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ctbram

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Everything posted by ctbram

  1. Emmmm It's hard to plan when nothing is shared by the author to indicate the amount of mits it is going to take to transmit the data or what the algorithm is to determine it BEFORE you build your lander!!! Like people are going to build a device and then make it a secret how much energy it will take to transmit the data! Really? Every time I transmit seismic data from this thing the amount of mits required are different. There is no discernable pattern so you are left to guess! I put 10 times the ec on this ship as I have on my mun and minmus sensors and they had 50% battery left after completing the ****ing transmission. So how the ****ing hell is someone supposed to plan mr. speaking out your ass? Furthermore! 13000 ec to transmit data from one 500 science tee exp is ****ing ******ed! What? People are expected to build a warp drive starship with 10000000000 DV to carry the ****ing batteries for and 500 level experiment and then build 3.75m landers with griffon xxx engines to carry the god damn batteries!!!! I mean common 13000 mits is ridiculous!!! What is it going to take from eloo 15000000000000000000000 ec?
  2. fractal_u REALLY F'ing SERIOUSLY!!! 13 thousands mits to transit the siesmic data!!! and you don't F'ING find out that is what it is going to cost until to F'ING fly all the F'ING way to Duna! So with 1305 charge worth of battery on my sensor station I can only transmit F'ING 10% of the F'ING science!!! REALLY!!! F'ING SERIOUSLY!!!!! REALLY!!! So you think to transmit the data I an suppose to lug 13000 F'ING charge on a lander!!! REALLY!!! SERIOUSLY!!! and you can't give us a F'ING clue it's going to take that much F"ING charge until I spent 15 ****ing hours putting 6 stations down on Duna before I fins out I am going to only get 10 ****ing percent of my science!!! THANKS DUDE!
  3. That did it! TY. Both ways worked usinf shft-rotate but I like this way much better
  4. The issue appears to be that KAS adds modules to every single part in my persistent cfg file bloating it up to the point where I can't have more the 40 active flights. I also installed a mod called Action Group Manager and it appears to have done the same thing adding PMAction modules to every part. Between the two (kas and agm) they account for 2/3 of my entire bloated persistent cfg file and I need them out of the file which is now over 1 milloin lines!!!! 700 thousand of which are kas and pmaction modules!!! Even if I remove the kas and AGM mods from the gamedata folder all the modules stay in my persistent cfg.
  5. KAS just killed my career game! I have noticed that my game memory has been getting consumed faster then normal and when I would load and try to go directly to the tracking station the game would go non-responsive and the memory would just go up and up until it hit 3.8GB and the game would crash. My persistent save file seems really huge as well and after a day and half of not being able to get to the tracking station and looking at logs and adding and removing mods it appears the KAS is at fault or to be fare KAS and it's interaction with something else. I was loading the game, going to the VAB, loading a rocket and my memory would already be up to 3GB!!!! I removed KAS and lost the last three ships I had created that had KAS parts only one of which was in flight and my initial memory dropped down to 2.5GB and I could get into the tracking station and I could run for hours before even getting to 3GB!!! Let me know what files I can uplink here would help to track down and fix the problem until then I will have to not use KAS
  6. Does this app put PMAction modules into the persistent.cfg file? If so I'd like to remove the module and ALL the PMAction modules from my persistent cfg file. This file is now HUGE and nearly two thirds of it are PMAction modules. It's so bad now that the game starts are 3GB and if I try to go into the tracking station the game will crash!!! I need this junk out of my persistent cfg file! It digs itself in like a tick into every module of every part on every ship I have in flight and just kills the memory!
  7. Okay there is something seriously wrong with the RT2 1.3.3 and associated community hotfix. I have been unable to play for a couple days now. I launch the game and have noticed it consuming memory at a higher then normal rate the more sats I put up. Now I try to get into the tracking station and the screen goes blank and memory just goes up and up until it hits 3.7GB and the game crashes! I hit alt-f4 and the entire time it is in module RTDebugUnit from assembly remoteTech2!
  8. Can anyone please help? This is making me very insane that I cannot use the knrocketry fairings. I think the images clearly show the issue. I even tried going to a new sandbox game and just added the base and tried adding a cone and get the same results. No matter what I set symmetry to I only get one fairing on the right node and three fairings at wonky angles on any of the other nodes!!!
  9. where did you get the comsat gui? I am using remotetech 2 and do not see any such interface or option to bring it up. Is that another addon?
  10. No comments on my post with the misbehaving farings. I can use procedural but they do no have a 3.75m base so I have to neck down to 2.5m and it looks kind of gimpy http://forum.kerbalspaceprogram.com/threads/51037-0-23-KW-Rocketry-v2-5-6B-Avaliable-working-3m-Docking%21-31-12-2013?p=967509&viewfull=1#post967509 No one has seen this behavior where the fairing refuse to go 3-way except when touched to the wrong node??? In the first picture you can see I have 3-way symmetry set but fairings are not duplicating. I cannot find a way to manually duplicate then rotate them to fit. In the second picture you see what happens if I touch a node other then the one on the right. It makes 3 copies but they are all rotated wrong!
  11. 3.75m expanded fairing madness!!! I am trying to put a 3.75 expanded fairing on my ship and it's making me crazy! When I add a 1/3 section it just refuses to add the other two sides. What frustrating as hell is if I touch section to the main dot on the right I get only one side no matter what I do! If I touch it to either of the other dots I get three sides but they are rotated incorrectly! It's MADDENING!
  12. ah yes it was running out of power during transmission but in the past all this did was pause the transmission and then when enough power built up again it would transmit a bit more and continue that until all the data was transmitted. I'd get all the data, just not all in one solid transmission, has this changed? If so I will need to remember to add sufficient battery to all my probes that will transmit data. I have been generally building probes with enough power to allow the antennas / dishes to remain open. The issue with power and transmission is the number of mits to transmit data and the ec/mit are not always displayed in the VAB so to the first time you realize you don't have sufficient power is when the damn things are Gm's away in space! Thank you for the response. I really do not mind the fact that running out of power corrupts the data transmission. I always thought it was kind of a cheat that you could get the full amount by transmitting little chunk as you gained more charge. I'll be sure to add batteries to all things that transmit in the future. From the wiki it appears the three stock antenna/dishes transmit 2 mit packets and range from 5 to 10 ec/mit so 20ec is all that is needed. I think my probes just using generators and produce a constant 15ec. This is enough to drive the antenna's and dishes while idol and acting as a relay but apparently not enough for science data transmission. You made it sound like the amount of ec is not dependent on the antenna but your seismic mod itself. So how much ec do I need to build into my probes that transmit your seismic data? I don't really want to stick a 100ec battery on board fly out 12 new stations to mun and minmus and then find that I still do not have enough power. This is one of my gripes. If there is a certain amount of a certain resource required to do a certain thing then this information should be available as you are building things not found out on accident after you've shipped **** off to elo!
  13. I just installed 1.5.1 and it's still popping up the configure visible buttons every time I start the game, even after I have already configured them for the start screen and have not installed any new addons. I don't really know what I could have done wrong as the install is pretty simple. I just remove the old toolbar-000 and replace it with the new one. This is really quite annoying. Here is whatI am greeted with EVERY SINGLE TIME I START A GAME! Serously, it's bugging me enough that I would roll back to version 1.45 if it was not fro the fact that then I would get a constant nag that there is a new version. Please fix this. If there is anything I can send from my system that will help please let me know and I will upload it.
  14. Is it supposed to bring up the configure button thing every single time I start the game? Tat is kind of annoying. Every time I start the game I get the message a new version of toolbox blah blah blah and the configure your visible buttons dialog pops up but I have already configure the buttons for my starting screen.
  15. yeah but that is just a cludge it's not a proper working version. My question was is the author working on a 0.23 version or is development of this mod done?
  16. Fractal, Sorry but it appears their is a new problem with the seizmic sensor mod. I did 2 impacts on mun and minmus yesterday with .2 installed and got 500, 300 science. I did two more on mun today and I did not see what I got for the third but for the forth I got 67.7. Then I installed the 0.10.3 update and sent an impactor to minmus. This would have been the 3rd impact, after checking one of the relays I only got 3 science. My friend also installed .3 and reported to me the same thing. He got little or no science. Also, I tried to go to the science center to look at the archive to see what was reported there and there was nothing in the logs. I have rolled back to .2 because I was 200 science from completing the 2nd to last column of the science tree. I was able to get the 200 science with two more impacts to minmus. So either the curves were changed or their is a new bug in the impactor science in .3. -Rick m
  17. Something seems a bit off with the seismic impact sensor again. I installed 0.10.3. Now yesterday I did to impacts into minmus and mun and got 500,300. Today before installing 0.10.3 I did a third and forth impact into mun I did not see the science from the third I had gui's covering the readout but the forth got 67.7. I installed the update 0.10.3 and crashed the third impactor into minmus got a message about collecting the data. Went to one of my 8 stations with seismic recorder running and clicked collect data there was roughly 800 being reported as collected. I could not make out which was from previous impacts and what was from this last one. I transmitted the data and got 3 science? That cannot be right? Did you change the curve again? Based on the 0.10.2 readings I was expecting something over 120 and over 40 for the next two impact but only got 3 science for the 3rd impact into minmus???. I am going to do the 4th impact now to see if I get any science at all. Kind of bummed if you changed the curve again as I was just 200 away from finishing the 2nd to last thing in the science tree and this kind of boned me!
  18. Here is an update to my kerbal loacl system deep impact experiments (see http://forum.kerbalspaceprogram.com/threads/43839-0-23-KSP-Interstellar-%28Thermal-Helper-Solar-Sail-Impactors-Fusion%29-Version-0-10-2?p=950947&viewfull=1#post950947). I now have 4 impactors enroute (you can see two on the way to minmus and two on the way to mun). This should allow me to complete the 2nd to last level in the science tree leaving only ultra high energy physics remaining. If I could only program the remote tech flight computer and then switch ships. I could instruct each upon reaching SOI to turn to surface(0,270,0), throttle(100), exec and then go watch TV lol I was able to complete the entire tree up to this point with science from just kerbin and its two moons. I removed the SHDI mod and lost my entire space station so once I rebuild that I plan to start pressing on to ISRU and gathering materials for the next levels of fusion and antimatter tech and then out to the other planets. Thanks for the work on this mod I am really enjoying it.
  19. Looks like you just missed it, understandable since the post was long winded.
  20. The deep impact seismic sensors are working now for me on mun and minmus ty for putting the fix in so quickly. Here are some thoughts that I hope you might take into consideration. I have run through career mode a couple times so I have information regarding the science gained from the stock seismic sensor and your modification although it seemed to me at first would be significantly more complicated to set up in the end I have to say I found it to be less complicated but still adds a nice new task to the career mode. Comparing the science gained between the stock and new implementation here is what I found. Consider at the point in career mode you get the sensor you are still mostly in the 300 level of the science tree. The next instrument you get is the graviolli detector and it is really the bread and butter of science as it is the only instrument you can use in three locals within each biome, so you really need all the science you can to get to this critical device. So I wanted to see how close the science gained between the old and new way the seismic sensors work. Here are my findings... Looking at my past career runs I see that I got 6 science for every kerbin biome (21), 87.93 for every mun biome (15), and 109.92 for every minmus biome (9). So that is a total science, JUST for kerbin, mun, and minmus, of 2434.23. From what I am seeing from your revised seismic sensor you start at 500 science and then get 2/5 for each successive impact (500, 300, 120, 40, 8 - I am just extrapolating tese numbers based on two impacts on mun and minmus so I might be off). So the total science from the new seismic impact sensor network scheme would be about 960 for each of mun and minmus or around 1936. I have not done kerbin impacts but it appears you have set up the science scaling very close to the original stock device. I must say although setting up the original networks is a bit tedious, it was enjoyable creating the satellite and delivery vehicle. So in the end the science seem to be comparable and it adds an interesting new challenge to the game. Comparing the difficulty acquiring the science between the old and new implementation. Although at first thinking that I would have to setup the setup network on each body (in this case kerbin, mun, and minmue) I felt this new system was going to make things more complicated. However, when you consider to get the 2400ish science from the stock implementation you had to setup landing missions to a total of 45 biomes. In the new system you only need to land 6 sensor stations - which if you add a medium range or one medium and one long range dish gives you the added benefit of six ground based geosynchronous comm relays on each body. As I mentioned earlier I enjoyed designing the light weight ground relays / sensors as well as the lifter that carried all six. So my conclusion is that the science gained from the new implementation (for kerbin, mun, and minmus) is comparable to the stock implementation. Although ultimately you do need to land at all the Biomes (and I believe this should not be changed) for this experiment all you need do is land six ground stations which have the advantage of being multi-tasked and is simpler then planning and making 45ish landing missions. The only thing I can say i'd like to see added is a report of the science gained from this new implementation of the seismic sensor is that there is a record added to the science archives. It seems this should be possible as I have the scansat mod and it adds a record in the archives. -Rick M Here are shots of the stuff I built... The ground relay deep impact sensor station - GRDISS-1... The lifter that carries six GRDISS-1's... The impactor - I was just being silly with the design of this...I love the giant mace head!!!
  21. No response? I see nearly two pages of posts after this. Please either explain why I (and others) are not getting science from the grav detector changes you unilaterally decided to change from stock game version. Seriously I need the science from this device! There are 36 biomes on kerbin, mun, and minmus alone and not only have you made it impossible for me know to get that science but the change you made seriously complicates the process and apparently does not provide science at all!!!! So please explain why I am getting no science. If you think it's a bug please let me know what I need to upload to sort it out. Thanks
  22. Okay I am confused. I am trying to get from 0.8.3 to 0.8.4. I download form the link above and the folder does not contain a GameData folder the plugin folder does not have a dll but instead has all the source code. This is like a master source node!!! Where the hell is the install ready 0.8.4 release? I do not have the ability here to compile a source release!
  23. Okay so how the hell does the new grav science work. 1. I put 6 stations on the mun at the four cardinal points and on each pole. 2. checked science it was at 820 3. I verified all the grav sensors were recording. 4. I took the deploy ship to max alt within mun soi 2300km it's weight around 20t and deorbited it. It impacted at 769 m/s. I went back and checked my science and it was still 820. So WTH? How does the grav science work? What did I do wrong? Why am I getting NO science? Is there a log so I can check any of this?
  24. I am not a big fan of you changing the way the stock seismic record science works! If you want to add new science that's fine but gimping existing science is not cool. the stock seismic sensor generates a lot of early game science from each of the biomes on kerbin, mun, and minmus. Your changes gimp this quite a bit. I don't mind the idea of adding the impactor functionality or adding additional science but please leave the default mechanics alone! There are 36 biomes that the seismic seismic sensor could record science from on kerbin, mun, and minmus alone. You could, on average, take three readings from each biome before the diminishing returns made it no longer worth it. As I recall kerbin was around 20, mun 60, and minmus 80. Actually I think those values are actually low, even so, if you just took one reading from each biome that's around 3000 science that you just gimped away. Furthermore you only give vague descriptions and no information on what kind of return on in vestment you get for all the work of sending out probes and then impactors. You don't say if there is a limit to the number of impacts or duration the probes can run. You keep all the mechanics of how you divy out the science secret and vastly complicate the mechanics and then leave people to waste tons of time trying to figure out how to best set things up. You don't say how the data is transmitted back to kerbin. Do I have to have remote tech or some kind of constant data link for insntance??? I just really dislike you tinkering with the default mechanics of the game in terms of science collection early game. Like I said add more late game science, make it as hard as you like but please leave the early game science mechanics alone. Personally if I do a restart I will not add interstellar as a result of this one change! I would wait until I exhausted all the kerbin local system science using the seismic sensor before you gimped it and only then would I install interstellar. Don;t get me wrong so far I am really enjoying the mod. I believe it's brilliant in concept and design but when you start tinkering with stock science mechanics especially early game science I think you are taking a step backwards and will drive people away from the mod.
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