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ctbram

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Everything posted by ctbram

  1. I It is empty but I do not see parts packs on ckan?
  2. Is there an official 1.3 version of IR? I thought I had installed it from CKAN but I see no parts?
  3. okay what did I do wrong? Why is this my mun texture...? I jumped around and the other moon and planet textures appear correct. Bug2: I am getting the old bug where when I am in map mode there is this large circular silhouette making it impossible. Also return to space center the sky gets inverted so it looks like a negative?? I'll try to grab more images. Might be just me but this cake does not seem fully cooked yet. (
  4. Okay thanks. Maybe I am retarded but when I see only two links in the download section I assume that is where you go to download stuff. I saw no releases link. Maybe it is buried in other text or I am just a retard. But I got everything installed now including KSPRC and I have removed the atmophere and city lights folder from it. I would like to disable the lightning strikes or maybe just reduce the frequency. Can you tell me how to do that?
  5. Where is that link? I see no link in the first post for "Releases"???? I see only two links under downloads for Spacedock and Github
  6. When I click the github link in the first thread this is where it sends me which does not match what you posted so I just keep getting more and more confused...
  7. I am at the spacedock version right now and see no link to th textures mentioned in the op. I had to scrub the entire forum to find a damn link to the 2k, 4k, 8k textures. What texture res is included in the spacedock version? There are no separate files just something installed and no idea what resolution it is!! You see why people get confused? I failed to take omnipotence 600 in college so I just do not know everything instinctively. The github page says I "have to" install ksprc but that has not been updated in centuries.
  8. Where are the github textures at? The 2k, 4k, and 8k mentioned in the OP but there is no link to and if you go to the mod download there is only the main mod no options for textures? It is debatable if SVE has as many dependencies but it is much less confusing to install. There is no "old version" and "new version" that says get textures from a separate github page then does not give us a link to the page so I have to go on an easter egg hunt. Yes, I found them but why not put a link where the author says they separate downloads?
  9. Great! Can you explain it to me then? I mean the description of the "new" install method and the textures being on a github page and then not including a link to that page so we have to do an easter egg hunt through the forum to find the link to the textures? Then there is the list of "dependencies" half of which are not ported to 1.3.0 yet!!!! How the hell can you call a package ready for 1.3.0 when there are multiple packages it "depends" on that are not working with 1.3.0 yet??? I appreciate the work on this mod, when it works it looks wonderful, but having it depend on so many other mods that you cannot control or that are not even ported to 1.3.0 makes this mod really risky.
  10. This issue is slowly driving me insane! I keep getting a message New situation: in space near xxx and it drops me out of time warp and there is nother there!!!!!!!!! I just literally keeps stopping my time warp every couple seconds if that! I have to turn off science here and now. Can someone please tell me what is causing this and how I can either get science from it or just tell it to stop killing my timewarp unless there is real science to be gotten!!!!! Thx
  11. Latest version fixed the "you have no power generating parts" for my 1.3.0 build with Remotetech but now it computes insane amount of EC required for dark-side transit. I will add smoe screen shot below.... You can see the Sat has 4810 EC and at 1600km orbit of Kerbin Ampyear is saying I will need 11403 EC? But I put this sat in a 1600km orbit and did a full rotation with everything deployed (antenna's dishes, lights...) and it made the darkside transition with over 30% EC remaining? I have built this same sat before and I know 4810EC is plenty of EC. I thought maybe they changed the EC consumption of the dishes or something but apparently not as it makes it through the darkside transition using less then 70% of the 4810 EC on board. To build this with 11403 EC would require two and a half time the batteries I have on it now and the thing would be rediculous. So unlessI am reading something wrong it looks like the dark side power consumption calculations are off. Once again it might be a result of a mod like remotetech changing the power consumption for the dishes and omni's. So there might need to be an adjustment made to support RT. Not sure if the RT author can do anything at his end to fix it. Or once again maybe I am just reading something wrong. Let me know if you'd like logs or if there is anything else I can provide to clarify things more. Regards, CTBRAM UPDATE: It appears there might be something wrong with the power drain calculation. I did the math and at 1600km orbit the darktime transition is roughly 959.5 seconds and if the power consumption is in fact 11.89EC / sec I'd need 11408.5EC. However, That satellite in actual orbit at 1600km is only using 3367EC apparently, which is only 3.51EC/s ?? Each dish requires 0.82EC/sec The omni uses 0.60/sec The probecore says 1.5/min = 0.025/sec So the total for the dishes + omni + probe is -> 3.085 EC/sec which seems to agree with the rough 3.51 EC/sec I am observing on the actual probe. UPDATE 2. OKay SOLVED. I looked at parts and it's adding the 8.737 EC / sec of the electric propulsion system as if it was on all the time. DERP I simply had to turn off including it in the ampyear calcs and bingo I get 3022 EC needed for darkside transit and a surplus of 1868 which is exactly what I am seeing. Sorry for the false alarm.
  12. Yes, pls share link. I do not have the compiler and do not have a clue where to find the ksp and unity DLL's of which you speak. I just like to explode things in the game not become a mod programmer (smile).
  13. No power generating parts on vessel. Running KSP 1.3.0 I saw this very same error in 1.2.2 and it was because of Remotetech changing the way dishes and antenna's work. It was corrected but I cannot recall if the dev of Remotetech made changes or you did. In any event the mod does does me no good if I cannot see how much battery power I have in order to make the dark side transition from the orbit I want to put my satellites in. Logs: https://1drv.ms/u/s!AtbWKKjEEgdpmx-7VGKamkUGh9ke
  14. You are awesome! Thanks. I found the strap on boosters and I believe I found the correct engines but I am happy to have a craft file to be sure I assembled it all correctly. My ship has what seemed like way to much DV. I was getting to a 300km plus orbit before exhausting the first core stage lol.
  15. Thanks for the reply. They do help quite a bit. Maybe an exploded view or what would always help with these kinds of mods are some craft files as you mentioned. With those one can see how the parts where intended to be assembled. I have some solviet ship mods that had so many parts and then no information on how to assemble them and then I'd had parts I could never figure how how to properly use so they just ate up memory and I would just uninstall the entire mod. It's a shame for all the work to go into the modeling and building the .cfg files and then not being able to figure out how to use em. Thx Foreinstance, I am trying to build the soyuz and I cannot figure out the correct tank sections and engine modules and where the sections decoupler from that image on page 1. Also other bits that are giving me problems. Just above the TB-M52 and below the TC-3V0 there is a module I cannot find. Filtering on manufacturer I do not even see the TB-M52 module it just exists in fuel tanks. and I cannot find a single part to construct the strap on booster. So I simply cannot build that soyuz on page one. ( My guess is the section I mentioned above the TB-M52 is a fairing over an engine and there is a decoupler at that joint. But I don't know what engine is under the fairing.
  16. First I love these parts and kudos for the work. That being said I must admit I have a terrible time assembling them properly as I am not really up on solviet spacecraft. Would someone be willing to assemble all the variants of solviet craft that can be built with these parts in the proper way and then maybe do an exploded view using kronal ship viewer? Kind of an assembly guide for the Tantares and TantaresLV for dummies? all the crew bits, control block bits, orbital bits, comm bits, docking bits, etc... Unless you already know how they are supposed to go together you just end up building trashy frankenstein monstrosities.
  17. Okay I sorted most of it out. 1. attach the interstage ring node to the upper ship (command module and service module engine bell) 2. turn off the interstage ring node display 3. attach a decoupler to the inside top of the interstage ring 4. attach the lem sub-assembly to the decoupler To extract the lem 1. decouple the fairings through staging 2. right click the interstage ring and select decouple upper node and that releases the command ship (I would still prefer if this happened automatically when the fairing sides decouple and I thought that is exactly what the checkbox to "decouple when fairing release" box should have done but it does nothing. I get the same result whether I have it toggled yes or no.) 3. rcs thrust away a bit and rotate to anti-normal (I should have mentioned before starting the extraction manuever I turn the entire ship normal) 4. Thrust forward using rcs translation to line up and dock with the lem 5. once docked decouple the lem from the core stage decoupler on top of the interstage fairing 6. de-orbit the core stage for this I have a probe core, antenna, sas module, and sufficient battery to complete the retrograde orientation and de-orbit burn So once I recalled that the lem had to be attached to a decoupler which was in turn attached to the interstage ring everything fell into place. Although I am still scratching my head as to why I have to manually decouple to the upper node by right clicking the interstage ring and selecting the option. I would prefer that is decouple as soon as the fairings are jettisoned. Perhaps this is a conflict with another mod but it can live with manually doing it.
  18. Can someone please for the love of god create a Apollo style interstage example video using the latest version of the interstage adapter? PLEASE I am losing my mind trying to figure this out! It used to work just fine with the old version but this new version is completely incomprehensible to me. I prefer the old version of this where we had the letter keys. For the life of me I cannot figure out how to use this new version and it's ticking me off!!!!! 1. decouple when fairing gone DOES NOTHING!!!!! 2. When I pick decouple by clicking on the docking port node and selecting decouple from node the lem just floats away and the command module is still magically connected to the bottom stage!!!! 3. you cannot adjust the eight of the upper attach node. The engine bell is either stuck right on the top of the docking port or way to high above it! 4. decouple top node does nothing! I see a decouple affect at the base of the interstage ring but nothing decouples 5. and I cannot stress this enough so I am going to repeat it here!!! How decouple works is a fricking mystery in this version!!!!! why the hell does decoupling from the docking port release the lem from the core stage and the upper stage so it floats out into space */while the service and command module stay magically attached to the core stage separated by empty space??? I have sat here and launched 15 damn times now and no matter what nob I twist or button I press or slider I tug on I cannot get the damn thing to work the way it should!!!! THIS IS WHAT I WANT TO HAPPEN... 1. when the fairing separate the service module should decouple and float free 2. the lem should stay attached to the core stage 3. I should then be able to turn the main ship and dock the command module with the lem 4. NOW I should be able to decouple the damn lem from the core stage and pull it free with the rcs on the main ship! Why is this so damn hard to do now???? With the old version it all worked perfectly this new simplified thing is crap! It is supposed to be simplified but it fact it is way harder to figure out then the old version when you pressed a letter key and had infinite resolution on how much you could adjust things! This is just unusable! Things have to be attached in some magic UN-FECKING-DOCUMENTED way and we are suppose to spend hours and hours randomly twisting nobs and puching buttons to try and guess how to do it??? http://imgur.com/a/T14EL
  19. Bugs: No EC reported in VAB for antenna's. No antennas listed in ampyear parts list with RT installed. See my post and logs and an screenshot showing the problem at this link in the ampyear thread -
  20. @JPLRepo - communitron 32 is a longer range communitron 16 that comes with remotetech. I think the only mods that can be causing this are scansat or remotetech. I believe RT is the most likely cause. I believe RT modifies all the stock antennas and dishes and adds a couple new ones. I am guessing that they messed up the way EC usage is reported. I have left a link to this post in the RT forum in the hopes it can be resolved as I do not want to scrap RT or AMPYEAR and I find RT useless of I cannot compute EC usage. I saw a bug report of this exact problem saying that there was an issue where RT was causing antennas not to report ec usage in the vab. There was another one saying that antennas do not appear in the ampyear parts list and the comment saying the "ampyear developer needs to fix his code" ( I am trying to find the links. They were dated Dec 8 2016 for ksp 1.2.2. I'll try to get logs for you. It's easy to replicate just intall ksp 1.2.2 + remotetech + scansat + ampyear and stick some antennas on a ship in the vab and then check ec and parts in ampyear. EC and parts do not show up. Here is my log: https://dl.dropboxusercontent.com/u/5501128/KSP.log As you can see no communitron part in ampyear so I cannot workout the proper amount of battery for dark side operation or the correct amount of panels.. It's making me nutz because this makes ampyear useless!
  21. Have they changed the way antennas draw power in 1.2.2???? I am not seeing any antennas or dishes in the power consuming parts list? I am building a commsat with three dts-m1's and a communitron 32 and I need to know their power draw to add sufficient battery and panels. I know they added some wacky comms features in 1.2.x, am I getting some kind of conflict with scansat or remotetech or something?
  22. Same issue here. I lose all parts in any section except the capsule tab all others are blank. Rolling back to last release
  23. Does this work with 1.2.2? CKAN says the mod is outdated. I can't live without this so I hope is going to be ported.
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