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Everything posted by uncle natzer
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I'm really starting to get into the really nerdy side of this game but I'm have problems figuring out some of the maths, mainly the Orbital Period. I cannot figure out where I am messing up. I'm using an altitude of 2,863,330m because I know the period should be 6hrs but I cannot get 21,600 seconds for the life of me. Radius of Kerbin is 600,000m and the Gravitational Parameter I've gotten is 3530.461, both of those I pulled from the wiki. 681,835,704 is the answer I keep getting. This is the webpage I've gotten the formula from, https://en.wikipedia.org/wiki/Orbital_period. If anyone can help me by breaking down the maths so I can figure out what I'm doing wrong that would be amazing.
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Help with launches
uncle natzer replied to uncle natzer's topic in KSP1 Gameplay Questions and Tutorials
Sounds good. I'll start playing around with all of that stuff and see if anything fixes it. Also, I noticed that my imgur pictures didn't show up? How do you post the album correctly? -
Help with launches
uncle natzer replied to uncle natzer's topic in KSP1 Gameplay Questions and Tutorials
Haha. It's the fairing that goes every time. It frustrates me that it is that high in the atmo when it does it. At that altitude it really shouldn't because of how this it is, right? -
Help with launches
uncle natzer replied to uncle natzer's topic in KSP1 Gameplay Questions and Tutorials
It's blowing up at around 45-50k. The angled engines are ditched at around 7k. -
Help with launches
uncle natzer replied to uncle natzer's topic in KSP1 Gameplay Questions and Tutorials
I'm going to post a picture of my rocket and see if you guys can give me pointers and what-not. It has the dv that it has because it will be doing a Minmus flyby at the very least. Here is the link also. http://imgur.com/a/wDhdn - - - Updated - - - This is also what my Physics.cfg has set. dragMultiplier = 8 dragCubeMultiplier = 0.1 angularDragMultiplier = 2 liftMultiplier = 0.036 liftDragMultiplier = 0.015 bodyLiftMultiplier = 18 aeroFXScalar = 1 aeroFXDensityExponent = 0.75 aeroFXStartThermalFX = 2 aeroFXFullThermalFX = 3.5 aeroFXExponent = 3.0 thermalMaxIntegrationWarp = 100 spaceTemperature = 4 solarLuminosityAtHome = 1360 solarInsolationAtHome = 0.15 convectionDensityExponent = 0.5 convectionVelocityExponent = 3.0 convectionFactorSplashed = 5000 fullConvectionAreaMin = -0.2 fullToCrossSectionLerpStart = 0.8 fullToCrossSectionLerpEnd = 1.5 machConvectionStart = 2 machConvectionEnd = 4.0 machConvectionExponent = 3 turbulentConvectionStart = 100 turbulentConvectionEnd = 200 turbulentConvectionMult = 100 machTemperatureScalar = 21 machTemperatureVelocityExponent = 0.75 partEmissivityExponent = 4 radiationFactor = 1 convectionFactor = 6 newtonianConvectionFactorBase = 8.14 newtonianConvectionFactorTotal = 4.0 newtonianDensityExponent = 0.5 newtonianVelocityExponent = 1.0 conductionFactor = 20 internalHeatProductionFactor = 0.025 aerodynamicHeatProductionFactor = 1.0 standardSpecificHeatCapacity = 800 skinSkinConductionFactor = 0.06 skinInteralConductionFactor = 0.4 shieldedConductionFactor = 0.01 -
I'm almost always burning up before entering orbit. No matter what design I make it'll burn up. It's always between 45 and 50k. I use DR but I've rest the values to the default setting and I've tried using the recommended 1.2 to 1.5 starting TWR and I've used a multitude of launch profiles from really steep to really shallow and everything in between. I get through the lower atmosphere with no problems. Any pointers or help would be amazing, um kinda starting to get frustrated...
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I have MM and the RT folder placed into the GameData folder, not placed into any others. I have no problems with any other mods I have installed. All other aspects of RT works correctly. Could it have something to do with scanning for ore? I ran into the problem with the large ore scanning dish, I don't remember the name.
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I've posted this in the RT forum page but they are a little slow getting back to me so I'm going to post it here also. None of my antennas are transmitting data. I found this out because I was trying to do an ore scan and I got a message telling me that I did not have an antenna that could transmit the data. As far as I know, I do not have any mods installed that conflict with RT but I went ahead and put a clean copy of KSP on my hard drive and tested with RT not installed, RT with the packaged MM version, and then RT with the old MM removed and the new version installed. All of the tests with RT installed resulted with the Data Transmission Module not there. When uninstalled, the module was back. This is a snip from a .cfg for the RT antennas from the MM files in the RT- @PART[RTLongAntenna2]:FOR[RemoteTech] { %TechRequired = largeElectrics @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 0 %Mode1OmniRange = 5000000 %MaxQ = 3000 %EnergyCost = 0.6 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} } It shows that the Transmitter is there This is the .cfg for the Communotron 88-88. PART { name = commDish module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = electronics entryCost = 3400 cost = 1100 category = Science subcategory = 0 title = Communotron 88-88 manufacturer = Ionic Symphonic Protonic Electronics description = The Communotron High-Gain Antenna, model 88-88 allows for long-range, high-speed communication. attachRules = 1,1,0,0,0 mass = 0.025 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 // = 3000 PhysicsSignificance = 1 bulkheadProfiles = size0, srf MODULE { name = ModuleAnimateGeneric animationName = dish isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna allowAnimationWhileShielded = False } MODULE { name = ModuleDataTransmitter packetInterval = 0.10 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge DeployFxModules = 0 } } It has the name as ModuleDataTransmitter. Could the problem be that the MM file has it named wrong?
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Ok so I did some testing. The base game shows the ability to transmit data but when I install RT and only RT it removes it. I've tried with both the MM that is packaged with it and the most up to date MM. Any ideas on whats going on? This is a snip from a .cfg for the RT antennas from the MM files in the RT- @PART[RTLongAntenna2]:FOR[RemoteTech] { %TechRequired = largeElectrics @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 0 %Mode1OmniRange = 5000000 %MaxQ = 3000 %EnergyCost = 0.6 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} } It shows that the Transmitter is there This is the .cfg for the Communotron 88-88. PART { name = commDish module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = electronics entryCost = 3400 cost = 1100 category = Science subcategory = 0 title = Communotron 88-88 manufacturer = Ionic Symphonic Protonic Electronics description = The Communotron High-Gain Antenna, model 88-88 allows for long-range, high-speed communication. attachRules = 1,1,0,0,0 mass = 0.025 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 // = 3000 PhysicsSignificance = 1 bulkheadProfiles = size0, srf MODULE { name = ModuleAnimateGeneric animationName = dish isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna allowAnimationWhileShielded = False } MODULE { name = ModuleDataTransmitter packetInterval = 0.10 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge DeployFxModules = 0 } } It has the name as ModuleDataTransmitter. Could the problem be that the MM file has it named wrong?
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I'm having the same problem as stellarator. None of my dishes are transmitting data. I haven't tried doing yet on this save but I have been able to do it on other saves before this. I've looked into the mm cfgs and it looks like all the info is still there. The RT2 folder is in the GameData folder and in no others. I have a really long mod list but as far as I am tracking none of them conflict with RT2. Does any one have any idea what's going on?
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I remember having two mods installed at one point that allowed you to select different RTG fuels and added a decay element to it. I cannot for the life of me remember the names of the two. Can anyone point me towards them again please?
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Is there another parts pack that add more dishes other than AIES and is updated to 1.0? I have Remote Tech and I'm looking for a little move variety. If I need to impute my own ranges for the dishes that's not a problem!
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So I was messing around with this mod and real fuels and have a problem. I can set the correct fuels from my engines and tanks but when I go to launch the craft after is has been built and what-not the fuel tanks are empty. I have no problems with modular fuel tanks just real fuels. Is there a work around for this? I like the realism that both of the mods provide and I don't want to have to uninstall one cause it kinda ruins the fun that install of mine provides (I have one with MF and one with RF). If anyone has an answer that would be awesome!
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Alrighty then, guess I'll have to start digging some and try and find a somewhat good real world analogy and do some coding. Figured I would ask if someone had already built the wheel before doing it again. Thanks for the quick reply!
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I've looked around and didn't have any luck finding one but does anyone know if the is something out there that allows the ISRU converter to work with real fuels?
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Where do I go for the FF ribbon? I've read several posts back and I've downloaded the two packs from FF's page but they don't have any of these planets included. Just wondering if some one could point me in the right direction, thanks! --edit-- Never mind about how to get them, I found them will looking through the OPM folder; however, when I look through the ribbons in the FF menu in the game they do not show up. Any ideas as to why?
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Looking forward to reading this as it comes out. It seems like it's going to be a good one!
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
uncle natzer replied to Raptor831's topic in KSP1 Mod Releases
So, umm, I fixed it. Something about not having the RFStockalike folder's contents installed. I haven't the slightest idea what that folder does *sarcasm*. Thanks for the help though! -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
uncle natzer replied to Raptor831's topic in KSP1 Mod Releases
All of my engines, stock and KW, are not showing any changes to the fuel they need. Only showing liquid fuel and oxidizer needed. I have the newest engine pack, real fuels, and kw mod. Any ideas on whats going on? -
KSP Keeps Freezing while Loading
uncle natzer replied to uncle natzer's topic in KSP1 Technical Support (PC, modded installs)
Ok awesome. I thought the pack I had was updated but I'll look into it more when I get off work. Thanks for the help -
KSP Keeps Freezing while Loading
uncle natzer replied to uncle natzer's topic in KSP1 Technical Support (PC, modded installs)
https://www.dropbox.com/s/bdbcxkfj6jkol9p/output_log.txt?dl=0 Sorry, I guess I forgot to add that before I went to bed last night. -
On my mod testing install it keeps freezing at this point AIES_Aerospace/Engine/AIESest5engine/part/dest5Engine . I have tried everything that I can think of. I have replaced the folder with one from my main install, one from my back-up mods folder, I've copied and pasted the same folder back in, and I've moved the AIES folder from the parts folder to the GameData folder. I have tried loading the game five times and always freezes at the same point. I have just installed Real Fuels and the Stock alike engine configs and that is the only difference between the two installs. I also would post my mods list but I stopped updating it and as a result it no longer reflects what I do have installed. Any help would be amazing.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
uncle natzer replied to Nereid's topic in KSP1 Mod Releases
Is there anyway that this could work with DMP. I love the mod and it add that little bit of flare that make the Kerbals that more interesting. I know that it places a file in you save folder but whenever you add ribbons, leave the server, and then get back in they are no longer there. If anyone has any help it would be awesome!