

nablabla
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Everything posted by nablabla
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Hi, I have a problem. Is there a reason why my engines all turn off? I tried 3 times and it happened the exact same thing. Just little BEFORE my booster gets empty (after 2min about 35~45km), the booster engine AND the main engine turn off?? Its also before I separete, the boosters are ehtanol and the main engine is kerosine. there is just a decoupler bettween them. I installed all mods for realism overhaul, rss and rp0 Is there any reason why a running engine shuts down?
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Hello everybody, I have encountered this bug again which I posted some month ago: http://forum.kerbalspaceprogram.com/threads/39512-1-0-4-Procedural-Fairings-3-15-%28June-27%29?p=2074516&viewfull=1#post2074516 And it still is there: I cannot tell whether it is from the procedural tank or the fairing. But this is what happnes: When I build a rocket with a procTank and put an inline fairing on its bottom (attatched to the top node of the fairing) Then I save an reload (or launch), what happens is that the fairing and everythin attached to it is sticking inside the Rocket. And this happens EVERY time and this is a new install on a new computer. It breaks the game and I wonder how everybody else can not have this problem. Best Regards, â–¼
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Real Solar System (RO/RP-0 Career Mode) Australian Space Program
nablabla replied to BevoLJ's topic in KSP Fan Works
Very nice, bevo! That is very nice. Also it is very nice that you provide the ckan file. It always so tedious to do all that installations. ------------------------------------------------------------------------------------------------------------------------------------------------ However the followin error occours, when I try to install your .ckan file in a new KSP installation: "The following inconsistencies were found: Kopernicus requires a version 1:beta-03-3. However a incompatible version, 1:beta-04, is in the resolver" I installed all of the mods specified in the .ckan files by hand and exported a new file: ckan-file with the same mods but newer version or do I do something wrong by using the new kopernicus version? (kopernicus did cause some problems in the past) ------------------------------------------------------------------------------------------------------------------------------------------------ Anyways I think what the rp-0 needs is a kind of part-catalog, in some of your older videos you said, that you only add some parts from a bunch of mods. but arn't the parts, that you have available, some kind of balancing? I added this file into my GameData folder: https://dl.dropboxusercontent.com/u/11976086/HideNon____Parts.cfg it removes every part in yor catalog with "non-rp-" or "nocost" in its name. The parts are still there in some, but hidden best regards, â–¼ -
I thought the Outer planets mod modifies the dish range of the late tech disches. Plus I have seen a mod with extra antennas, "Antennas" from DTPhantom. Another question: Does somebody know why in real solar system the commands are delayed by the signal delay but the controls are not?
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Hi again, I think I just found that bug again. I build a rocket with 15kDv and got it to orbit. Later I wanted to start the same rocket again, but this time I use the corrected a part in the upper stages (used another thruster with the same propellant) and put the rest back on. Now for whatever reason kerbal engineer show only 13kDv, especially only 1.3kdV for the big first stage. I calculated it by hand and it was wrong. I copied the rocket and rebuild the first and second stage exactly, now it showed 15.kDv again. I saved both versions of the craft (attached). And I found that the incorrect version has only 44k of lqdHydorgen while the correct has 94k or something like that. While the incorrect weighted over 100t and the corrected version (the same rocket) only around 70t. When I remove all tanks and add them again, the problem is gone. Sorry that I cannot provide the exact steps to reproduce it. Can I send or attach you the files somhow?
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[1.0.4]Better Buoyancy v1.4 - obsolete as of 1.0.5; 7/29/15
nablabla replied to ferram4's topic in KSP1 Mod Releases
okay, some popes get it others do not. Maybe it has another cause, as for me I reinstalled everything and got the same problem. But i also reinstalled the same mod alongside with it. { "kind": "metapackage", "abstract": "A list of modules installed on the default KSP instance", "name": "installed-default", "license": "unknown", "version": "2015.07.16.08.11.28", "identifier": "installed-default", "spec_version": "v1.6", "depends": [ { "name": "RealismOverhaul", "version": "v10.1.0" }, { "name": "B9AerospaceProceduralParts", "version": "0.40" }, { "name": "BetterBuoyancy", "version": "v1.3" }, { "name": "SCANsat", "version": "v14.1" }, { "name": "FilterExtensions", "version": "2.3.1" }, { "name": "KSP-AVC", "version": "1.1.5.0" }, { "name": "MechJeb2", "version": "2.5.3" }, { "name": "ProceduralFairings", "version": "v3.15" }, { "name": "ProceduralFairings-ForEverything", "version": "v0.0.3" }, { "name": "ProceduralParts", "version": "v1.1.7" }, { "name": "RemoteTech", "version": "v1.6.7" }, { "name": "SemiSaturatableRW", "version": "1.10.1" }, { "name": "TACLS-Config-RealismOverhaul", "version": "v10.1.0" }, { "name": "TextureReplacer", "version": "2.4.7" }, { "name": "Toolbar", "version": "1.7.9" }, { "name": "AdvancedJetEngine", "version": "2.2.1" }, { "name": "FerramAerospaceResearch", "version": "1:v0.15.4_Glauert" }, { "name": "ModuleManager", "version": "2.6.6" }, { "name": "ModularFlightIntegrator", "version": "1.1.1" }, { "name": "SolverEngines", "version": "v1.6" }, { "name": "ModuleAnimateEmissive", "version": "v1.6" }, { "name": "CrossFeedEnabler", "version": "v3.3" }, { "name": "KerbalJointReinforcement", "version": "v3.1.4" }, { "name": "ModuleRCSFX", "version": "v4.1" }, { "name": "RealChute", "version": "1.3.2.3" }, { "name": "KerbalEngineerRedux", "version": "1.0.18.0" }, { "name": "CommunityResourcePack", "version": "0.4.3" }, { "name": "RealHeat", "version": "v1.0" }, { "name": "RealPlume", "version": "v0.3" }, { "name": "SmokeScreen", "version": "2.6.6" }, { "name": "FirespitterCore", "version": "v7.1.4" }, { "name": "TACLS", "version": "v0.11.1.20" }, { "name": "RemoteTech-Config-RSS", "version": "8.1.1" }, { "name": "RealSolarSystem", "version": "v10.1" }, { "name": "Kopernicus", "version": "1:beta-02" }, { "name": "QuickGoTo", "version": "v1.20" }, { "name": "QuickScroll", "version": "v1.31" }, { "name": "PersistentRotation", "version": "0.5.3" }, { "name": "RP-0", "version": "v0.33" }, { "name": "TweakScale", "version": "v2.2.1" }, { "name": "VenStockRevamp", "version": "v1.8.1" }, { "name": "SXT", "version": "20.6" }, { "name": "CommunityTechTree", "version": "2.1" }, { "name": "ActiveTextureManagement-x86-Aggressive", "version": "5-0" }, { "name": "ProceduralParts-Textures-SaturnNova", "version": "1" }, { "name": "GCMonitor", "version": "1.2.6" }, { "name": "AlternateResourcePanel", "version": "2.7.2.0" }, { "name": "RealFuels", "version": "rf-v10.4.6" }, { "name": "MechJebFARExt", "version": "1.0.0" }, { "name": "EnhancedNavBall", "version": "1.3.6.0" }, { "name": "NavballDockingIndicator", "version": "7" }, { "name": "RSSTextures2048", "version": "v10.0" }, { "name": "KerbalAlarmClock", "version": "v3.4.0.0" }, { "name": "TransferWindowPlanner", "version": "v1.3.0.1" }, { "name": "VNG-Parachute", "version": "1.2" }, { "name": "VNG-Plugin", "version": "0.7.2" }, { "name": "Chatterer", "version": "0.9.6" }, { "name": "StockBugFixModules", "version": "v1.0.4a.1" }, { "name": "RasterPropMonitor-Core", "version": "v0.21.1" }, { "name": "AIESAerospace-Unofficial", "version": "1.5.1" }, { "name": "RCSBuildAid", "version": "0.7.2" }, { "name": "FASA", "version": "5.35" }, { "name": "SovietEngines", "version": "1.1" }, { "name": "ReflectionPlugin", "version": "1.2" }, { "name": "DMagicOrbitalScience", "version": "1.0.7" }, { "name": "RocketdyneF-1", "version": "1.2" }, { "name": "KIS", "version": "1.2.0" }, { "name": "KAS", "version": "0.5.3" }, { "name": "InfernalRobotics", "version": "0.21.3" }, { "name": "IR-Model-Rework-Core", "version": "v01b" }, { "name": "IR-Model-Rework-Expansion", "version": "v01b" }, { "name": "PreciseNode", "version": "1.1.3" }, { "name": "Trajectories", "version": "v1.3.0a" } ] } I installed the master version from github and there was no twirling on my first test. Thank you ferram -
[1.0.4]Better Buoyancy v1.4 - obsolete as of 1.0.5; 7/29/15
nablabla replied to ferram4's topic in KSP1 Mod Releases
I made a new clean install in RSS and its like that again, I am not shure, maybe the water is just too shallow. After a while it stabilizes and I can recover but it shouldn't be that way -
thanks, so what I think we need, is a mostly-fixed list of part mods and prune lists for the AutoPruner which remove the non-rp non-ro etc. parts. (or better only one prunlist, to make it easier to use) (or a similar mechanism). For engines and other must-be-in parts like in fasa and soviet engines. I think the later tech can be optional but near future and oks/mks would be great as well. But I just made a reinstall and realized that rp0 is not yet even at 1.0.4 and there are still a lot of problems in the RO framework :/
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Annoying Warp to here markers
nablabla replied to leocrumb's topic in KSP1 Gameplay Questions and Tutorials
ain't no such thing please I want to disable this feature, now in stock there is the warp here in the context menu, we don't even need it any more. Also it has no margin. -
because I still have to build the sattelites and connect them with each other. I only dont like the repetitive work for every probe I build afterwards. yes, that it a thing I have to care about if I do that. But I can use the flight computer to do things on the other side it happens if to use the oberth effect as much as possible. yes but you have to connect to disctinct satellites during those manouvers and switch aroung several times. And then it can be quite tidous and I mess it up all the time I only have the Communotron 88-88 so far in the tech tree. Why should one dish not suffice to control one vessel? flight computer, or plan your burns that you always face the correct side. I landed on moho with an Ion Probe and solar panels, which had to have a connection and sunlight to be controllable, and I did not use the flight computer.No I love remote tech, I do not see the point in AntennaRange, It has only three different antennas?
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okay, but it makes things a lot easier, because you can switch between stuff in completely different direction in the solar system without touching any of your relay satellites I do not completely understand, your way building the network seems to be a different approach. I just connect the relay sats within each other with some small antennas and a big dish to point at the active vessel yes, for the mun that might work, but not in some weired orbit around kerbin (ex. pe 90km ap 5mm) also not if you are far away like duna, because the longer range dishes do not have that big of a cone. If you point it to Ike, you hit nothing but a small fraction of its orbit. And to my wish about that, In this weired orbit I have to be really careful, where I point my antenna, since there is this giant round thing called kerbin in the way and I can only point it to one of the relay sattelites (unless I carry a lot of these antennas) and none of the omnis with enough range survive reentry, so at reentry I must select the correct one or there will be no parachute deployment which dishes do you use? The ones I have, have a needle-like cone... yes, I want to do mid course correction, because my encounters glitch away so often (which is kind of realistic) what I do, I am to lazy to build a a network around other planets, I just connect to kerbin directly so I set two long range satellites to kerbin
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Hi, Bug: - Put together: pod, procedural fairing(at the decoupler), procedural tank, thruster - Remove everything from the pod. - Delete the pod. - Get a new pod. - Add the stuff again to the pod. (I did this because I accidently removed the tac resources by 'remove all tanks' but there is no quick set-back-to-default-button) Now if you change the shape of the tank, its glitches, i.e. the size semms to stay the same. But actually it does not. And I have had the case that there was some hidden mass when I build a bigger rocket, at least kerbal engineer gave me very bad delta-v stats. After I replaced all tanks with new ones my stats have been okay again. best regards, thanks for your work
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by the way, if you use CKAN to install realism overhaul, it does not even suggest to install deadly reentry. In fact DRE is not in ckan for 1.0.4 and my problem is, that I burn up with an fully intact heatshield pointing towards the heat. Or are the onboard heatshields rubbish? - - - Updated - - - About Rocket Design, I have not found any guide about the mass distribution of fuel. I mean, how big should I build my stages compared to one another? Or what is the best deltaV-distribution I found that an about euqal distribution is good but the lower stage should have a bit more, so it burns out if it cleared out the athmosphere and has a big twr to bring us forward flatting out the trajectory. Also smaller rockets seem to have a different best way to do it. What do I have to google ?
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The antennas in your relay network have to be set to active vessel. And each must be connected to mission control somehow, direct or indirect. But while controling your active vessel you must set its dish always to connect to one of them. And this is what annoys me, I would like to have an option to point it to 'any connected vessel' with connection to Mission Control. Which only works when the vessel is active, such that I can control it
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
nablabla replied to ferram4's topic in KSP1 Mod Releases
ohohoh, I am a programer, shame on me so was it the reason that launch clamps flew around in the sky?- 14,073 replies
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- aerodynamics
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ah, damn anyways I installed the autopruner. But I find it a bit.. hm, too light or bulky? When I was first installing RO I was wondering: First of all the opener thread (of RO) is very good and helpful in terms of which mods are required and which are recommended. But then it says "choose at least some of those" part packages hm, okay so I chose some of them. I see it is still work in progress but it is rather chaoitc. The thing is, a lot of parts are redundant and a lot I do not want to use. And sometimes the forum pages of the part mods are anit-proportionally informative to the quality of the parts I always admire people just playing ksp on youtube having fun, while I spend 90% of the time installing stuff, bug-fixing, testing, repairing save files, looking for ways to reduce memory usage or futile attemps to find causes for crashes. Anyway some of the guys said, that they only add parts from mod they use and even only add high res textures for places they currently are at. So the point is, installing even two or three of those part packages is too memory consuming for 32-victims. What rp0 is doing is tweaking it to a good gameplay (yaaay!), but the components you have to pick out by yourself, which I find kind of odd. So you make you gameplay balance at the end. And then there are the gaps in the CCT, I'd really like to have them filled with at least something usefull and not buy them to only get one which has it as a requirement. What I'd like to have is a part pack (or a list of mods plus a part pruner list (but only a single one pls), which combines only the needed parts of realistic part packs filling the cct (or another tech tree) to play with procedural parts not introducing redundancy and avoiding memory-heavy parts. Is there something like this existing? If not I will go on install most mods and make a list of parts needed and a pruner list. Actually what I like to have is do-it-all-yourself, which relies on procedural parts only. Ok, at least you need engines, command pods and the utilities like sience experiments solar panels, i.e. every part wich has a functionality you cannot mimik with procedural parts. But I dont want to have the all-in-one-part apollo/gemini pods, service modules, or landers, since it is my job to construct them. Or even the launch escape system: I could design one using SRBs and structural parts, then I must test it, that's the fun of the game is it not? I think the gemini/apolla ect parts are more for nostalgic reasons, I dont want to use them in my carreer mode (but other people might see that differently). Also I do not particularly like that the command pods have so much stuff installed already (so I cannot go without a co2 scrubber). As I know there was almost all equipment in the service module, in the pod itself only navigtion stuff. So use a service module (are thre procedural service modules/bays?) and put those things in there. Best Regards â–¼
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
nablabla replied to ferram4's topic in KSP1 Mod Releases
**Fixed NRE with Launch Clamps ** what is an nre?- 14,073 replies
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hi, I have a bug, where ships just disappear. It can happen when the ships is active ore when not. Sometimes I do stuff somewhere else and when I click on the map, the other ship which was orbiting just is not there any more. In the savegame there is no sign of the vessel any more and the kerbals are marked dead. But there was no reason the ship was orbiting for example ike. And sometimes when I switch back to a ship I have this kraken. There is just nothing the camera points around in space and the altitude-meter shows 00000 I have TACLS, RemoteTech, KAS, KIS, Outer Planets(but never been there yet), the near future parts, Persistend rotation, scanSat, (<-?) (a bunch of ui extensions like kerbal engineer) any idea why this is happening or which mod might cause it? How about persistent rotation? When I tried that one time ago it seemed to be buggy. best regards
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Why did you not accept the pull request fromthe guy with the remote tech fx? Or adding it as an option in the settings, to make it possible to activate and orient antennas without connection? I agree with his argument that it is more realistic. It is so annoying to loose communication. I want to play without quickloading. it destroys fun to get used to quickloading but i am just so bad in memorization. and by the way, thanks for this awesomeness mod <3 best regards
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okay, I am a bit frustrated now. Can anybody please tell me, which versions of which mods I need to get proper realistic heating. I certainly need FAR. So do I need RealHeat AND DeadlyReentry? And which version and so I miss something? Also is there some problem maybe with Kopernicus, the guys there talk about some athmosphere problems. My craft (mk1 with onboard heat shield) is now entering earth with 9000kmph at PE. What must I do (which PE) to not blow up? Is it normal, that there is no skin to int flux? Best regards, ▼☺
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[1.0.4]Better Buoyancy v1.4 - obsolete as of 1.0.5; 7/29/15
nablabla replied to ferram4's topic in KSP1 Mod Releases
I used CKAN, the effect is not always, did I mention that it happens in real solar system? And I only tried the mercury lander can