar) while you are constructing the ship, it should tell you whether you need radiators or not. (always check the interface when you play with reactors) Very simply explained, if you use just the smallest solar panels (in reasonable numbers, like one panel per ton of mass), you should be alright with no radiators. Once you start using bigger stuff, even those unfolding 1x6 or 2x3 solar panels, you usually need to get one of the small radial radiators – mostly on a tiny, but power-hungry probe, like Kethane scanner or such. Those are very common resources. The starting node is "the least bad" place for them, because there is no reason to limit their availability, even if you cannot "use" them immediatelly. You want to construct an orbital depot for later use or something? Sure, go ahead. IIRC, Fractal_uk explained it on the water container. Even if it is just dead weight, why should you be unable to slap a can of water on the side of your ship?
  10. with this thing, I suppose... (as in, creating the whole craft in orbit rather than lifting up separate parts)
  11. The rockets are supposed to be 2.5m parts, therefore the weird nodes... fix here The interface actually says "Insufficient oxygen storage," which looks to me as if the game can't see the rockets properly (because of part-clipping&wrong size?). The fuel lines might solve it, just remember they must lead FROM the rockets, TOWARDS the refinery - the production takes place as draining negative amounts from the rocket. About the aluminium production... The bug might be the other way around, as in neither of resources should be produced, but aluminium still gets through because of a bug...
  12. Aluminium hybrid rocket & Argon container size fix @PART[AluminiumHybrid1] { @MODEL,0 { @scale = 1, 1, 1 } } @PART[BigXenonTank] { @MODEL,0 { @scale = 0.5, 0.5, 0.5 } } magnetic nozzle node fix @PART[KSPIMagneticNozzle1]:Final { @node_stack_top = 0.0, 0.401, 0.0, 0.0, 1.0, 0.0, 1 @node_stack_bottom = 0.0, -0.21, 0.0, 0.0, 1.0, 0.0, 1 } @PART[KSPIMagneticNozzle2]:Final { @node_stack_top = 0.0, 0.80, 0.0, 0.0, 1.0, 0.0, 2 @node_stack_bottom = 0.0, -0.50, 0.0, 0.0, 1.0, 0.0, 2 } @PART[KSPIMagneticNozzle3]:Final { @node_stack_top = 0.0, 1.205, 0.0, 0.0, 1.0, 0.0, 2 @node_stack_bottom = 0.0, -0.75, 0.0, 0.0, 1.0, 0.0, 2 } try them with AIM reactor, I managed to get twr 0.97 (the vessel had no payload, but still...)
  13. someone posted these a while back, try if it works: Aluminium hybrid rocket & Argon container size fix @PART[AluminiumHybrid1] { @MODEL,0 { @scale = 1, 1, 1 } } @PART[BigXenonTank] { @MODEL,0 { @scale = 0.5, 0.5, 0.5 } } magnetic nozzle node fix @PART[KSPIMagneticNozzle3]:Final { @node_stack_top = 0.0, 1.205, 0.0, 0.0, 1.0, 0.0, 3 @node_stack_bottom = 0.0, -0.75, 0.0, 0.0, 1.0, 0.0, 3 }
  14. It's dangerous to go alone. Here, take this: http://forum.kerbalspaceprogram.com/threads/59005-0-25-Release-3-8-Oct-16-2014-Active-Texture-Management-Save-RAM! on a serious note, seems like you're running out of memory in 32bit, that mod in the link should help with that
  15. It's not that difficult to figure out after actually reading the part description. They need: LiquidFuel; energy (MJ); vacuum; ChargedParticles (much like thermal nozzles need ThermalPower) try building something like this
×
×
  • Create New...