Guest Posted July 16, 2016 Share Posted July 16, 2016 (edited) Yet they got the job done. Just ran a Gemini launch, targeted 250km orbit, verified using a Prometheus II first stage tank and engine on identical ascent profile. Performance was 15% below that of the Prom I tank and engine. Target orbit missed. If that's by design, I'll work from there. EDIT: Obviously I need to gain a better understanding of the way your mod is structured and set aside my preconceived notions. I admire the work you've put into bringing this mod into being, and I will continue to support your efforts wholeheartedly. Edited July 17, 2016 by Jack Wolfe Mea culpa Quote Link to comment Share on other sites More sharing options...
123nick Posted July 16, 2016 Share Posted July 16, 2016 hey for some reason the prometheus i-640 perses engine doesent show any FX . no plume, no sound, nothing. im using real plume and hot rockets , so that may cause it but im sure i have similar issues without those 2. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted July 16, 2016 Author Share Posted July 16, 2016 16 minutes ago, 123nick said: hey for some reason the prometheus i-640 perses engine doesent show any FX . no plume, no sound, nothing. im using real plume and hot rockets , so that may cause it but im sure i have similar issues without those 2. No idea. UPDATE: Centaur-D parts are steaming along. I might try and include them in the upcoming release. Here is the (mostly done) diffuse texture. Quote Link to comment Share on other sites More sharing options...
Jso Posted July 16, 2016 Share Posted July 16, 2016 2 hours ago, 123nick said: hey for some reason the prometheus i-640 perses engine doesent show any FX . no plume, no sound, nothing. im using real plume and hot rockets , so that may cause it but im sure i have similar issues without those 2. We need a ksp.log for plume issues. Is it just that engine or all of them? Quote Link to comment Share on other sites More sharing options...
123nick Posted July 16, 2016 Share Posted July 16, 2016 Just now, Jso said: We need a ksp.log for plume issues. Is it just that engine or all of them? the ros radial engine also has that problem. here is the ksp.log https://gist.github.com/aa432adcf59b8af01f2d36c6139a5c1e if there is no evidence of a problem i can try too get a ksp.log after i reproduced the plume issue in flight also, is it possible too just replace all the plumes with a stock plume or something? will removing hotrockets and smokescreen just fix it? i think hotrockets or something was a dependency in a mod. Quote Link to comment Share on other sites More sharing options...
Jso Posted July 16, 2016 Share Posted July 16, 2016 1 hour ago, 123nick said: the ros radial engine also has that problem. here is the ksp.log https://gist.github.com/aa432adcf59b8af01f2d36c6139a5c1e if there is no evidence of a problem i can try too get a ksp.log after i reproduced the plume issue in flight also, is it possible too just replace all the plumes with a stock plume or something? will removing hotrockets and smokescreen just fix it? i think hotrockets or something was a dependency in a mod. Try it without HotRockets. You need Smokescreen for RealPlumes. Quote Link to comment Share on other sites More sharing options...
123nick Posted July 16, 2016 Share Posted July 16, 2016 1 minute ago, Jso said: Try it without HotRockets. You need Smokescreen for RealPlumes. ok will do Quote Link to comment Share on other sites More sharing options...
Jso Posted July 17, 2016 Share Posted July 17, 2016 4 minutes ago, 123nick said: ok will do Wait, you don't have a RealPlume folder in GameData.... standby. Quote Link to comment Share on other sites More sharing options...
Kerbal01 Posted July 17, 2016 Share Posted July 17, 2016 Not appearing on CKAN. Quote Link to comment Share on other sites More sharing options...
123nick Posted July 17, 2016 Share Posted July 17, 2016 7 minutes ago, Jso said: Wait, you don't have a RealPlume folder in GameData.... standby. ok. ill just keep on doing other things not-related too BDB, like using the daedelus engine from KSP-IE. it just released a fix for usage with NF-E, so now it doesent isntantly overheat and explode. Quote Link to comment Share on other sites More sharing options...
Guest Posted July 17, 2016 Share Posted July 17, 2016 3 minutes ago, DarthVader said: Not appearing on CKAN. Take CKAN issues to the CKAN thread. Quote Link to comment Share on other sites More sharing options...
Jso Posted July 17, 2016 Share Posted July 17, 2016 Just now, 123nick said: ok. ill just keep on doing other things not-related too BDB, like using the daedelus engine from KSP-IE. it just released a fix for usage with NF-E, so now it doesent isntantly overheat and explode. The OctoSat and WarpPlugin mods have incorrect configs for their plumes. The mod authors need to change the lines that read @PART[XYZ]:FOR[RealPlume]:NEEDS[SmokeScreen] to read @PART[XYZ]:NEEDS[RealPlume,SmokeScreen] instead. Remove those two mods and see how it goes. Quote Link to comment Share on other sites More sharing options...
123nick Posted July 17, 2016 Share Posted July 17, 2016 Just now, Jso said: The OctoSat and WarpPlugin mods have incorrect configs for their plumes. The mod authors need to change the lines that read @PART[XYZ]:FOR[RealPlume]:NEEDS[SmokeScreen] to read @PART[XYZ]:NEEDS[RealPlume,SmokeScreen] instead. Remove those two mods and see how it goes. cant i just change the lines that read @PART[XYZ]:FOR[RealPlume]:NEEDS[SmokeScreen] to read @PART[XYZ]:NEEDS[RealPlume,SmokeScreen] my self? Quote Link to comment Share on other sites More sharing options...
Jso Posted July 17, 2016 Share Posted July 17, 2016 Just now, 123nick said: cant i just change the lines that read @PART[XYZ]:FOR[RealPlume]:NEEDS[SmokeScreen] to read @PART[XYZ]:NEEDS[RealPlume,SmokeScreen] my self? Yes. Just make sure you get them all. It only takes one to screw up everything. If you don't have RealPlume installed, and the text FOR[RealPlume] appears anywhere in your log you'll have problems. Quote Link to comment Share on other sites More sharing options...
123nick Posted July 17, 2016 Share Posted July 17, 2016 Just now, Jso said: Yes. Just make sure you get them all. It only takes one to screw up everything. If you don't have RealPlume installed, and the text FOR[RealPlume] appears anywhere in your log you'll have problems. ok, thanks. Quote Link to comment Share on other sites More sharing options...
komodo Posted July 17, 2016 Share Posted July 17, 2016 Here's an 'odd one/I may be blind' sort of thing: We have a 1.5 m booster set for the Prometheus 1, but do we have a nosecone for it? I'm over here staring at a stack that would love to use them, but i'm fumbling for a cap. (It's an appropriately super kitbashed stack at that, going to launch a soyuz/titan if it goes off right! ) Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted July 17, 2016 Author Share Posted July 17, 2016 5 hours ago, komodo said: Here's an 'odd one/I may be blind' sort of thing: We have a 1.5 m booster set for the Prometheus 1, but do we have a nosecone for it? I'm over here staring at a stack that would love to use them, but i'm fumbling for a cap. (It's an appropriately super kitbashed stack at that, going to launch a soyuz/titan if it goes off right! ) Yes, it looks similar to the 1.875m one but blunter. 14 hours ago, DarthVader said: Not appearing on CKAN. I don't believe we display compatibility with 1.1.3. We haven't updated yet. Quote Link to comment Share on other sites More sharing options...
Slightlylyons Posted July 18, 2016 Share Posted July 18, 2016 (edited) On 7/14/2016 at 11:17 AM, CobaltWolf said: it uses a variation of DMagic's code that he released for other mods to use. I'd try a fresh manual install of BDB 0.10.5 to make sure, otherwise we can look into it more. Just wanted to touch base with you because I figured out the issue I was having. It was a mod conflict (sorta) the automated science sampler mod runs the experiment but doesn't trigger the animation, the science data then shows up but isn't recorded when you recover the vessel. The work around is to not be lazy, recycle the experiment, and manually run it. As far as I'm concerned it's an issue with their mod, and I'll go mention it as a bug on their page at some point. Edited July 18, 2016 by Slightlylyons Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted July 18, 2016 Author Share Posted July 18, 2016 (edited) 8 hours ago, Slightlylyons said: Just wanted to touch base with you because I figured out the issue I was having. It was a mod conflict (sorta) the automated science sampler mod runs the experiment but doesn't trigger the animation, the science data then shows up but isn't recorded when you recover the vessel. The work around is to not be lazy, recycle the experiment, and manually run it. As far as I'm concerned it's an issue with their mod, and I'll go mention it as a bug on their page at some point. Awesome man! Thanks for swinging by, let me know if anything needs to be done on our end. UPDATE: Got the new Centaur D in game! Ran a quick test, featuring @akron's Pioneer/Quetzal parts. EDIT: On 7/15/2016 at 10:51 PM, Jack Wolfe said: Just ran a Gemini launch, targeted 250km orbit, verified using a Prometheus II first stage tank and engine on identical ascent profile. Performance was 15% below that of the Prom I tank and engine. Target orbit missed. If that's by design, I'll work from there. EDIT: Obviously I need to gain a better understanding of the way your mod is structured and set aside my preconceived notions. I admire the work you've put into bringing this mod into being, and I will continue to support your efforts wholeheartedly. Didn't see this edit. I'm not sure. The Titan/Prometheus performance HAS seemed a bit out of whack for the last while. @Jso, any thoughts? Are they too big? Edited July 18, 2016 by CobaltWolf Quote Link to comment Share on other sites More sharing options...
Jso Posted July 18, 2016 Share Posted July 18, 2016 16 minutes ago, CobaltWolf said: Didn't see this edit. I'm not sure. The Titan/Prometheus performance HAS seemed a bit out of whack for the last while. @Jso, any thoughts? Are they too big? To be honest Titan/Gemini has been so thoroughly test flown I just discounted his comment. I'll try a few test flights in the morning if I get a chance. Maybe we broke something. What exactly do we think is wrong with it? Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted July 18, 2016 Author Share Posted July 18, 2016 6 minutes ago, Jso said: To be honest Titan/Gemini has been so thoroughly test flown I just discounted his comment. I'll try a few test flights in the morning if I get a chance. Maybe we broke something. What exactly do we think is wrong with it? Did Titan just... suck? In real life? That it underperformed other launchers? Quote Link to comment Share on other sites More sharing options...
Jso Posted July 18, 2016 Share Posted July 18, 2016 13 minutes ago, CobaltWolf said: Did Titan just... suck? In real life? That it underperformed other launchers? I believe the opposite is true. It's an OP beast. The payload (on earth) is limited by available deltav rather than what it can lift of the pad. It's downfall was being bit prone to explode, but that was a QA issue at the plant. Quote Link to comment Share on other sites More sharing options...
akron Posted July 19, 2016 Share Posted July 19, 2016 (edited) I miss the blue in the old Centaur. Kinda made it stand out Edited July 19, 2016 by akron Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted July 19, 2016 Author Share Posted July 19, 2016 Meanwhile... Quote Link to comment Share on other sites More sharing options...
TimothyC Posted July 19, 2016 Share Posted July 19, 2016 Go Kāne! Quote Link to comment Share on other sites More sharing options...
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