Darth Lazarus Posted March 20, 2014 Share Posted March 20, 2014 is it possible to download the packsomewehre else? i have trouble to get it from spaceport. the download abborts randomly Link to comment Share on other sites More sharing options...
MaverickSawyer Posted March 20, 2014 Share Posted March 20, 2014 is it possible to download the packsomewehre else? i have trouble to get it from spaceport. the download abborts randomlyIt's a known issue with large packs coming from the Spaceport. I use WinWget to download large packs. Link to comment Share on other sites More sharing options...
Darth Lazarus Posted March 21, 2014 Share Posted March 21, 2014 thaks a lot, it worked ! now i can work on my MIR Link to comment Share on other sites More sharing options...
BigD145 Posted March 22, 2014 Share Posted March 22, 2014 The giant rotational solar panels are outputting half the wattage of the squad stock big solar panels when really close (300Mm) to Kerbol. Anyone know why this is? Perhaps the 0 output of the hub tracker is messing with the total number?I was attempting to use them for an Interstellar mod transmitter. Link to comment Share on other sites More sharing options...
WindShieIds Posted March 22, 2014 Share Posted March 22, 2014 No career compatibility, sadface Link to comment Share on other sites More sharing options...
BigD145 Posted March 22, 2014 Share Posted March 22, 2014 I made it compatible. It's easy. Link to comment Share on other sites More sharing options...
GeoPhizzix Posted March 22, 2014 Share Posted March 22, 2014 NoMrBond provided a link with the tech tree .cfg that I have been using since he released in in Jan. http://forum.kerbalspaceprogram.com/threads/24970-0-21-Kosmos-Spacecraft-Design-Bureau-Updated-%289-27-13%29?p=897651&viewfull=1#post897651 Link to comment Share on other sites More sharing options...
BigD145 Posted March 22, 2014 Share Posted March 22, 2014 The single wing Balka solar gives 170k energy (changed the original stats a tad) at 300Mm from the sun. Gigantor (squad) gives 10k. The double Balka gives 5k. The torqued hub gives 0. It's got to be the hub piece... Turning the hub off doesn't change the energy generation. Link to comment Share on other sites More sharing options...
tmbomber Posted March 28, 2014 Share Posted March 28, 2014 I'm having the same issue with low power output from the double wing Balka solar panels when they're near Kerbol. I'm trying to put together a solar powered microwave power transmitter using the interstellar mod as well. I have one station using 24 stock Gigantor panels at an altitude of 5Mm that has a beamed power output of a Gigawatt. The same configuration for a station with eight (8) double wing Balkas has less than 34 MEGA watts of beamed power output. I checked the power curve data for the Gigantors and the Balkas, they're both the same. Link to comment Share on other sites More sharing options...
wasmic Posted March 28, 2014 Share Posted March 28, 2014 Alright, I went through the cfg files of the Balka's, and the powerCurve of the single and double panels are identical, so that can't be the issue. Probably a bug of some sort. Link to comment Share on other sites More sharing options...
BigD145 Posted March 31, 2014 Share Posted March 31, 2014 (edited) So. I figured it had to be an issue with the order of the hub and panels in the cfg. I think I fixed it. Just swap the two modules on the big balka in the cfg. They both still track correctly. The module with 0 charge rate should be last instead of first. Just take the whole block from MODULE on down to the second }. You should end up with hundreds of thousands of charge at 300Mm from the sun instead of the tens of thousands or whatever from before. 100's of megawatts now. Edited March 31, 2014 by BigD145 Link to comment Share on other sites More sharing options...
tmbomber Posted March 31, 2014 Share Posted March 31, 2014 So. I figured it had to be an issue with the order of the hub and panels in the cfg. I think I fixed it. Just swap the two modules on the big balka in the cfg. They both still track correctly. The module with 0 charge rate should be last instead of first. Just take the whole block from MODULE on down to the second }. You should end up with hundreds of thousands of charge at 300Mm from the sun instead of the tens of thousands or whatever from before. 100's of megawatts now.For clarity, could you copy and paste your updated part.cfg file here please?Thank you Link to comment Share on other sites More sharing options...
Rassa Farlander Posted March 31, 2014 Share Posted March 31, 2014 Will this ever be updated or improved? I know its mostly useable, Im just wondering Link to comment Share on other sites More sharing options...
BigD145 Posted March 31, 2014 Share Posted March 31, 2014 (edited) For clarity, could you copy and paste your updated part.cfg file here please?Thank you This is what it should look like. I edited the 600 power, making it more inline with stock parts. That was my choice, so it won't look exactly like yours. The key is order of the two module sections. You'll see it when you open your own file.I may tone the panels back down to their inefficient self since two big balka's give 600MW in close proximity to the sun. I'm waiting to see the adjustments coming in .23.5.@Rassa I think there is a career cfg around somewhere that uses modulemanager. The edits are not that hard to integrate, mostly just time consuming. My own KOSMOS techtree cfg is only solar panels, so that wouldn't help you much. Edited March 31, 2014 by BigD145 Link to comment Share on other sites More sharing options...
tmbomber Posted April 1, 2014 Share Posted April 1, 2014 Thank you for posting that.My problem is I have a rather large station with eight wings on it that's already in low solar orbit. I've tried swapping the modules in the .sfs file, but that's not helping.Any suggestions on how to fix an existing vessel??? Link to comment Share on other sites More sharing options...
wasmic Posted April 1, 2014 Share Posted April 1, 2014 Will this ever be updated or improved? I know its mostly useable, Im just wondering cBBp was talking about a nuclear engine at some point before christmas, don't know if it'll ever happen. Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted April 1, 2014 Share Posted April 1, 2014 I need to write some code to make it work. but i have been lazy is all. working on something else. plus I have a full time job with commuting an stuff. alot less free time.this is it's current state Link to comment Share on other sites More sharing options...
Guest Posted April 1, 2014 Share Posted April 1, 2014 Have you seen this: http://forum.kerbalspaceprogram.com/threads/55985 , CBBP?Single-axis gimbals, roll control, pitch trimming for asymmetric rockets. I'd say, it'd be useful for RD-191 and also RD-171 (as it's nozzles are independent and each gimbals on two axes). Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted April 1, 2014 Share Posted April 1, 2014 what exactly does it do? does it make them account for roll and such? Link to comment Share on other sites More sharing options...
wasmic Posted April 1, 2014 Share Posted April 1, 2014 what exactly does it do? does it make them account for roll and such?Well, the plugin (I think it's called KM_Gimbal or something like that) allows for the engines to help with craft roll. It also allows you to gimbal on only one axis, instead of two. Link to comment Share on other sites More sharing options...
Guest Posted April 1, 2014 Share Posted April 1, 2014 what exactly does it do? does it make them account for roll and such?It does a great many things. First, it allows you to control pitch and yaw angle separately. Second, it allows you to control roll using the gimbals. Third, it allows you to trim the gimbal's pitch position using tweakables in VAB. The latter option isn't really needed for rockets, but works great for asymmetric vessels. Link to comment Share on other sites More sharing options...
ctbram Posted April 7, 2014 Share Posted April 7, 2014 (edited) okay is it possible to put things like whether this works with 0.23.5 or not. Things like links to tech tree configs and fixes like the one for the huge solar array at the FIRST PAGE??????There are 110+ pages and trying to find out a simple question of whether this works with 0.23.5 and what I need to integrate the tech tree and fix known bugs would be nice if they could be added to the first page or is there no one that has permissions to do so? I tried adding it to ksp 0.23.5 and first got no parts then realized I am in carreer mode so maybe they are being blocked as there is no techtree.cfg? I am not sure how the whole custom addon process works and missed that lecture in my class on OMNIPOTENCE lol.Maybe someone would be kind enough to make a guide to getting this pack to work in 0.23.5 with links to all the necessary files? Edited April 7, 2014 by ctbram Link to comment Share on other sites More sharing options...
ctbram Posted April 7, 2014 Share Posted April 7, 2014 how are you getting fustel to work? I just added it to 0.23.5 and I get no parts showing up. Once again I am in career mode so does it need a techtree.cfg? I am still fuzzy on how the whole custom addon thing works??? Link to comment Share on other sites More sharing options...
GeoPhizzix Posted April 7, 2014 Share Posted April 7, 2014 okay is it possible to put things like whether this works with 0.23.5 or not. Things like links to tech tree configs and fixes like the one for the huge solar array at the FIRST PAGE??????There are 110+ pages and trying to find out a simple question of whether this works with 0.23.5 and what I need to integrate the tech tree and fix known bugs would be nice if they could be added to the first page or is there no one that has permissions to do so? I tried adding it to ksp 0.23.5 and first got no parts then realized I am in carreer mode so maybe they are being blocked as there is no techtree.cfg? I am not sure how the whole custom addon process works and missed that lecture in my class on OMNIPOTENCE lol.Maybe someone would be kind enough to make a guide to getting this pack to work in 0.23.5 with links to all the necessary files?Step 1) go to Page 109, 2nd post on that page. Step 2) follow the link and NoMrBonds instructions. Step 3) Enjoy KOSMOS in career mode. Will this fix the solar issues, probably not, but pretty sure part of that solution is on that page or close by. Its not called omnipotence, its called effort. With a majority of mods, the solution is not always on the first and last page. Sometimes its the page next to it. Link to comment Share on other sites More sharing options...
NoMrBond Posted April 7, 2014 Share Posted April 7, 2014 (edited) Step 1) go to Page 109, 2nd post on that page. Step 2) follow the link and NoMrBonds instructions. Step 3) Enjoy KOSMOS in career mode. Will this fix the solar issues, probably not, but pretty sure part of that solution is on that page or close by. Its not called omnipotence, its called effort. With a majority of mods, the solution is not always on the first and last page. Sometimes its the page next to it. I can add the solar panel (and any other fixes) to that techTree module manager fileI should probably just put a link to that in my signature[EDIT] Added the links to sig Edited April 7, 2014 by NoMrBond Link to comment Share on other sites More sharing options...
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