-
Posts
562 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by ctbram
-
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
ctbram replied to Yogui87's topic in KSP1 Mod Releases
The fairings for the circular fairing are a nice touch but there are occasions when I would like them not to be there. As an example if I want to attach them to a slanted surface but want them to deploy squarely I place a small box truss and angle it to 90 degree and then attach the unboxed CSA to that box truss. Is it possible to make two versions of each - one with and one without the fairing/case? -
thanks e-dog it's at http://forum.kerbalspaceprogram.com/threads/24970-0-21-Kosmos-Spacecraft-Design-Bureau-Updated-(9-27-13). please load it up and take a look at the thinner fairing bases (and I like the golden orange color too) and the fairing bases have built in decouplers and I really like the parabolic fairing it would be nice to add that shape to the PF mod. As for decoupler the best of both worlds would be to add a context switch to toggle decoupler function on/off. Again really appreciate you taking a look into it as PF and KOSMOS are really two of my can't live without mods. cheers, Rick
-
Show me. I have installed 3.0.2 and every single ship with kosmos fairings was greyed out. Kosmos procedural fairings uses the proc fairing dll and that was originally in the karamzit folder so please explain to me how kosmos is now to know that the proc fairing dll is now in the procfairing folder?
-
e-dog I know kosmos is not your gig but it has its own version of fairing bases and fairings that depends on PF 2.4.4 (so it's looking for stuff in a karamzit folder). Do you know if there is a way I can get kosmos and the PF 3.0.3 to play together? I really have become dependent on a lot of the kosmos parts and I also have PF as one of my "can't live without" mods. Having to chose one or the other would suck. Btw please look at the parabolic fairing and the low profile fairing bases in kosmos. I really prefer them over the stock PF ones. -TY
-
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
ctbram replied to Normak's topic in KSP1 Mod Releases
Did you have a chance to look into getting kosmos to play with the 3.0.2 procedural fairings update. Both these mods are kind of critical to me and I am about to start a new career mode and I don't want to have to be stuck at rev 2.4.4 of proc fairings in order to load kosmos. Thanks kindly for look into it -
Having trouble with fuel lines. I get the two ships within 20m of each other and null out the DV. Then EVA and attach pipe ends. Prior to EVA I ensure mechjeb is turned OFF on both ships. Then I switch to either ship and use tac fuel balancer move the liquid and oxidizer. I have tried 0.1, 1.0, 10.0, 100.0 and the results are the same the ships start oscillating, slowly at first, but it keeps building until it's violent enough to EXPLODE the ships. Once it reaches a point you cannot get the eva'd kerbal to the pipe end to unlink it. The only way I have found to stop the bucking is switch tot he eva'd kerbal, making sure he is off any ladders and quickly tap the period and comma to warp for an instant and the oscillation will instantly stop but will gradually grow again so you have to rush and unlink. Why is this happening and how do I stop it please? I am running career mode, 0.23.5, with the latest KAS. thanks in advance for any advice / help.
-
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
ctbram replied to Fractal_UK's topic in KSP1 Mod Releases
I have another issue that I know has been brought up. I have a 3.75m fusion reactor breeding tritium and if I forget to service it, it will overflow the int value for amount and it will display NaN/800. Then I have to go into the file and search and replace all NaN's with 800. Then switch back to each ship and move the tritium to the storage canisters before it over flows again. Is there a way to make a fix in the next version where tritium breeding will automatically turn off when the tanks are full? -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
ctbram replied to Fractal_UK's topic in KSP1 Mod Releases
Ah kk ty. I thought maybe I had hit a cap or it figured what Iwas doing was a cheat. I originallly put five single tele's up but then I was talking to a friend and wondered what if I put 40 of them on one ship. (even though the design would be r-tarded as there are four chains of 10 and one is pointing into the back of the other. But what the heck I had 100+ days windows to go anywhere so I tossed it up and then warped a bit and realized I was getting no science). TY for the clarification and sorry I did not scan for similar posts in the thread. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
ctbram replied to Fractal_UK's topic in KSP1 Mod Releases
Not getting any science from IR telescopes. I have forty up all reporting .5 science per day and to test I warped for 2 days and got ZERO science when I checked in the tech center. Is there a cap? Do you have to be in the active vehicle (which would be silly)? When is the science computed? note: This is really not something I intend to do in my actual game as it seems to me would be kind of cheating. I did it as a joke because one of my friends that plays is always exploiting things so I build a 200t vessel with 40 IR telescopes and cryotanks and a fusion reactor and generator to power them all. Was going to see how much science would be produced during the time to fly a mission to jool and back. I also stuck a poor kerbal in a lander can out there and set a KAC alarm for every 200 days to service them all. -
I rolled back because I have kosmos fairings and parts in nearly all my ships as well and that mod requires the keramzit folder. So I kill all my ships if I lose kosmos. I can't see how I could install ProceduralFairings itself wrong! It's a single folder and as I said in the post above it works with a vanilla installation. I cannot test how removing kosmos affects things as then nearly every one of my ships dies including all my antimatter collecters, power stations, IR telescopes and my interplanetary mission currently in the jool system with nearly 6000 science sitting on it waiting to come back to kerbin! So I am pretty much stuck with 2.4.4 until I can do a clean restart and have to remove kosmos. This really hurts because the kosmos parabolic fairing looks nicer then the egg, or conic, and more importantly to me the bases are 1/4 the thickness of the PF bases and have decouplers built in. Not to mention all the struts and other kosmos parts I would lose forcing me to pretty much rebuild every single ship I have. This kind of is a good case to show why mod A depending on mod B is kind of a bad thing. extensive use of mob A and then mod B changes and you are borked!
-
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
ctbram replied to Normak's topic in KSP1 Mod Releases
the new procedural fairings breaks kosmos fairings. (sigh) I have something on the order of 70+ ships most all of which have kosmos fairings. Which worked fine up to version 2.4.4 of procedural fairings. version 3.0 up however no longer uses the karamzit folder, instead everything is inside of ProceduralFairing and you cannot have both folders co resident. The old 2.4.4 fairings and bases are in the nre folder and have been deprecated. so now I am kind of uber borked because I have kosmos fairings on many ships as well as PF fairings. I can go through all my ships and update the PF fairings and possibly replace the kosmos ones but then I have to add additional decouplers and the PF fairings are bulky so it really messes with my ship designs. But then I also lose all the other kosmos parts. Makes me kind of bummed out. This is pretty much a stake through the heart of kosmos for me. Are there any plans to make kosmos PF 3.0.2 compliant or is this mod simply dead? -
I did exactly what he said. As I said I could then see the ships but then the new fairing bases will not scale! The I took the MM patch out and just moved all my ships to the default (stock) ships folder and started a sandbox game and the exact same thing happens! I can see the ships in the vab, I can remove the old depricated fairing bases, but when I add the new base I cannot scale it! Here is an image As you can see all I have is the option to change the radius but that seems to just adjust the blue lines indicating the fairing size. It has no affect on the radius of the base! You can see in the shot the old depricated 3.75m extended fairing base and the new tweakable one but it's not tweaking for me (smile) DEBUG INFO: I have removed the old keramzit folder I installed ProceduralFairing folded version 3.0.2 I copied the stock ship folder and then moved all my ships in my career game to the stock ship folder I created a new sandbox game I launched and went to the vab and can see all my ships (over 70 of them and almost all with 2.4.4 fairing). I did a grep earlier and made a list of all the ships that had kz fairings I went to the first ship in the list and the picture above shows where / how I am stuck I checked a couple other ships and get the same results. I am able to swap in the new fairing base but it has no option to re-size it. and here is what happens if I just try to create something new using the new tweakable fairing bases (I just grabbed a capsule, decoupler, and fairing base for something simple). As you can see I get the same problem. I cannot change the size of the fairing base. I guess I could try starting a new vanilla game and just install the proc fairing mod and nothing else so check if it's having a conflict with another mod???
-
well I must be doing something wrong because I followed you instructions and now I can see the craft files and I can open them in the vab but if I try to remove the old pre 3.x fairing base and replace it with a 3.x base I get a tiny base and when I right click that base there is no option to tweak its size (sigh). Kind of frustrated because I am like 90 percent through the interstellar tree with over 70 craft files all with pre 3.x fairings and I am at a loss as to how to salvage them
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ctbram replied to sirkut's topic in KSP1 Mod Releases
Here is a link to the behavior I am seeing. I think it can be summed up as all my IN FLIGHT ships have their ZERO positions "0-key" set to the full extended position ">-key". It appears the greying out issue was definitely caused by the procedural fairing update from 2.4.4 to 3.0.2. However, there does seem to be a hinge flipping or resetting of the ZERO position for all my in flight ships. Here is a link to a video I recorded to show the problem. http://youtu.be/Yeek3ArPjvo I can also provide a compressed copy of the log file but it's huge. -Rick -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ctbram replied to sirkut's topic in KSP1 Mod Releases
Quite possibly could be sirkut I installed an update to procedural fairings and a couple others at the same time. I am in the process of rolling it all back to the start. Then I will grab a screen shot with version 0.14 of a ship I have in orbit. Then install .15d and see if that ship is affected and also if things grey out in the VAB. normally I am more fastidious but I have not had any issues in some time so rolled the dice and did a bunch of updates all at once. Will get it sorted out and post for clarity. Thanks for you work and this is really a great mod. It's in my top five can't live without mods. UPDATE: rolled back to 0.14 and everything seemed to be working correctly again. Then I installed 0.15d and I could see all my ships in the VAB so the greying out thing must have been another mod. Then I loaded one of the ships that the hinges seem to have flipped on in flight and in the vab and on the launch pad they appear to be in the correct position and operate as expected. However, when I go to a ship (any ship) already in flight the hinges seem to have forgotten their ZERO position. Rather then dinking with imgur I am just going to record a camtasia video to demonstrate what I am seeing. I'll put up the link shortly. -
Hey thanks. Must have been a posting delay. I honestly did not see this post until after I posted again. What file do I save this in and in what directory do I place it? I am not a mod'er myself so not quite up to speed on this kind of stuff.
-
omg and I of course deleted the version 2.4.4 when I updated and I cannot no find the old version so that I can role back!!! Is there a repository of old versions so I can get back to the one that I had. I cam to far into this career run to rebuild over 70 ship designs that are now greyed out in the VAB.
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ctbram replied to sirkut's topic in KSP1 Mod Releases
All my existing 70+ flights with hinges are borked after updating. The hinges have flipped to some odd starting angle so I have parts intersectiing geometry now and not going back to the correct zero position. It may also be causing my ships to be greyed out in the VAB but I also installed the update to procedural fairings which could be causing this. I am going to test as soon as I finish this post. Is there a way to fix this or do I have to roll back to the older version. I am to far into career mode to have to rebuild and relaunch over 70 ships! UPDATE: I rolled back to version 14. There also seems to be an issue with ships in the VAB being greyed out when I updated to 15d. I thought it might have been because of procedural fairings (some of which was) but when I rolled proc fairings back I still had ships greyed out in the VAB which all cleared up when I rolled IR back to .14. I am to far into this career run to start all over so I am just going to continue with the 0.14 IR and 2.4.4 PF. I'll update on my next full run through unless there is an easy way to update without killing my current game. -
Okay kind of have mixed feeling about the update. First I still think the bases are far to thick. For a better design see the kosmos implementation of the same bases, they are much thinner. Secondly, I do not see why you cannot add a option to enable or disable decoupling. Once again the kosmos bases have decoupling enabled which meand for interstage stuff you have to be careful to put them in a safe place in the staging. Being able to enable or disable procedurally would be the best solution though. Finally, I like the parabolic fairing option you get with the kosmos mod. You might consider adding this option. Finally, I have a huge number of ships (almost everything I have built) in fact has a fairing and guess what? They are all now greyed out in the VAB. Is there anyway to get them back and convert them to the new version. Given the choice of rebuilding all my ships from scratch or just reverting back to 2.44 I will revert. I am to deep into career to have to stop and rebuild all my ship designs from scratch!
-
For the love of god can we please get one damn site for this mod!!!!!! Every time I load a new mod it has a newer version of module manager and when I come to this site it's still a lower version of the module. The last mod I added had modulemanager.2.4.4 yet I cannot find an OFFICIAL version of that ANYPLACE! Not in the curse site, not in the forums, not on spaceport! So where is the damn OFFICIAL site for this mod please?
-
[0.22.X] BobCat ind. Historical spacecraft thread
ctbram replied to BobCat's topic in KSP1 Mod Releases
Can anyone please tell me what the status is of the american pack and 0.23.5? The latest version I can find is 1.2. UPDATE: Well I installed this with 0.23.5 and with FAS (Ferram Aerospace) the Ares I was nearly impossible to get to orbit without going straight up until over 39km where the atmospheric pressure drops to almost zero. If you try to turn it before then it just rips itself apart as the SRB is full-on and is exceeding terminal velocity before it even gets to 2km! Either the booster stats need to be dialed back or I need someone to explain the proper lfight profile with this craft when used in conjunction with FAS. -
Interesting, my editor "editplus" did not show the line break and I was copying the code snippet to say that I did not have the line break and when I pasted it in the browsers quick reply low and behold the line break was there so I removed it. Will let you know if it has an effect. thanks ADDON: EUREKA! that fixed it. I was able to load a previous save and dock! TY Taodacus and Kip and all else that replied. Ready for the five man crew and then off to Jool and its moons. Thanks again kip and toadacus these are great mods.
-
Kip here is a link with some images. At the top you can see my main dual dt-vista engine transfer core with my science package now attached to the back end of the ship by a KW 3.75 and a stock clamp-o-tron sr. https://imgur.com/a/ftQyl At the front of the core you can see I have replaced the three KW DP's with universal x-large. I prefer to use them as they are both thinner and lighter. The kw at the back was mostly for a place to add the kspi radiators. The science portion of the ship has a kspi science lab, the stock science lab, a modular science package for collecting near and far flyby science and a science storage module containing 3 lander cans. The idea is a fly to jool then from the modular science package I gather far and near science. For far space I gather three sets of four experiments - goo, mat bay, magnetometer, and graviolli and from near space I gather 3 sets of five experiments - goo, mat bay, magnetometer, graviolli, and temp, plus crew and eva reports from far and near. I eva and store all the three sets of science in the 3 lander cans, then use the stock science bay to reset the experiments and repeat for each of jools moons. NOTE: The last few shots show my approach to dock the science module to the front of the transfer core. I was apparently to focused to press the screen capture key at the point of contact but I can grab shots if you like. Basically you can see I am trying to attach the science module to the center stack of the transfer core. This is the intended configuration of the ship. I have three universal x-large DP's at the front of the ship. I can replace them with KW 3.75's but they are thick and heavy. The combined ship is nearly 500t and has 80,000 DV and a TWR of 0.8. But I can't really so anything until I can get the science module attached to the correct end of the ship as that is where I have to KAS struts to stabilize everything, not to mention I am not sure the crew would not be happy sitting between two laser pumped fusion engines spitting out and exploding pellets of tritium/deuterium fuel.
-
I cannot get the x-large universal to connect to the c-o-t sr regardless of precision or approach speed. Honestly I burned through about 3 compete sets of 1000 units of mono prop last night by reverting over once I burned through the 1000 units on the ship). I hit dead center at every speed from 1 m/s all the way down to .1 m/s. They simply will not connect. I have a large KW at the aft end of my ship so I flipped around and docked first try tot he c-o-t sr this morning. Everything worked as expected. The magnetic force kicked in around 1m and the connected instantly upon contact. So the issue is in the x-large universal or that port and the new 1.3 version of the adaptivedockingnode mod would be "guess".