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Zylark

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    Spacecraft Engineer

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  1. Current release have some issues on Windows with how the console is treated - it won't clear the console and start writing from top-left for each "screen", but rather just continue downwards. Turns out Windows console works different from Mac/Linux, whodda' thunk it?! Anyhow - I do have a solution, but will require some extra time, so that is a tomorrow problem. I'll have it fixed before New-Year, I promise! I'll also look into having the app go directly to the KSP2 save-file folder rather than doing the current copy-paste. But I won't promise any ETA on that.
  2. Link to repo for this little app: https://github.com/rDybing/ksp2scirep --- Hi there, over the down period post Xmas, I´ve spent some time making a little command line app that interrogates a save file and shows neatly what science you´ve completed, sorted on body and biome. By tomorrow I´ll have it so that you can select what body you want the overview of - and soon(tm) export to PDF for printout. Anyhow, when done to the specs for a version 1, I´ll compile for Windows (currently on Mac and Linux, because that are my dev environments - Windows are for games, not work ). Source code of course will be open source (MIT License) and available on github - and if any modder want to translate it to some KSP2 mod, that´s in C# right? So shouldn´t be too different from the Go source, you not only have my blessing - but also encouragment. I´ll not have the time - I just wrote it initially for myself to get an overview of the science I´d already done. But hey, sharing is caring, right? Screenshot of current state of the app: I´ll edit this post when I have more. Have a continued merry Xmas and a soon to be happy new year! edit 231228: Released version 1. Link to repo at top of post. Updated screenshot to new version.
  3. Had the same happen to me after a landing on Minmus. Planted flag and attempted to get back onto the lander. No grabbing ladder or boarding despite the notice to press F or B appearing. Saved the game, quit to Desktop, started the game and loaded the save-game. Then it would let me enter my glorious vessel. Latest patch, No mods, Win10, R7 5700x, RTX4070ti, 48Gb RAM
  4. Ditto - as a south-paw, for years in KSP I've used arrow keys for translation and num-pad for rotation. Tried the same in KSP2 but no-go. Arrow keys are hard-set to cam controls. One can hope that eventually we'll be able to rebind cam-keys.
  5. I encountered a similar bug. I did a Mun landing - not quite Apollo Style but close enough - with the intrepid trio Jeb, Bill and Bob. Landed with Jeb, got back up and docked with the CM, got Jeb back in with the two others and undocked the Lander. Left the Lander in Munar orbit. Upon return to Kerbin and recovering the CM Capsule and our heroes, I called it quits for the night, saved and exited. On return to that save today, Jeb, Bill and Bob were not available in the roster of Kerbonauts. Not only that, it said the Lander I left in orbit was landed on the Mun - actually upon inspection, beneath the Mun surface. And to top it off - was occupied by Barth for some odd reason. Latest version - no mods. Win10, R7 5700X, RTX 4070ti, 48Gb RAM.
  6. So I made this rocket to bring two probes to the Mun. Top-most a Coms-Satelite with the pizza-box probe core and two antennas. The little Communotron that do not extend, and the medium one that do fold out into a large dish. Under this and after a decoupler, a little lander also with a pizza-box probe-core and two antennas. The little extendable Communotron, and the HG-5 dish that pivots out. All antennas with such ability were extended. After separating the two craft, the Coms-Sat would work fine, parts manager says Fully Operational. The lander however I could not control. Probe core said No Comms Connection. Clearly a bug as I believe both the Communtron extendable antenna AND certainly the HG-5 dish should have the range to reach KSC from orbit around the Mun (with line of sight even). Not to mention reaching the Coms-Sat just a couple of kilometers away. Oh, and when the bug is resolved, could we also get a visual of Communication-Lines as in the KSP1 mod (I forget the name) that enables more advanced communcations functionality. Like setting up a proper network of relay-satelites, and seeing in real-time what is connected to what. edit: Technical info: No mods, Windows 10, Ryzen 7 5700X, RTX4070ti, 48Gb DDR4 RAM
  7. I've experienced the same myself. No ability to destroy debris.
  8. Back in the days, I had rather big 'Station-Builders' that would grab modules and put them in place. Here's a snapshot of one of those from an old save This made it possible to have modules without RCS thrusters or any such stuff on them These days though, I tend to go the simpler route by just equipping the module with RCS, and using the final stage - also RCS equipped - to manouver the module in place. When done, deorbit the final stage, and have a resident engineer on the station EVA and remove the modules RCS thrusters.
  9. Win10 on my dual-booting Laptop. Quad Core i7 6700HQ @ 2.6Ghz (3.5Ghz turbo), 8Gb and GTX-950m 2Gb. Now why KSP on the Win10 partition? A few reasons: - DirectX is more efficient than OpenGL and Nvidia drivers more current and easier to update (without something breaking...). - Didn't want to clutter up my Ubuntu 16.04 partition with non-work related things, Steam in particular. - My OS partitions are rather small - well the Win10 partition is was quite roomy until VS2017 with Xamarin and Android emulators got installed - whereas my Data partition (NTFS and shared between the two OSes) is rather big - having games on that made sense, and quite uncomplicated under Win10. I'm not a fanboi of the one over the other. I find Win10 works very well for gaming and some specialist tools, and you can't beat Linux for dev work. Just as long as it isn't Mac or Consoles (same thing really), I'm good
  10. Thanks for clearing that up ExploreKlatt - I was just about to post myself asking what the Life-Support table is supposed to read as. A follow up question - If my Kerbal(s) exceed the Hab time, and is properly fed up with their current environment, will they stop doing as they are told? And to continue, if they exceed the return to Kerbin time, will they go on strike?
  11. Rather than getting the sound out of each cylinder, we're hearing it through the manifold, muffler and finally out the chromed exhaust. Not a big fan, as I like the technical stuff. I want some under the hood news. If you go from Imperial to Metric on the threads and bolts keeping together the engine and gearbox, I want to know about it. All in all though, I am just complaining because you changed stuff, and that entitles me to complain. So there! --- Too much? Not enough? between 0 and 255, lesser being simple, more being with detailed diagrams and schematics... ... I'd like it more detailed and nuts and bolts - a solid 200 at least.
  12. There are some mods that I just won't play without: - Kerbal Alarm Clock - Mechjeb - Kerbal Attachment System - DMagic Orbital Science - SCANsat - AntennaRange (tried RemoteTech, but it got too tedious - AR is a happy medium, all options on) - Some sort of Life-Support mod, right now USI-LS, previously TAC-LS - Some sort of In-Situ Resource extraction mod. Been through Kethane, now run with MKS/Karbonite and the stock offering. Those are the core mods, in addition I run a host of mods that add parts and functionality. In this career, I'm looking forward to putting Cacteye Orbital Telescope through its paces
  13. Oh, I guess I'll be the one to admit to the ultimate in lazyness... I just let MJ do it. Bring up the ascent autopilot, enter desired altitude and engage autopilot. I do my own staging however, that got to be good for something - right? Right? With spaceplanes it's all manual however. Mainly because MJ is a lousy spaceplane pilot. Engage brakes, get SAS going, start jets at 50%, wait a bit for them to spool up and then release brakes. Then go 100% thrust. Get to about 20km pretty fast at 30-40 degree climb, then build speed at 5-10 degrees or less until jets are about to flame out or I reach 30km with plenty of speed. Engage rocket or switch mode on Rapier, nose up and reach orbit altitude and circularize.
  14. Struts are great for keeping cargo in place inside a cargo-bay. Have two struts on either side, going down to the floor or lower part of sidewall in an inverted V, and your cargo should sit tight and not bounce around. As far as tension and compression strength is concerned, I think it is equal in both directions. I don't know how much it is, but I've seen them (ahem, slightly top-heavy payload...) stretch and compress quite significantly, perhaps up to half their length, before snapping.
  15. They behave more or less like a steel rebar that reinforce an existing connection. It will stretch, compress and twist - even snap - depending on what and how strong a force is applied to it. So whilst struts do add rigidity to the connection of two parts, how much rigidity depends on how you strut, and how many struts you apply. For instance if you got two 2.5m tanks connected through two 1.25m docking ports, having 4 struts that just go straight up/down from the one tank to the other won't be very efficient, and still cause considerable flexibility in the connection if under stress. Configure those same four struts into two X'es or V'es, one on either side, and you'll get a very rigid connection. edit: like so: Oh, and the struts will disappear if you decouple or undock the connection the struts support.
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