

nablabla
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hi, I think I found a bug together with procedural fairings (http://forum.kerbalspaceprogram.com/threads/39512-1-0-4-Procedural-Fairings-3-15-%28June-27%29?p=2074516&viewfull=1#post2074516) whenever I connect an inline fairing with its decoupler (upper node of it's three) to a procedural tank (and attach the engines aside the node just put them in symmetry mode. It work at first, but when it reloads the vessel it is wrong (cliping into it for some meters). Its not alwayls like that, i think its always the first fairing in the rocket, but if it happens it happens all the time restacking does not help best regards ▼☺
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hi, I think I found a bug together with procedural parts (http://forum.kerbalspaceprogram.com/threads/106975-1-0-4-Procedural-Parts-Parts-the-way-you-want-em-v1-1-6-June-28?p=2074517&viewfull=1#post2074517) whenever I connect an inline fairing with its decoupler (upper node of it's three) to a procedural tank (and attach the engines aside the node just put them in symmetry mode. It work at first, but when it reloads the vessel it is wrong (cliping into it for some meters). Its not alwayls like that, i think its always the first fairing in the rocket, but if it happens it happens all the time restacking does not help best regards ▼☺
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that is a clear statement, tanks again, I also witnessed some temperature flicker howerver never had those problems in 'stock'
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mh, yes thank you, it works, but it gets yellow colored und red-temperature-gauged very early up and it says skin temperature is at 2700K somtimes in the trajectory (and my ascend was from 200 to 80 or something) while the ablator was hardly used, 248/250 remained (as I say, I have no 'real' experience yet) also there is no intererior-to-skin conduction I have another question why is remote tech delaying some signals like experiments and SAS RCS but not the attitute/strafe controls?
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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 play on real solar system and whenever i land in water it keeps moving and prevents me from pressing Recover Vessel I use version 1.3 thanks ▼☺ -
so is it [my install] correct if it blows up at 100km with 7000kmph? How is it then even possible to reenter? okay I installed deadly re-entry melificient version and now the effect is lessend and also the unexplainable overheatings are gone. But there is no skin to int flux on my mk1 pod now i have RO v10.1.0 Real heat v1.0 (the only version?) Deadly Reentry v7.2.0 update, July 9, 2015 (The Melificent Edition) kopernicus beta 1 (there was an issue with its beta 2 version which caused solar panels to not produce charge on stock or outer planets mod) FAR 1:v0.15.3.1 which versions have you installed to get it work? I also seem to have an issue with better bouyancy, i cannot recover stuff, because it ceeps moving in water
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hey guy, i am trying out this realism overhault and I must say frist, wow you did such an amazing job, please keep doing it !!! I also want to ask how far it works fine with 1.0.4 now ? But there are some things, which I find quite odd, the probe cores heat by themselfes or did I put stuff together wrong? Also things blow up very easily, e.g. when I accelerate to orbit in around 6000kmph at 90km or ist this supposed to be like that and I just messed up? I don't know, it is my first try with RO. For example installing it with ckan, there is no deadly reentry, so in installed this melificent version. But is it good? Can things blow up due overheating in 120km? (about same apoapsis) Best regards ▼☺
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Hi, my install is too big, but I think I did not install too much in terms of parts, only AIES, B9, FASA, SXT, KAS, KIS but my install uses too much memory. I dont want to use OpenGL, its too slow. I have three questions 1) I dont want the non-rp0 parts hanging in there, since I dont want to use them for balancing reasons they only annoy, because I play with entry purchases, so I removed them via ModuleManager by adding this !PART[*]:HAS[~RP0conf[],#RSSROConfig[true]]:FINAL { } !PART[*]:HAS[~RP0conf[],#RSSROConfig[True]]:FINAL { } !PART[*]:HAS[~RP0conf[],~RSSROConfig[]]:FINAL { } !PART[*]:HAS[~RP0conf[],#RSSROConfig[false]]:FINAL { } !PART[*]:HAS[~RP0conf[],#RSSROConfig[False]]:FINAL { } !PART[*]:HAS[#RP0conf[false],#RSSROConfig[true]]:FINAL { } !PART[*]:HAS[#RP0conf[false],#RSSROConfig[True]]:FINAL { } !PART[*]:HAS[#RP0conf[false],#RSSROConfig[false]]:FINAL { } !PART[*]:HAS[#RP0conf[false],#RSSROConfig[False]]:FINAL { } !PART[*]:HAS[#RP0conf[false],~RSSROConfig[]]:FINAL { } !PART[*]:HAS[#RP0conf[true],~RSSROConfig[]]:FINAL { } does this really remove the parts, such that they do not use memory? if not 2) is there a way to really remove them from the game? Or maybe automatically, this pruner http://forum.kerbalspaceprogram.com/threads/101309-Script-AutoPruner-v1-1-Prune-those-parts-that-suck-up-your-RAM!-%282015-018%29 need scripts. Does someone have a good script for rp-0 with all procedural parts? 2b) Because I also want to remove redundant stuff, like tanks, stock parachutes, strange tweak-skaleable engines 3) There are some empty nodes in the rp-0 (community-techtree?). How can I fill them (e.x. engineering 101). It is strange that researching one of two L1 nodes does not provide any part Best Regards â–¼
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Hello, I the realism overhaul, rp0 installed The problem is that command modules suffer from radial flux (about 60 for the mercury command pod) and overheat just by them selves. The difference maybe to the other threads is that this is due to income rad flux, happening very slow and also it starts with a quite high temperature is there some modification wrong? Maybe in RealHeat or FAR If anybody knows why, Thank You { "kind": "metapackage", "abstract": "A list of modules installed on the default KSP instance", "name": "installed-default", "license": "unknown", "version": "2015.07.09.10.09.57", "identifier": "installed-default", "spec_version": "v1.6", "depends": [ { "name": "FilterExtensions", "version": "2.3.0" }, { "name": "TweakScale", "version": "v2.2.1" }, { "name": "ProceduralParts", "version": "v1.1.6" }, { "name": "VenStockRevamp", "version": "v1.8.1" }, { "name": "ModuleManager", "version": "2.6.6" }, { "name": "RealismOverhaul", "version": "v10.1.0" }, { "name": "AdvancedJetEngine", "version": "2.2.1" }, { "name": "FerramAerospaceResearch", "version": "1:v0.15.3.1" }, { "name": "ModularFlightIntegrator", "version": "1.1.1" }, { "name": "SolverEngines", "version": "v1.5" }, { "name": "ModuleAnimateEmissive", "version": "v1.5" }, { "name": "CrossFeedEnabler", "version": "v3.3" }, { "name": "KerbalJointReinforcement", "version": "v3.1.4" }, { "name": "ModuleRCSFX", "version": "v4.1" }, { "name": "RealChute", "version": "1.3.2.3" }, { "name": "BetterBuoyancy", "version": "v1.3" }, { "name": "CommunityResourcePack", "version": "0.4.3" }, { "name": "RealHeat", "version": "v1.0" }, { "name": "B9AerospaceProceduralParts", "version": "0.40" }, { "name": "SmokeScreen", "version": "2.6.5" }, { "name": "SXT", "version": "20.6" }, { "name": "ProceduralFairings", "version": "v3.15" }, { "name": "CommunityTechTree", "version": "2.1" }, { "name": "RealSolarSystem", "version": "v10.1" }, { "name": "RSSTextures8192", "version": "v10.0" }, { "name": "Toolbar", "version": "1.7.9" }, { "name": "Kopernicus", "version": "1:beta-02" }, { "name": "ConnectedLivingSpace", "version": "1.1.3.1" }, { "name": "KSP-AVC", "version": "1.1.5.0" }, { "name": "EnhancedNavBall", "version": "1.3.6.0" }, { "name": "QuickScroll", "version": "v1.31" }, { "name": "NearFutureConstruction", "version": "0.5.4" }, { "name": "NearFutureSolar", "version": "0.5.3" }, { "name": "StationPartsExpansion", "version": "0.3.3" }, { "name": "InterstellarFuelSwitch-Core", "version": "1.15" }, { "name": "NearFutureProps", "version": "0.4.2" }, { "name": "ActiveTextureManagement-x86-Basic", "version": "5-0" }, { "name": "AlternateResourcePanel", "version": "2.7.2.0" }, { "name": "Chatterer", "version": "0.9.5" }, { "name": "KerbalEngineerRedux", "version": "1.0.17.0" }, { "name": "MechJeb2", "version": "2.5.3" }, { "name": "MechJebFARExt", "version": "1.0.0" }, { "name": "PersistentRotation", "version": "0.5.3" }, { "name": "ProceduralFairings-ForEverything", "version": "v0.0.3" }, { "name": "RemoteTech", "version": "v1.6.7" }, { "name": "RemoteTech-Config-RSS", "version": "8.1.1" }, { "name": "SemiSaturatableRW", "version": "1.10.1" }, { "name": "TACLS-Config-RealismOverhaul", "version": "v10.1.0" }, { "name": "TextureReplacer", "version": "2.4.7" }, { "name": "Service-Compartments-6S", "version": "1.3" }, { "name": "AIESAerospace-Unofficial", "version": "1.5.1" }, { "name": "DMagicOrbitalScience", "version": "1.0.7" }, { "name": "FASA", "version": "5.35" }, { "name": "KAS", "version": "0.5.2" }, { "name": "PorkjetHabitats", "version": "0.41" }, { "name": "RocketdyneF-1", "version": "1.2" }, { "name": "SCANsat", "version": "v14.0" }, { "name": "SovietEngines", "version": "1.1" }, { "name": "RealFuels", "version": "rf-v10.4.4" }, { "name": "RealPlume", "version": "v0.0" }, { "name": "FirespitterCore", "version": "v7.1.4" }, { "name": "TACLS", "version": "v0.11.1.20" }, { "name": "ReflectionPlugin", "version": "1.2" }, { "name": "KIS", "version": "1.1.5" }, { "name": "LayeredAnimations", "version": "1.1" }, { "name": "RP-0", "version": "v0.33" }, { "name": "KerbalAlarmClock", "version": "v3.4.0.0" }, { "name": "PlaneMode", "version": "1.1.0" }, { "name": "TransferWindowPlanner", "version": "v1.3.0.1" } ] }
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indeed I think they sould come up with a better solution, what is so difficult about computing the atmosphere intersect? It accurately computes SOI-intersects so it should be possible for the game to throttle the warp if and only if it the craft is entering an athmosphere and throttle it back accordingly. I wonder why there is no mod yet, which does that Also ther could be something like a descent time warp: Like enable 20x warp without physics but with athmospheric drag, or physics but no throtteling/control allowed. I use the BetterTimeWarp mod to do that on my own risk, and for aerobreaking its okay timesaver
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solar panels not work
nablabla replied to nablabla's topic in KSP1 Technical Support (PC, modded installs)
yes, sorry, some to total exposure, no charge dont know but it has been working with the same install that is a thing, is there any way to debug ksp? or read this log? It is so huge and there are so much notifications. Is there a way to set it to only log errors and warnings? wow, I just removed mods one by one and tested for 90min .... and this kopernicus thingy was one of the last I tried ... @OddFunction Thanks ! WHOOOOOHOOO It did the trick. Why did I not find that post by extensive search Thank you -
hi guys, I have a strange and veery annoying problem: I installed a bunch of mods using CKAN { "kind": "metapackage", "abstract": "A list of modules installed on the default KSP instance", "name": "installed-default", "license": "unknown", "version": "2015.07.09.10.10.13", "identifier": "installed-default", "spec_version": "v1.6", "depends": [ { "name": "ActiveTextureManagement-x86-Aggressive", "version": "5-0" }, { "name": "AlternateResourcePanel", "version": "2.7.2.0" }, { "name": "Chatterer", "version": "0.9.5" }, { "name": "CommunityTechTree", "version": "2.1" }, { "name": "ContractConfigurator-ContractPack-SCANsat", "version": "v0.5.2.1" }, { "name": "ContractConfigurator-RemoteTech", "version": "1.1.4" }, { "name": "EnhancedNavBall", "version": "1.3.6.0" }, { "name": "GCMonitor", "version": "1.2.6" }, { "name": "InfernalRobotics", "version": "0.21.3" }, { "name": "KAS", "version": "0.5.2" }, { "name": "KerbalAlarmClock", "version": "v3.4.0.0" }, { "name": "KerbalEngineerRedux", "version": "1.0.17.0" }, { "name": "KIS", "version": "1.1.5" }, { "name": "KSP-AVC", "version": "1.1.5.0" }, { "name": "MechJeb2", "version": "2.5.3" }, { "name": "NearFutureConstruction", "version": "0.5.4" }, { "name": "NearFutureSolar", "version": "0.5.3" }, { "name": "OrbitalSurveyPlus", "version": "1.2.1" }, { "name": "OuterPlanetsMod", "version": "1:1.7.1" }, { "name": "PlaneMode", "version": "1.1.0" }, { "name": "PortraitStats", "version": "3.0" }, { "name": "PreciseNode", "version": "1.1.3" }, { "name": "QuickGoTo", "version": "v1.20" }, { "name": "QuickScroll", "version": "v1.31" }, { "name": "TACLS", "version": "v0.11.1.20" }, { "name": "TACLS-Config-Stock", "version": "v0.11.1.20" }, { "name": "TransferWindowPlanner", "version": "v1.3.0.1" }, { "name": "WaypointManager", "version": "2.4.0" }, { "name": "IR-Model-Rework-Core", "version": "v01b" }, { "name": "IR-Model-Rework-Expansion", "version": "v01b" }, { "name": "EnvironmentalVisualEnhancements", "version": "7-4" }, { "name": "StationPartsExpansion", "version": "0.3.3" }, { "name": "ModuleManager", "version": "2.6.6" }, { "name": "ContractConfigurator", "version": "1.5.1" }, { "name": "SCANsat", "version": "v14.0" }, { "name": "RemoteTech", "version": "v1.6.7" }, { "name": "InterstellarFuelSwitch-Core", "version": "1.15" }, { "name": "CommunityResourcePack", "version": "0.4.3" }, { "name": "Kopernicus", "version": "1:beta-02" }, { "name": "NearFutureProps", "version": "0.4.2" }, { "name": "EnvironmentalVisualEnhancements-HR", "version": "7-4" }, { "name": "NearFutureElectrical", "version": "0.5.1" }, { "name": "NearFutureElectrical-DecayingRTGs", "version": "0.5.1" }, { "name": "NearFuturePropulsion", "version": "0.5.1" }, { "name": "NearFutureSpacecraft", "version": "0.4.2" }, { "name": "HeatControl-Core", "version": "0.1.2" }, { "name": "NearFutureElectrical-Core", "version": "0.5.1" } ] } build a lot of stuff in the game, but now all solar panels stopped working And I am shure that its a bug, because things like my geosync. sattelites suffer from the same problem suddenly. Also when launching new crafts I have the same problem. The only thing I recently changed was using opengl what I tried: - switch back to non-opengl - go to an older save where I now that it worked for shure - reinstalled the whole game with all mods the panels work in my stock-game folder with and without opengl I do not understand it, because I did not add, remove or update any mod solution: http://forum.kerbalspaceprogram.com/threads/128213-solar-panels-not-work#3 another thing is: I have a separate install with real solar system and realism overhaul and its CKAN dependencies { "kind": "metapackage", "abstract": "A list of modules installed on the default KSP instance", "name": "installed-default", "license": "unknown", "version": "2015.07.09.10.09.57", "identifier": "installed-default", "spec_version": "v1.6", "depends": [ { "name": "FilterExtensions", "version": "2.3.0" }, { "name": "TweakScale", "version": "v2.2.1" }, { "name": "ProceduralParts", "version": "v1.1.6" }, { "name": "VenStockRevamp", "version": "v1.8.1" }, { "name": "ModuleManager", "version": "2.6.6" }, { "name": "RealismOverhaul", "version": "v10.1.0" }, { "name": "AdvancedJetEngine", "version": "2.2.1" }, { "name": "FerramAerospaceResearch", "version": "1:v0.15.3.1" }, { "name": "ModularFlightIntegrator", "version": "1.1.1" }, { "name": "SolverEngines", "version": "v1.5" }, { "name": "ModuleAnimateEmissive", "version": "v1.5" }, { "name": "CrossFeedEnabler", "version": "v3.3" }, { "name": "KerbalJointReinforcement", "version": "v3.1.4" }, { "name": "ModuleRCSFX", "version": "v4.1" }, { "name": "RealChute", "version": "1.3.2.3" }, { "name": "BetterBuoyancy", "version": "v1.3" }, { "name": "CommunityResourcePack", "version": "0.4.3" }, { "name": "RealHeat", "version": "v1.0" }, { "name": "B9AerospaceProceduralParts", "version": "0.40" }, { "name": "SmokeScreen", "version": "2.6.5" }, { "name": "SXT", "version": "20.6" }, { "name": "ProceduralFairings", "version": "v3.15" }, { "name": "CommunityTechTree", "version": "2.1" }, { "name": "RealSolarSystem", "version": "v10.1" }, { "name": "RSSTextures8192", "version": "v10.0" }, { "name": "Toolbar", "version": "1.7.9" }, { "name": "Kopernicus", "version": "1:beta-02" }, { "name": "ConnectedLivingSpace", "version": "1.1.3.1" }, { "name": "KSP-AVC", "version": "1.1.5.0" }, { "name": "EnhancedNavBall", "version": "1.3.6.0" }, { "name": "QuickScroll", "version": "v1.31" }, { "name": "NearFutureConstruction", "version": "0.5.4" }, { "name": "NearFutureSolar", "version": "0.5.3" }, { "name": "StationPartsExpansion", "version": "0.3.3" }, { "name": "InterstellarFuelSwitch-Core", "version": "1.15" }, { "name": "NearFutureProps", "version": "0.4.2" }, { "name": "ActiveTextureManagement-x86-Basic", "version": "5-0" }, { "name": "AlternateResourcePanel", "version": "2.7.2.0" }, { "name": "Chatterer", "version": "0.9.5" }, { "name": "KerbalEngineerRedux", "version": "1.0.17.0" }, { "name": "MechJeb2", "version": "2.5.3" }, { "name": "MechJebFARExt", "version": "1.0.0" }, { "name": "PersistentRotation", "version": "0.5.3" }, { "name": "ProceduralFairings-ForEverything", "version": "v0.0.3" }, { "name": "RemoteTech", "version": "v1.6.7" }, { "name": "RemoteTech-Config-RSS", "version": "8.1.1" }, { "name": "SemiSaturatableRW", "version": "1.10.1" }, { "name": "TACLS-Config-RealismOverhaul", "version": "v10.1.0" }, { "name": "TextureReplacer", "version": "2.4.7" }, { "name": "Service-Compartments-6S", "version": "1.3" }, { "name": "AIESAerospace-Unofficial", "version": "1.5.1" }, { "name": "DMagicOrbitalScience", "version": "1.0.7" }, { "name": "FASA", "version": "5.35" }, { "name": "KAS", "version": "0.5.2" }, { "name": "PorkjetHabitats", "version": "0.41" }, { "name": "RocketdyneF-1", "version": "1.2" }, { "name": "SCANsat", "version": "v14.0" }, { "name": "SovietEngines", "version": "1.1" }, { "name": "RealFuels", "version": "rf-v10.4.4" }, { "name": "RealPlume", "version": "v0.0" }, { "name": "FirespitterCore", "version": "v7.1.4" }, { "name": "TACLS", "version": "v0.11.1.20" }, { "name": "ReflectionPlugin", "version": "1.2" }, { "name": "KIS", "version": "1.1.5" }, { "name": "LayeredAnimations", "version": "1.1" }, { "name": "RP-0", "version": "v0.33" }, { "name": "KerbalAlarmClock", "version": "v3.4.0.0" }, { "name": "PlaneMode", "version": "1.1.0" }, { "name": "TransferWindowPlanner", "version": "v1.3.0.1" } ] } and there I whitness that exhaust effects are broken, the exhaust does stay at the nozzle (only the yellow/orange/red fire particles have no speed offset, the smoke trails are okay). It gets very annoying when the plume gets bigger, because I cannot see my rocket any more in 10km altitude. I post this together in one post even these are completely different issues, but I think they are somehow related because for me it seems that bnoth features use physics support from GPU or something like that and they happened at the same time, I also tried restarting my computer, but the same problem. can anybody help me? I would be very graceful