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ctbram

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Everything posted by ctbram

  1. I am sorry and I know this question has been asked several times in the thread but I searched and have yet to find a reasonably understandable answer! Is there a way to compute the amount of energy ec or mits or packets required to transmit the seismic impact data COMPLETELY??? As one of the posts aptly put it "This is a major gripe! If a certain amount of a certain resource is required to do a certain thing then that should be clearly documented rather then discovered on accident AFTER you have built a 6 probes, a lifter, a transfer vehicle and flown all the way out to elo!!!!!!!!!!". Don't you think it's kind of silly to expect someone to build 6 probes, a lifter, a transfer vehicle, and some kind of impactors, fly them all the way out somewhere, land all the probes, crash an impactor, flip a switch and find they can't transmit the data for lack of a AAA battery? Seriously! So is there a way to computer the amount of energy and rate of energy production to transmit the seismic experiment data and is it constant or does it vary based on some conditions?
  2. 1. do I need to replace modulemanager 1.5.6 with the 1.5.7 in this release? 2. I tried to click mod -> mechjeb2 and it says "plugin not installed"? I am using mechjeb2 jenkins release 132 and there is a mechjeb2RPM folder in my gamedata root folder 3. what is the mod "vesselview" and how do I find that as it also says the plugin is not installed
  3. Yeah I know it looks unusual with the spindly center stage but that is the way the Soyuz and the new ares rockets are designed
  4. will do. Here is what I did... I loaded the test craft and launched on the pad I extended the hinges then I pressed f5 to quicksave then I pressed f9 to restore the restore loaded and the hinges were once again flipped (. I also quit completely and relaunched the game and loaded the saved file and same thing. The hinges are flipped when the screen loads. Not sure this helps but after the hinges flip if you press and hold 0 the new zero position is the flipped state. Did another test... pressed 0 and the hinges pop but eventually end up where they were after coming back in as if the flipped state is the new default. So then I pressed the > key again and I get to a new even more messed up state with crap intersecting and stuff but here is the interesting part. I then save and come back again and the hinges have flipped once again and now pressing < or 0 and I once again get a pop and then it grinds its way around to the flipped state but where I last left it. Like that is the new default state again. Everytime I move anything and leave and come back the hinges are reoriented and the position it is in seems to be the new "0" state.
  5. This looks terrifying but actually it is quite a light load. It's just tall. In fact this run through career mode I am restricting myself to ships that look semi-realistic so things have to fit in fairing 3.75m extended max. This part is about the max volume that I permit. The lifter is my light/medium Soyuz style launch system. The payload is very light for this and so I have no aspargus staging and in fact the boosters are only 50% full of fuel and the center (spindly) stage 2 has the lower tank section locked or I could put this into orbit on the boosters alone. Here is a link to a video I made of the entire launch sequence. It is not edited and I did not think you wanted to hear my squeaky voice so I did not narrate. The entire launch is automated using mechjeb. I can do it manually but when you have to put a bunch of these in orbit it gets tedious and in reality real astronauts are there to take control in an emergency and don't fly things with a keyboard and a mouse (lol). Besides the entire launch sequence is a beautiful thing to watch and I enjoy sitting back and just enjoy the view. I hope you enjoy it...
  6. I attached a link to a simple rig you can use to test the hinge reorienting itself when you leave and come back bug. So you don't have to hunt for it here is the lank again... https://dl.dropboxusercontent.com/u/5501128/ksp%20ir%20bug/IR%20bug%20rig.craft thank you for working on this mod. I appreciate your efforts. To replicate the problem put this rig on the pad and just press the > key until the hinges reach their stops (see my pics above) then esc and go to the ksc then go back to the pad and you will see both the hinges have reoriented themselves. I believe it has something to do with how ksp loads screens and resets all the animated parts back to their defaults states. The AIES guy has been fighting this with his landing gear for several releases now. You'd land someplace on a slope then leave and come back and the gear would start folded up, then the physics engine would load, then you ship would fall to the ground and start rolling down the slope, then the gear would try to extend lol. I am guessing it's the same kind of thing happening here but I am not enough of a unity coder to know exactly what is happening or how to fix it.
  7. [bUG 0.14 tent] I think I found a bug in 0.14 tent. It seems to mess up my hinges after extending the hinges and then leaving the active ship and returning. Here are images... These first two show the hinge arrangement with the mw recievers retracted and extended. It's a simple 90 deg hing + truss + 0 deg hinge arrangement. I can extend and retract them just fine. The right side base hinge rotates 120 deg and the top hinge 90 deg while the left side base rotates 60 and the top 90. the top hinge on the left side was not rotating correctly and I could not get the inv chkbox to work so I had to click the rotate > button about a gazzillion time to rotate it 180 degrees. As long as I remain on the initial active ship screen I can extend and retract this assembly forever just fine. However, if I leave the asm extended (see pic 2) and then leave the active ship and then come back (say I switch ships or go to the ksc or leave the game and come back) the base hinges get flipped (see image 3). I can then no longer retract the assembly. As a result I just spent about 8 hours putting 6 of these relay sats around kerbin and they are all now broken! I am not very happy. (edit) As I look closely at the images I see that BOTH hinges are flipped after coming back to the ship You can clearly see the base hinge and the top hinge are messed up in the third image compared to the 2nd image! Is this a bug? is there anything I can send you to help fix it? image 1. asm retracted image 2. asm extended image 3. what happens if I leave the asm extended leave the active ship and then come back. You can see the base hinges get borked and I can no longer retract the asm. To help debug I simplified the the rig to use stock parts and just isolate the problem. I will include a link to the craft file. Here are images that better describe the bug. and then you leave and come back to your ship and....you are boned! here is a link to the craft file to duplicate the bug... https://dl.dropboxusercontent.com/u/5501128/ksp%20ir%20bug/IR%20bug%20rig.craft
  8. With the fairings it looks less scary. This is my MW relay and commsat satellite. The payload is only 11t load but it's about as long as you can go on a 3.75m expanded fairing and not look ridiculous. Total launch weight is 179t and this is my light to medium lifter. I have a similar soyuz and ares style design that can lift 300t payloads. Here are some images of various launches (https://imgur.com/a/yIlVN). I have six of these in orbit around kerbin. there is a shot of the pattern in the images.
  9. I am using the 0.14 (tentative) one from the link on the first post
  10. I am having trouble with setting hinge direction and limits. I have drawn what I want in the vab in yellow. If I set the left side to 60,90 the bottom hinge moves the correct 60 deg but the upper hinge moves the wrong direction (instead of 90 deg and pointing down and left it moves 90 the worng way and points up and right! If I check the inv box then the upper hinge does not move at all and the thing forms a straight line! Like this...
  11. I cannot download the darn thing from github. I try clicking the link and I get a nasty gram about not being able to read files this big. How the heck do I get the darn zip file?
  12. [q] How do I compute the amount of battery I need to start my fusion reactor? It is starting but I just jammed a random number of batteries and blutonium generators and I don't know which does what because you have created so many different units of energy and power and no convenient way to convert between them. The reactor needs 187MW but batteries are rated in E. I know for a fact 8 blutonium generators do not produce the required MW yet my reactor is able to start? HOW? MAGIC?
  13. What is the advantage of the bigger MW transceiver for Transmitting, Receiving, and Relaying. Is one better then the other for each of the three possible tasks?
  14. nomrbond - you are god like in all ways! Just installed the updated .cfg file and all the URM tanks seem to be working properly now.
  15. You misunderstood I was not asking for the techtree fix. I have that. What I'd like is a hot fix for the URM tanks that cannot be used because their icon in the vab just expands to fill the screen when you hover over them with the mouse and you cannot select them. See my post several pages back where I grabbed screen shots. You had mentioned creating a null module or something and that a fix had been implemented in the dev tree but since there is no timeline on anything is to be released is there any possibility you can release a hot fix for this issue so I can use the tanks and to eliminate the really annoying expanding icon thing?
  16. Any status in when we might see a release of the 0.23.5 update to kosmos and can you add 3.75m versions of the procedural fairing parts? Forgive me if this has already been asked / answered. I did a search and keep seeing mentions of a github development but nothing to indicate when we might expect to see something. There are some things that really need to be fixed sooner rather then later such as the expanding image of the udm tanks in the VAB which are not only annoying visually but those parts are unusable until this bug is fixed. On that note I had a response from nomrbond a couple pages back that a fix for that was implemented in of of the recent development builds. Is it possible to please just post a hot fix for that at least while we wait for a proper update?
  17. @nomrbond - How hard would it be to make a 3.75m version of the URM-250 fairing base and the salyut colored one. Is it as simple as using the same models, textures, and bump maps and just creating a new .cfg with the correct scaling data? I prefer having the 4 panels around my engines rather then the auto garbage can stock ones. Oh I just realized that will cause a problem with 3.75m because the fairing will be right on top of each other. Is there a work-a-round or am I stuck with the crappy looking garbage can shrouds around my 3.75m engines?
  18. Sorry bit this package is making me very frustrated! How do I tell if something is upgraded? How do I know what I need to upgrade something? Every time I try to use something I find it does not work because I need something else that was not clearly documented. Unfortunately this is starting to upset me because it's after I spend the better part of a day making something (usually huge) and then find I just have to deorbit it and watch it burn up!
  19. Is there a way to access the DEV releases like the jenkins mechjeb github site or do I have to wait for the official release?
  20. Here is my attempt to build a crew transfer craft from a collection of mod parts. I used kosmos, kw rocketry, aies, and a few others. For the center engine I used the kosmos udm-l0x tanks. I created the engine cluster using a 1.25m to 2.40m adapator and 15 aiees mdoc-2s (20kN per engine). I'd like that cluster to be smaller but I did not have transition part other then that adapter. As it is there are two udm-l0x tanks - a full high on top of a 3/4 high below. I actually start with the top full tank empty otherwise I get to orbit before this stage runs out of fuel.I also used the kosmos procedural bases and fairing. They are slimmer then the ones that come with the procedural fairings mod. I also prefer the corrugated look of the kosmos fairing, the black color option, and the parabolic option that you do not get from the stock mod. All in all it flies very nicely. Here is a link to the album http://imgur.com/a/Fneok
  21. @NoMrBond - Any word on the UDM tank bug in the VAB where the tank image expands when you mouse over the part? It's a bit of a buzz kill every time I inadvertently move the mouse across one of the affected bits and it exapnds to fill my entire screen and then I have to toggle pages to get the display fixed.
  22. Is this the right place to get links to the latest builds and fixes? Is there a link to dev builds? I keep seeing posts about development but I am still using the version linked to on this page. The UDM tank bug is kind of a bummer.
  23. I apologise if this question has been asked but I tried searching and could not find an answer and with over 1200+ posts I just gave up. I have a mk1-2 pod (the 2.5m 3-man) and I attached the abort sequence to an action group. after abort I press the 8-key and the tower should decouple and the three radial chutes deploy. When I click on the chute in the action group editor I get a very scary looking dialogue that pops up with all kind of rocket scientist buttons and dials and switches and lights and boxes to type in numbers and such; not knowing what any of them do I just left them all alone and selected deploy. When I test it on the pad the tower decouples and the chutes appear to pre-deploy but never fully deploy before my three man crew sadly smash to the ground and die. Can someone tell me what I need to do to have these work for both coming home from space and having to deploy in an emergancy?
  24. I have no ieda how to add a do-nothing module so I am assumming you are telling me you are awhere of the problem and there is a fix coming?
  25. I am now having a problem with all the URM-xxx tanks. When I hover the mouse over the item in the catalogue in the VAB it image just expands until it fills my screen and then the icon goes away and the spot is blank and I cannot pick the part. It is 100% repeatable. I have tried reinstalling and redownloading. alt-f2 says [Exception] ArgumentOutOfRangeException: Argument is out of range. Parameter name index and that happens when I hover over any of the URM parts in the VAB. It's just the URM parts I went through every other tab and I can pick parts just fine. I just reconfirmed on my system at least all the URM tanks are misbehaving. I cannot select any of them in the VAB. As soon as the mouse hits them the image zooms out to fill my screen and the selection box goes blank. I can move the mouse off the icon and it stops expanding so I will grab a snap shot. I am running KSP 0.23.5 career I added N0MrBonds tree.cfg file and it seems to have added all the tech I also modified the balka 2 panel part config and that seems to be working All other parts are can be selected and work fine I have a long list of addons here are the majority ... kw keramzit aies shdi americanpack activecompression mechjeb simplepartmanager partcatelog firespitter jsi kerbalreinforcement quantumstrut kethane navyfish environmentalenhancement ferramaerospace kspx aviationlights toolbar modulemanager warpplugin realchute scansat universaldockingports and a couple others that are support for the main mods. All are updated to the latest versions. Ithe most likely mods to conflict would seem to me to be partscatalog or simplepartmanager; however there is no problem with any other KOSMOS part other then the URM tanks. Just to check though removed both and still have the same problem. as soon as I mouse over the image grows.... and if I keep the mouse over the image it grows until it fiils the screen. Also note the image in the description box is gone. It's like it expands out from the image in the selection box.
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