CleverLikeMe
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Everything posted by CleverLikeMe
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
CleverLikeMe replied to nightingale's topic in KSP1 Mod Releases
I'm having the same issue. Tried different dishes, different orbits. Since I'm playing career I'd rather not setup my networks beyond Kerbin without getting the contracts. I saw a post to edit the cfg's but before I try that I wanted to find out if I'm somehow doing something wrong. I tried the Reflectron KR-7, the RA-2 Relay Antenna, and the HG-5 High Gain Antenna. Satellites have power, active Communotrons, connection to my Kerbin constellation, and I've tried polar and equatorial orbits. I tried pointing the dishes at the Mun and simply having dishes active in orbit. Neither situation worked.- 557 replies
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- contract configurator
- remotetech
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
CleverLikeMe replied to KillAshley's topic in KSP1 Mod Releases
I've had some issues using mechjeb ascent guidance. Anyone else having this issue? Didn't have a problem with the stock system. -
Well for starters you might want to download the latest dev version instead. Just because it fixes a few things regarding terminal velocity (even though I'm told it's not 100 percent yet), and adds some other stuff you might want. Then, delete the mechjeb2 folder from gamedata, make sure you are looking at the right gamedata folder (if using a steam install, steam\steamapps\common\Kerbal Space Program\gamedata or something like that Then put the new mechjeb2 folder in gamedata, the one you got from latest dev version. Also, since I dont use curse, make sure the folder you are dropping into gamedata is the one that contains icons, parts, plugins under the main folder TL;DR it's an install issue on your end, somewhere, somehow. Mechjeb is currently plenty functional in the latest version of ksp (1.0.2), though there is some occasional and very understandable wonkiness
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KSP Interstellar Extended Continued Development Thread
CleverLikeMe replied to FreeThinker's topic in KSP1 Mod Development
So I havent messed with KSPI since fractal was heading the project way back. I'd like to install / test now, but I'm finding the installation a bit confusing. The latest version (1.0.3) includes only patch files for ORSresource pack and regolith. I know I need (and currently have the latest verion of) tweakscale. When installing the boris version, do I need to have OpenResourceSystem, CommunityResourcePack and techmanager ? Since patches to those don't seem to exist? Second question, regarding Regolith, since everything it did is now stock and RoverDude doesn't plan on releasing a 1.0x update, is it necessary? I know these are probably dumb questions, I'm just trying to get the cleanest install possible with only what is necessary to reduce memory and possibility for bugs/conflicts with ksp or other mods. -
At least from my testing, those functions all work fine. Landing in atmo seems fine but I've only done it once, and didnt care where I landed as long as I landed... Deadline - try building thin rockets and using normal old school staging (nothing fancy or asparagus-ey). A few fuel tanks below a pod, and a single engine preferably with thrust vectoring should work fine to get you into the upper atmo. From there, have your upper stage just be relatively small till you get used to flying in the new atmo. A single tank and a decent upper stage engine or whatever is unlocked. To handle the new atmo, whether you are using mechjeb ascent or not, you need to limit your angle of attack and start your gravity turns way earlier than pre 1.0. There are threads with specifics, but try a turn shape of 50 percent, and limit your angle of attack to 3 or 5 degrees. If you are flying manually, which you should to get a feel for it, start your turn as soon as you get up some speed, probably before 2km, and ease into it. just a few degrees. very slowly angle down as you get altitude.
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So I've got the latest dev build (#438 as of this writing) and I'm getting some serious wonkiness in the dV calculations, specifically when using "asparagus" staging. For all my asparagus influenced stages, I'm getting dV calcs of zero, except for the bottom stage, which seems to be seeing only the dV of the bottom stage. Every time I stage, the dV will recalc. For example I just sent a probe up, and the bottom stage read consistently around 2k dV after each staging event, then after the final asparagus stage, it read 5k. I'm getting the correct dV in total out of the ship, so it's not necessarily a build issue. I just have no idea what the total dV is (except my guestimate) because it seems to want to only count the bottom stage, whatever that happens to be, in the asparagus tree. Suggestions?
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[0.23.5] Fuel Science v0.4 - Balance out that tech tree!
CleverLikeMe replied to ArcaneZedric's topic in KSP1 Mod Releases
So this mod is being released tomorrow? =P -
[0.23.5] Goodspeed Automatic Fuel Pump v2.14.1
CleverLikeMe replied to Gaius's topic in KSP1 Mod Releases
I haven't been able to fiddle with this much, but is there a way to set it up to pump from one specific tank to another in an asparagus style (like you can do with fuel lines)? -
He actually has significantly more large part count mods. Interstellar is a biggie, but he has KW Rocketry, B9 Aerospace, AIES Aerospace, and NovaPunch --- all of those have a significant number of parts and a large RAM impact. It's also worth noting that he is using the active memory reduction mod, which is probably the only reason he is even able to run all of those. If you remove planet factory and this pack, and then run KSP, tell us how much memory is actively being used by KSP (in your task manager readout). I'm not at all surprised that it crashes at 3.7 gb of RAM used, so that IS the issue to some extent. ***You have a game data folder inside your game data folder*** That can cause severe problems. Fix it first
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Well, after another boot (my 4th one) with no changes to configs or mods, everything seems to be back in working order. No idea whats going on, but I'll keep an eye on it. I am running a good handful of mods, including RemoteTech which has kind of a tendency to not play well with other mods. Also running mechjeb, KAS, b9, kw rocketry, FAR, and a few other odds and ends. Note that I was not, as far as I can tell, running into any kind of memory issue (Unity related or tied to my actual hardware).
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I'm having an issue using release 2-15 of the Aggressive texture management download. The first boot of the game seems to work fine, but after a close and reboot, my kerbals disappear in the picture in picture window that shows them sitting in their capsules, and many of the fonts and text boxes in the game (both stock and various mod related) is obscured, garbled, or cut off. Anyone else seen this?
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It works fine. It isn't 100 percent perfect and docking very awkwardly shaped things doesn't always work (though it usually does as long as you line things up manually so they don't bump into eachother first). The only time I've had to manually dock was when I had to orient the ship in one direction, move, then orient in another direction, then move and dock. But honestly I wouldn't expect mechjeb to handle that kind of situation anyways.
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If there's any one thing I would be looking for it would be a cleanup and better presentation of upgradeable parts in general. The thing that comes to mind at first would be more, cheaper tech nodes and upgrades broken into separate parts instead of simple stat changes. Of course, that's got its issues, memory for one, and simply an increased part bloat in an already pretty bloated environment. Maybe easier and more practical would be to add clearer descriptions of what nodes upgrade which parts in the actual game. I know its being worked on, but the ISRU needs some love. Right now I feel like it's very hard to work into most of your typical rocket designs.
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I was kind of hoping there was a module manager implemented system that would allow you to use something like Fuel Balancer to remove the LFO in a tank and replace it with plain liquid, with the system attributing each kind of fuel its own density and each container a maximum volume --- or something. Oh well
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Fuel tanks/storage question. Other than what is provided for directly in the mod, are there other options for new fuels storage. For example, lets say I want to burn Lithium, but I want to use a more standard fuel tank shape with an engine strapped to it. Yes, it is possible to strap those awkward tubes onto the sides or practically anywhere and have the fuel magically routed there, but maybe I just want to have fuel in a standard 1.25m size --- is there a way to do that (that is reasonable and relatively balanced)?
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So, generator efficiency. I have a KTEC solid state generator, 3.75m, on a tier 1 3.75m fission reactor (uranium) in low kerbin orbit, with 12 graphene huge deployable radiators (way overkill), and I'm getting 15% efficiency on my generator. Is this normal? Note that when I hit orbit, I get a much more reasonable efficiency, but it rapidly drops off. Right now, with this particular station, after time warp till the output stabilized, I'm only putting out 400MW