JadeOfMaar Posted December 13, 2021 Share Posted December 13, 2021 33 minutes ago, namreK haidebeJ said: Is there a way to make the Ranger RCS less responsive? Turning on SAS will cause it to oscillate back and forth and lose control, and I can't dock it as the slightest button press sends it flying. RCS and SAS (which mainly uses the reaction wheels) are separate things. But yes, both could be OP on that craft. You have these options to choose from: Throttle limit the RCS and turn down the wheel torque amount. There are sliders for these in the part's PAW. Press Caps Lock for fine control. This will make SAS and RCS ease in/out with their strengths. Applies to whatever the active vessel is. The steering input needles in the staging area turn from orange to cyan color. Write a quick and easy MM patch to nerf these so you have less need to remember to do 1 and 2. Quote Link to comment Share on other sites More sharing options...
namreK haidebeJ Posted December 13, 2021 Share Posted December 13, 2021 13 hours ago, JadeOfMaar said: RCS and SAS (which mainly uses the reaction wheels) are separate things. But yes, both could be OP on that craft. You have these options to choose from: Throttle limit the RCS and turn down the wheel torque amount. There are sliders for these in the part's PAW. Press Caps Lock for fine control. This will make SAS and RCS ease in/out with their strengths. Applies to whatever the active vessel is. The steering input needles in the staging area turn from orange to cyan color. Write a quick and easy MM patch to nerf these so you have less need to remember to do 1 and 2. I think the second option is closer to what I needed. Thanks! Quote Link to comment Share on other sites More sharing options...
VASMIR Posted December 17, 2021 Share Posted December 17, 2021 Love your mod! But whenever I take off with the Ranger or Viper, I run out of electric charge a few seconds after liftoff. Any tips? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 17, 2021 Share Posted December 17, 2021 1 hour ago, VASMIR said: Love your mod! But whenever I take off with the Ranger or Viper, I run out of electric charge a few seconds after liftoff. Any tips? The main ship's fuel tanks and all the shuttles have two power source converters in them: A fuel cell and a Tokamak fusion. Use the tokamak fusion, don't use full throttle in atmosphere, make sure you have a FusionPellets supply, make sure you have fuel and oxidizer on the shuttle for the fuel cell (in case you do need to use full throttle in atmosphere). Quote Link to comment Share on other sites More sharing options...
JaJeff11 Posted February 22, 2022 Share Posted February 22, 2022 Do the built-in engine for Ranger and Lander supposed to have a sounds? because mine dont have any sounds, also when I use built-in engine for Ranger it not stable and flipped off it back, anyone knows the issues? Quote Link to comment Share on other sites More sharing options...
bjornadri Posted April 13, 2022 Share Posted April 13, 2022 is this going to be updated to 1.12.x at some point? just asking because several things do not work as they should anymore. example being the comment above me. Quote Link to comment Share on other sites More sharing options...
mark7 Posted April 30, 2022 Share Posted April 30, 2022 On 4/11/2021 at 1:16 AM, JadeOfMaar said: @SpaceX_Boi previews: https://imgur.com/a/L357Hoo Hi there, if you dont mind me asking, where can I get the waterfall config of this? Quote Link to comment Share on other sites More sharing options...
PokeWasTaken Posted June 18, 2022 Share Posted June 18, 2022 yo, the ranger (and the other one for that matter) have horrible balance, especially the ranger when you add the aerospikes, is there a fix for this? Quote Link to comment Share on other sites More sharing options...
Dhruv Posted November 12, 2022 Share Posted November 12, 2022 (edited) On 12/17/2021 at 10:59 PM, JadeOfMaar said: The main ship's fuel tanks and all the shuttles have two power source converters in them: A fuel cell and a Tokamak fusion. Use the tokamak fusion, don't use full throttle in atmosphere, make sure you have a FusionPellets supply, make sure you have fuel and oxidizer on the shuttle for the fuel cell (in case you do need to use full throttle in atmosphere). Hey I've tried to use RTGs but it clearly dosen't work. I can only see Fuel Cell option but don't know how to increase flight time, can you either guide how to use tokamak fusion or alternative option that I can try. Thanks in advance! Edited November 12, 2022 by Dhruv Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 13, 2022 Share Posted November 13, 2022 12 hours ago, Dhruv said: Hey I've tried to use RTGs but it clearly dosen't work. I can only see Fuel Cell option but don't know how to increase flight time, can you either guide how to use tokamak fusion or alternative option that I can try. Thanks in advance! RTGs only produce enough power to keep probe cores alive (and keep the vehicle from becoming uncontrollable when the batteries are emptied). Consider an RTG only as strong as a laptop charger but you want to use that same charger to top up a capacitor to power every home appliance you have. It's incredibly impractical. I don't think I need to give you a guide but I must assume you're having a problem that I've had to try to resolve before: The vehicles must be having their FusionPellets resource removed by some mod. According to one person it's (misbehavior of) B9 Part Switch but the problem revolves around that, Kerbalism and WBI Classic Stock Resources. WBI DSEV might also be involved as its presence is a factor in the power source patches. Let me know what your combination of these four mods is so I can try to reproduce the problem. Quote Link to comment Share on other sites More sharing options...
Dhruv Posted November 13, 2022 Share Posted November 13, 2022 (edited) 4 hours ago, JadeOfMaar said: RTGs only produce enough power to keep probe cores alive (and keep the vehicle from becoming uncontrollable when the batteries are emptied). Consider an RTG only as strong as a laptop charger but you want to use that same charger to top up a capacitor to power every home appliance you have. It's incredibly impractical. I don't think I need to give you a guide but I must assume you're having a problem that I've had to try to resolve before: The vehicles must be having their FusionPellets resource removed by some mod. According to one person it's (misbehavior of) B9 Part Switch but the problem revolves around that, Kerbalism and WBI Classic Stock Resources. WBI DSEV might also be involved as its presence is a factor in the power source patches. Let me know what your combination of these four mods is so I can try to reproduce the problem. Right! So I have a Good News and a Bad News The Bad News is none of the mods that you mentioned will work, it only makes the experience more complicated and worse. First let's get this clear: FusionPellets option is seen when using WBI Classic stock and Tokamak Fusion reactor option is seen when using B9 Part Switch. Using combination of the mods mentioned does not seem to work in any case! The Good News is that I got the fix on how to increase the flight time WITHOUT USING MODS! The trick is that you need to mess with config files. I'd suggest remove the mods that you are using already for FusionPellets and Tokamak Fusion Reactor. (your wish, if you don't want to) First go to: GameData > Endurance > Patches > Power.cfg Delete Power.cfg and If you don't want to delete mods for fusion pellets, Delete Power2.cfg Now Copy the following in NotePad and rename it Power.cfg and paste it where the original file was! Quote // Fuel Cells Only // DSPS x300 Fuel Assembly @PART[ENmountEndurance] { MODULE { name = ModuleResourceConverter ConverterName = Fuel Cell StartActionName = Start Fuel Cell StopActionName = Stop Fuel Cell ToggleActionName = Toggle Fuel Cell FillAmount = 100 AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.1 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.1 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 500 DumpExcess = false } } } // Ranger @PART[ENrangerBody] { MODULE { name = ModuleResourceConverter ConverterName = Fuel Cell StartActionName = Start Fuel Cell StopActionName = Stop Fuel Cell ToggleActionName = Toggle Fuel Cell FillAmount = 100 AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.1 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.1 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 500 DumpExcess = false } } } // Lander @PART[ENlanderBody] { MODULE { name = ModuleResourceConverter ConverterName = Fuel Cell StartActionName = Start Fuel Cell StopActionName = Stop Fuel Cell ToggleActionName = Toggle Fuel Cell FillAmount = 100 AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.1 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.1 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 500 DumpExcess = false } } } // Mini-Ranger / Viper @PART[ENminiRanger] { MODULE { name = ModuleResourceConverter ConverterName = Fuel Cell StartActionName = Start Fuel Cell StopActionName = Stop Fuel Cell ToggleActionName = Toggle Fuel Cell FillAmount = 100 AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.1 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.1 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 500 DumpExcess = false } } } // MB-30 Experiment Cluster Package @PART[ENcargoScience] { MODULE { name = ModuleResourceConverter ConverterName = Fuel Cell StartActionName = Start Fuel Cell StopActionName = Stop Fuel Cell ToggleActionName = Toggle Fuel Cell FillAmount = 100 AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.1 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.1 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 500 DumpExcess = false } } } For Power2.cfg I will leave it for you. All you need to do is change FillAmount = 100 & Ratio's for Liquid Fuel = 0.1 and Oxidizer = 0.1 and Electric Charge = 500 and some extras! However you can keep the desired amount as per your wish to make missions more realistic In order to remove fusionPellets completely you have to manually do some work and sadly I cannot guide you since I have no experience in it But, If you need file for Power2.cfg let me know, I will edit and post it here HAVE FUN & DON'T GO GENTLE INTO THAT GOOD NIGHT Edited November 13, 2022 by Dhruv Quote Link to comment Share on other sites More sharing options...
papuchalk Posted November 13, 2022 Share Posted November 13, 2022 (edited) Amazing mod, i am thrilled. Is there a manual how to fly Ranger ?? I dont seem to get it, there is probably need to know TAC? But also how to manage electric charge. I am trying to fly on Kerbin but power goes off in a few seconds Alright, reading a few posts higher, there is the problem. Also i think that game is removing parts from the ship, my rear engines in Ranger were missing and i had to place them manually.. weird. Edited November 13, 2022 by papuchalk Quote Link to comment Share on other sites More sharing options...
Dhruv Posted November 13, 2022 Share Posted November 13, 2022 1 hour ago, papuchalk said: Amazing mod, i am thrilled. Is there a manual how to fly Ranger ?? I dont seem to get it, there is probably need to know TAC? But also how to manage electric charge. I am trying to fly on Kerbin but power goes off in a few seconds Alright, reading a few posts higher, there is the problem. Also i think that game is removing parts from the ship, my rear engines in Ranger were missing and i had to place them manually.. weird. Flying Ranger is simple, make diffrent action groups for VTOL and Cooper engines, also don't forget to activate Fuel cells before firing up engines. Use SAS for stability. For power check out the fix I mentioned before your post Quote Link to comment Share on other sites More sharing options...
papuchalk Posted November 13, 2022 Share Posted November 13, 2022 i cannot activate the Cooper engines.. i managed to hack the bottom engine as you said with updating Power.cfg Quote Link to comment Share on other sites More sharing options...
papuchalk Posted November 13, 2022 Share Posted November 13, 2022 The ship file must be corrupted, or the game is changing the Cooper engines somehow. I have to manually remove them from ship, and place new ones. Then i can active them in game. Then i tried a flight, but oxidizer is gone very quickly, somehow the ratio 0,1 is not correct. Should i change it to 0,01 in order to make the oxidizer disappear less quickly?? Quote Link to comment Share on other sites More sharing options...
Dhruv Posted November 14, 2022 Share Posted November 14, 2022 18 hours ago, papuchalk said: The ship file must be corrupted, or the game is changing the Cooper engines somehow. I have to manually remove them from ship, and place new ones. Then i can active them in game. Then i tried a flight, but oxidizer is gone very quickly, somehow the ratio 0,1 is not correct. Should i change it to 0,01 in order to make the oxidizer disappear less quickly?? I got your point on engine part. So basically, one of the engines flame out when electric charge is empty and the other keeps runnung, well i guess that is issue with the part I found the fix to that as well. all you need to do is go to Power.cfg and find ""// Ranger"" Below that change both ratios of liquid fuel and oxidizer to 0.01 like you said and electric charge to 1000. Now you will not run out of electric charge but your fuel and oxidizer will decrease slowly Basically, what we are doing is producing more electric charge with less propellent consumption. It's all about trial and error and messing with .cfg file Quote Link to comment Share on other sites More sharing options...
Dhruv Posted November 14, 2022 Share Posted November 14, 2022 @JadeOfMaar the issue regarding flight time has been resolved although Ranger seems to be a bit difficult to control?! Its like even after solving issue regarding propellent one of the engines (Right one in particular) seems to give up and the ship starts spinning Any idea why is it doing so....? Quote Link to comment Share on other sites More sharing options...
Guest Posted January 25, 2023 Share Posted January 25, 2023 I bit of an issue I've been having for a while is poor performance I get from the Landers and Rangers. I can put together and fly the entire Endurance with a great framerate (40+), but the second I put on one Lander or Ranger, it drops into the 20s and 10s. Please help, this nearly ruins my experience with this mod Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted April 12, 2023 Author Share Posted April 12, 2023 Hi everyone, some of you may or may not know that I am a senior dev on KSP1 and now also on KSP2. Unfortunately I am finding it harder and harder to find time to invest in my KSP1 mods as I would like to. Almost all of my efforts and time now go into KSP2. That is not to say that I am giving up on my KSP1 mods, just that it is unlikely I am going to have much time to invest in looking at or fixing problems with them. I will find the time to fix some things but it is going to be a very slow road I'm afraid. I will try my best, but cannot gaurantee anything. Instead - I am sinking all my time into KSP2 development in order to deliver all the exciting new stuff we can for KSP2 and opening up modding in KSP2 for everyone as well. I hope you all understand. Thanks for your patience and support. Quote Link to comment Share on other sites More sharing options...
Sol_Rising Posted April 20, 2023 Share Posted April 20, 2023 Do what you must. Though I wanted to say that your mod is always on my list whenever I reinstall KSP and I tend to spend hours flying around Kerbin in the ranger. It's a great way for me to practice my vertical landing skills. Thanks for your hard-work and I wish you luck in continued development for KSP2! Quote Link to comment Share on other sites More sharing options...
imanfla Posted September 8, 2023 Share Posted September 8, 2023 Hello, any plan to revive this project I would like to know Quote Link to comment Share on other sites More sharing options...
XM803 Posted October 1, 2023 Share Posted October 1, 2023 Can anyone help me fix the issue of my Tokamak just saying zero efficiency for no reason? I just tried to turn it on for the first time and it is just stuck like that. (Im also not sure how to post my log on the forum) Quote Link to comment Share on other sites More sharing options...
Kaamo Posted October 7, 2023 Share Posted October 7, 2023 I wish this mod works well with Kcalbeloh, it just does not function properly. Trying to land on Miller's planet makes ranger go crazy and spin more violently than Endurance. please fix this mod :((( Quote Link to comment Share on other sites More sharing options...
whytho Posted October 24, 2023 Share Posted October 24, 2023 (edited) Hello, I absolutely love this mod but I have one small issue with it, I do not understand the electric charge part of it. My engines arent on for 30 seconds before the electric charge depletes and im left stranded(this also occurred to me that this happens on all ships). Thanks for the help. Edited November 14, 2023 by whytho Quote Link to comment Share on other sites More sharing options...
whytho Posted October 28, 2023 Share Posted October 28, 2023 Fixed my little issue, just had to use cheats. Here are some cool shots I got using the mod, I used the kcabeloh planet pack too- https://imgur.com/a/n7Mwt7W Quote Link to comment Share on other sites More sharing options...
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