

Mystique
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Mystique replied to TriggerAu's topic in KSP1 Mod Releases
Seems like WarpTo feature uses only warp multiplier that is max at the moment of WarpTo button being pressed, i.e. if I press WarpTo Mun SOI change from LKO, it'll use 50x warp and won't go above that when ship gains enough altitude to increase warp. Is it working as intended? -
There are such contracts? I received some for KSO, but not for specific area. Nerdy Jeb mode: you should raise your AP to KSO altitude, having first calculated what part of Kerbin will be satellite above, taking into account time to AP and Kerbin rotation speed, then circularize at AP. Easy mode: just raise that AP to KSO and wait till you'll get to AP while Kerbin is turned by correct side towards your ship and then make circularization burn. If contract doesn't require you to be over a specific bush in Kerbin's highlands, then 2nd option should be viable.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Mystique replied to ferram4's topic in KSP1 Mod Releases
Today I tried to do exactly the same stuff as yesterday and all went well. The only noticeable difference was that after undocking vessel it became controlled ship. So let's consider this some random bug.- 2,647 replies
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recoverable launch stages
Mystique replied to jman508's topic in KSP1 Gameplay Questions and Tutorials
StageRecovery mod is just fine, especially if you don't want to babysit every decoupled piece of your booster stage and make bets on whether you'll be able to switch to falling stage before it disappears or not. It also has deadly reentry integration, so it's not making things too easy for deorbited stages. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Mystique replied to ferram4's topic in KSP1 Mod Releases
I managed to get off this situation by switching control point to undocked smaller vessel first, this way I was in control of it after undocking and bug didn't occur. I don't think it'll be possible to actually reproduce, but I'll make another similar docking soon and we'll see if anything changes. So, how it all started: 1. Put massive (up to 300 ton, but part count isn't sky-high - I used almost all huge parts, so even framerate doesn't suffer) station in orbit containing Extraplanetary Launchpad orbital dock part and EL's huge tanks for rocket parts. There is also Davon supply mod hub, but it never caused any problems before. 2. Station has docked in one of the ports a orbital tug, small enough thing. 3. Launched crew transfer vessel (almost all stock from mk2 parts) and docked it to clampotron on opposite site from that tug. All operations were done carefully, no collisions and stuff, so no rotation and wobbling to station. 4. Moved part of crew from transfer vessel to container in station, tried to build some stuff with EL dock, realized that crew has no experience and building doesn't progress, canceled it and moved crew back to transfer vessel. 5. Clicked undock in transfer vessel's docking port menu. 6. Pressed [ / ] keys to switch to transfer vessel, nothing happened. Switching to other vessels via Alarm clock or map also produced no effect (moreover, no switching menu popped up on map at this point when clicking on vessels). 7. Gone back to KSC->tracking station, selected separated transfer vessel, clicked "fly it". 8. Shortly after scene loaded, transfer vessel was gone (in one occasion only 1 cockpit part was floating near station), , in few secs I saw an explosion and in flight log there was stated that all transfer vessel's parts exceeded g-force tolerance. 8a. In one occassion after scene was loaded, transfer vessel was floating away from station and like 20-30 m/s while also rapidly rotating, SAS helped, then I noticed that station also had quite a rotation, even though at moment of undocking it was totally still despite SAS was off. 8b. In one occassion, after scene was loaded, I found out that vessel is still docked to station. Trying to undock led to points 6-8. 0.90 NEAR A Simpler Aerodynamics Model v1.3.1 0.90 DockingPortAlignment_4.0 0.90 Chatterer-0.8.0 0.90 Active Texture Management 4.3.0 basic 0.90 ProcFairings_3.11 0.90 RCSBuildAid_v0.5.3 0.90 ShipManifest 0.90.3.3.3 0.90 KAS – Kerbal Attachment System 0.4.10 0.90 Toolbar-1.7.8 0.90 ScienceAlert-1.8.4 0.90 Davon supply mod v011 0.90 DMagic_Orbital_Science_V0.9.1 0.90 Engineer-Redux-v1.0.14.1 0.90 EditorExtensions_v2.5 0.90 DeadlyReentry v6.4.0 0.90 RealChute_Parachute_Systems-v1.2.6.3 0.90 Stock-Bug-Fix-Modules 0.1.7b 0.90 Trajectories-v1.1.2 0.90 MechJeb2-2.4.2-386 + NEAR module! 0.90 Stock-Revamp 1.6 CLOSE ALL SOLAR PANELS 0.90 StageRecovery_1.5.3 0.90 ModuleManager.2.5.8 0.90 Extraplanetary Launchpads v5.0 + recycle to RocketParts 0.90 NearFutureTech 0.4.0 construction+solar+prop 0.25 KW Rocketry v2.6d2 0.90 ProceduralParts.1.0 +textures 0.90 TextureReplacer-2.1.2 & Endraxials Planets and Moons For TR 2014 v2.0 lite & visor 0.90 KerbalAlarmClock_3.2.2 0.90 Action Groups Extended 1.29d 0.90 Kerbal Joint Reinforcement v3.1 Err.. How it looks like at least?- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Mystique replied to ferram4's topic in KSP1 Mod Releases
I have a problem after undocking a vessel that was docked to orbital dock station using stock clampotrons - after I click undock, I can't switch to that vessel with [] keys and can't switch to any other vessel using alarm clock links. If I go back to KSC and switch to undocked vessel, it gets blown up in seconds from exceeding g-force. Part of ksp.log related to this incident: https://docs.google.com/document/d/15gUIZaFd35PxtTZKLijlBzEULWQ3PaLiMRjSRxF9bdI/edit?usp=sharing Just before explosion there are lots of errors there: [EXC 01:30:38.439] KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary`2[Vessel,System.Int32].get_Item (.Vessel key) KerbalJointReinforcement.KJRManager.FixedUpdate () Can it be KJR related issue? On one switch from KSC to station both vessel and dock were thrown away with great torque applied as after collision. I finally managed to get out of this situation by switching control to vessel that getting undocked first and then clicking undock, so I immediately RCS'd it away from station and now it all seems to be working. Very strange bug anyway.- 2,647 replies
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I have a problem after undocking a vessel that was docked to orbital dock station using stock clampotrons - after I click undock, I can't switch to that vessel with [] keys and can't switch to any other vessel using alarm clock links. If I go back to KSC and switch to undocked vessel, it gets blown up in seconds from exceeding g-force. Part of ksp.log related to this incident: https://docs.google.com/document/d/15gUIZaFd35PxtTZKLijlBzEULWQ3PaLiMRjSRxF9bdI/edit?usp=sharing On one switch from KSC to station both vessel and dock were thrown away with great torque applied as after collision. I finally managed to get out of this situation by switching control to vessel that getting undocked first and then clicking undock, so I immediately RCS'd it away from station and now it all seems to be working. Very strange bug anyway. So, how it all started: 1. Put massive (up to 300 ton, but part count isn't sky-high - I used almost all huge parts, so even framerate doesn't suffer) station in orbit containing Extraplanetary Launchpad orbital dock part and EL's huge tanks for rocket parts. There is also Davon supply mod hub, but it never caused any problems before. 2. Station has docked in one of the ports a orbital tug, small enough thing. 3. Launched crew transfer vessel (almost all stock from mk2 parts) and docked it to clampotron on opposite site from that tug. All operations were done carefully, no collisions and stuff, so no rotation and wobbling to station. 4. Moved part of crew from transfer vessel to container in station, tried to build some stuff with EL dock, realized that crew has no experience and building doesn't progress, canceled it and moved crew back to transfer vessel. 5. Clicked undock in transfer vessel's docking port menu. 6. Pressed [ / ] keys to switch to transfer vessel, nothing happened. Switching to other vessels via Alarm clock or map also produced no effect (moreover, no switching menu popped up on map at this point when clicking on vessels). 7. Gone back to KSC->tracking station, selected separated transfer vessel, clicked "fly it". 8. Shortly after scene loaded, transfer vessel was gone (in one occasion only 1 cockpit part was floating near station), , in few secs I saw an explosion and in flight log there was stated that all transfer vessel's parts exceeded g-force tolerance. 8a. In one occassion after scene was loaded, transfer vessel was floating away from station and like 20-30 m/s while also rapidly rotating, SAS helped, then I noticed that station also had quite a rotation, even though at moment of undocking it was totally still despite SAS was off. 8b. In one occassion, after scene was loaded, I found out that vessel is still docked to station. Trying to undock led to points 6-8. 0.90 NEAR A Simpler Aerodynamics Model v1.3.1 0.90 DockingPortAlignment_4.0 0.90 Chatterer-0.8.0 0.90 Active Texture Management 4.3.0 basic 0.90 ProcFairings_3.11 0.90 RCSBuildAid_v0.5.3 0.90 ShipManifest 0.90.3.3.3 0.90 KAS – Kerbal Attachment System 0.4.10 0.90 Toolbar-1.7.8 0.90 ScienceAlert-1.8.4 0.90 Davon supply mod v011 0.90 DMagic_Orbital_Science_V0.9.1 0.90 Engineer-Redux-v1.0.14.1 0.90 EditorExtensions_v2.5 0.90 DeadlyReentry v6.4.0 0.90 RealChute_Parachute_Systems-v1.2.6.3 0.90 Stock-Bug-Fix-Modules 0.1.7b 0.90 Trajectories-v1.1.2 0.90 MechJeb2-2.4.2-386 + NEAR module! 0.90 Stock-Revamp 1.6 CLOSE ALL SOLAR PANELS 0.90 StageRecovery_1.5.3 0.90 ModuleManager.2.5.8 0.90 Extraplanetary Launchpads v5.0 + recycle to RocketParts 0.90 NearFutureTech 0.4.0 construction+solar+prop 0.25 KW Rocketry v2.6d2 0.90 ProceduralParts.1.0 +textures 0.90 TextureReplacer-2.1.2 & Endraxials Planets and Moons For TR 2014 v2.0 lite & visor 0.90 KerbalAlarmClock_3.2.2 0.90 Action Groups Extended 1.29d 0.90 Kerbal Joint Reinforcement v3.1
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To be short: EL tank that fits 11900 of RocketParts has dry mass of 4.2 tons. If I make PP tank that can take same quantity of RocketParts, it'll have dry mass of ~17.72 tons (it can actually take 11890 RocketParts, doesn't matter much). Weight of 11890 RocketParts in PP tank = 29.714 tons; of 11900 in EL tank - 29750 tons, which is quite the same. That's why I asked - it it intended that PP tank for RocketParts has dry mass/density like 4.2 times bigger than EL one? Update: seems like EL tanks actually have more efficient dry weight for bigger tanks. If I divide wet weight of EL tanks by number of parts, I'll get: huge tank - 2.8529 large - 3.2049 normal - 5.1289 PP tank - 3.99 So huge tank is like 1.8 time more efficient than normal one. I always compared PP tank to huge one, that's why I though that dry density was way too high. So if compared to normal (and tiny) EL tanks, PP is more weight efficient, but when compared to their large and huge tanks - EL is way ahead. That kinda solved the riddle =\
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Just took quick look in config for EL tanks, they have density of 0.17 now instead of previous 0.325. But, as I remember, EL's own tanks have "density" of dry tank like 0.07, which is still quite significant difference. Is it working as intended? https://github.com/Swamp-Ig/ProceduralParts/blob/master/ChangeLog.txt - is it correct changelog, that is also included in download? Because I saw this one in old topic: Resource amounts are now persistent after loading a craft in editor Fixed the "wandering SRB bell" bug Working tech limits in science sandbox mode Cost and mass adjustments (Extraplanetary and TAC life support tanks) Version file now uses the correct version format
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Just imagine my rage when I was trying to dock these 2 thing and found that one on the right has RCS ports only for rotation and the one on the left doesn't have any, because it was way to heavy for RCS to move it anyway P.S. Keeping them from flexing on regular clamp-o-tron (well, I saved some cash for Sr one) after docking was even more interesting than docking using main engines
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Just noticed that update, better late then never. If I have a save that was using instant building, will it just switch to progressive without any problems? I only have a hitchhiker container in my orbital dock, I remember that it works as workshop, so 1-star engineer should be able to construct something in there, correct? P.S. I suppose that with building vessel that has assigned pilot in VAB using EL, while dock has no kerbals caused new vessel to spawn far away from dock, is already fixed by itself because there are now always kerbals aboard of working dock?
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How to efficiently do station contracts
Mystique replied to Dr-Drunk's topic in KSP1 Gameplay Questions and Tutorials
Strange, is topicstarter playing on some insane difficulty level? Station (and land base) contracts are usually quite profitable, especially if you abuse contract mechanics a bit and use same ship to fulfill several base contracts. Even if not, they're good enough, especially if you use stage recovery mod for booster stages (don't recover that much cash, but helps anyway on long run). Maybe problem is in booster construction? 10-15 tons is not that much heavy payload, even if you don't use asparagus to optimize costs and efficiency. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Mystique replied to Ven's topic in KSP1 Mod Development
Yeah, KW is good on SRBs, I use them almost all the time. I'd switch to procedural ones, but they really don't look as good yet. And I had to remove all KW tanks and some other stuff to free RAM a bit - revamp was a last drop that made my mod-infested KSP crash like every hour or so. So I either use revamped stock or procedural tanks, that's more than enough really. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Mystique replied to Ven's topic in KSP1 Mod Development
Even strange weight of solar panels doesn't bother anyone? By the way, after installing this mode, I noticed that "stock" engines are now more efficient than KW ones. I don't remember stock stats, so either revamp amended stock engines or KW were nerfed, though they were not updated for quite a long time, so it's not probable the case. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Mystique replied to Ven's topic in KSP1 Mod Development
+1 on these engines - they look a bit strange on 2,5 m tanks. Though it's purely visual and taste-related issue, I'd also like to see some visual structure, maybe kind of wide support ring that some of remade engines have. -
Seems to be fair enough - manual refuel for same amount may be lower, but it'll take some real time for totally routine task.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Mystique replied to Ven's topic in KSP1 Mod Development
cfg for this engine seems to be same to stock, maybe trouble is in modded model or something? P.S. Is there any chance of 1xY and 2xY (stock) solar panels mass getting fixed? They're all the same despite of different efficiency, which kinda doesn't make sense. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Mystique replied to Ven's topic in KSP1 Mod Development
What happened to radial LV-1R engine? Seems like it has wrong thrust direction. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Mystique replied to TriggerAu's topic in KSP1 Mod Releases
existing alarm type specific margins and have an option to use margins for each type in the warpto settings - that looks like a compromise and should be actially useful. You don't always need to warp to be exactly at AP, SOI change, usually you need to be there at least few seconds earlier to make stuff. First option will also do, it should be ok for AP/PE/SOI, but I think won't be that convenient for nodes, but as a "hotfix" it'll be ok. Third option may get map a bit crowded with buttons, I guess, though on the other hand it can also be quite convenient, especially for AP/PE/SOI (though SOI actually may need a bit of margin in order not to warp exactly at SOI change moment because of trajectory glitches; for nodes warping exactly to nodes doesn't make much sense at all - see below). Is there an easy way to get node burn time from game (though looking at stock node burn time estimations it seems that game doesn't put much efforts into calculation or just don't always show values on screen)? Some mods do or calculate it themselves, I don't know exactly how it works. IMO, best thing for nodes will be an option to set up like: warp X time before half of node's burn time (because mostly people split burn time in half before and after node time) -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Mystique replied to TriggerAu's topic in KSP1 Mod Releases
Is it possible to setup default time margin for warpto maneuver node, like it is for all other alarms? Like warpto node 1 minute before node time. It's really cool feature, but it's easy to miss burn time for long burns, -
Err.. How much cash exactly this thingy charges for resupply? I have like 100k+ cash and can't order LFO only resupply (monoprop is full), because it's insufficient funds =\
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Extraplanetary launchpads procedural tank's dry mass seems to be way too big compared to EL's tanks. For example, biggest EL tank is 4.2 tons dry, while procedural is 19+ tons (scaled for same number of parts as EL tank). Can it be fixed in configs for future releases? Dry density to match EL seems to be 0.070 instead of current 0.325 (at least for rocket parts tanks, I don't use kethane so I don't even have ore and metal).
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Can anyone confirm that angle snap setting in EE menu are not saving? I deleted some of the angles, hit save, seems like they're actually deleted. Then I want to get all of them back, hit default, save - nothing changes and on next opening of EE menu those angles are still missing. Though adding angles manually seems to be still working and saving ok.