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badpandabear

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  1. The oldest I could find was from just after the ARM parts came out. On my first attempt to deflect an Asteroid I made my rendezvous too close to Kerbin and this happened.
  2. It does work with 1.0.5 linux. I expect it'll work on windows but I haven't tested it. You'll need to get the old version from KerbalStuff and replace the DLL with the version from Taniwha's Github page. Note the manual install instructions on page 1 of this thread. Good luck!
  3. I had a similar experience in Windows 7, it would crash whenever I tried to open it from the toolbar regardless of whether I had a joystick plugged in or not. This was with 1.0.2 and the updated dll from Taniwha. Since no one else had reported this I figured it was something weird with my hardware. Fortunately I play mostly on Linux. I tried to look into why it was crashing, but I'm not that experienced with Unity or Windows programming. It looked like it was crashing in Xinput code enumerating my controllers. I put my output_log.txt in dropbox if anyone with more Unity/Windows experience wants to take a look at it. https://dl.dropboxusercontent.com/u/25219148/output_log.txt
  4. I was surprised that this worked. I had looked at the source earlier but I missed the section of code for calibration. Thanks! One point to clarify, setting to what the Controller Configuration showed as 0% didn't work for me. I had to move the throttle all the way down to the position I wanted to be 0%. This showed up as 1 until I hit calibrate.
  5. If your throttle has half of its range negative like mine (a Logitech Extreme 3D Pro) then the AFBW calibration won't help. It won't shift the negative values to be positive values. If you have calibration software outside of KSP that can shift the values to be all positive then that might work.
  6. The Linux version is working great taniwha. Thanks!
  7. I was playing around with mapping joy stick controls and noticed that there are secondary bindings for various axes. I tried to use these, and all I got was one joystick axis controlling both yaw and roll, which wasn't very useful to me. So I'm curious, what are these secondary settings supposed to be used for?
  8. I just made a pull request that fixes (at least for me ) the Hat button 0 defaults to true problem. Hopefully the mod author will reappear and release a new build. It was an SDL issue, so Windows users should be able to workaround it with XInput. Unless there's a different XInput bug I don't know about.
  9. I can certainly understand the need to reduce "requirements creep". But if you do make a new mod it should be "KR", as "human" resources doesn't make sense. More seriously, I was thinking it should cost experience points if a kerbal is retrained to another profession. Since all of their experience in one profession might not apply to another (but some would). Or perhaps it should take some time to retrain a kerbal. I briefly looked at changing the kerbal's experience level in code but it was reset every time a mission was recovered. I think the game recalculates it based on the kerbal's flight log.
  10. Basically I've been trying to directly set the Kerbal's profession whenever the game automatically resets it based on the name. I'm using a scenario module to persist the name/profession mapping to the saved game. The code looks like: // Note I hate the name FlexibleProfession [KSPScenario(ScenarioCreationOptions.AddToAllGames,new GameScenes[]{GameScenes.EDITOR,GameScenes.FLIGHT,GameScenes.SPACECENTER})] public class FlexibleProfessionScenario : ScenarioModule { //stuff public override void OnLoad(ConfigNode node) { foreach (ConfigNode child in node.GetNodes(FPConstants.KERBAL_SUBNODE)) { KerbalProfessionData loadedKerbal = new KerbalProfessionData(); loadedKerbal.Load(child); if (loadedKerbal.KerbalName != null) { KerbalRoster.SetExperienceTrait(crew, loadedKerbal.Title); // Other stuff to store loadedKerbal } } } //stuff }; In my testing I've found that calling "KerbalRoster.SetExperienceTrait( someProtoCrewMember )" will recompute the profession based on protoCrewMember's name. That should be easier for the append non-printable character approach. BTW The reason I'm trying something different is that I thought it might be cool to try making a new custom profession. When I try that it reshuffles all the professions for the non-orange suited Kerbals--which seems bad for an existing saved game. But I have another problem in that Vessels won't recognize my Pilots as being able to use SAS unless they EVA first. Edited: Now it's fixed! Time for bed
  11. I was thinking about making a mod to allow renaming Kerbals without changing professions when I discovered this thread. In my testing I found that Kerbal professions reset when the "onGameStateLoad" event was triggered. So I tried setting the profession at that point and it seemed to persist across scene changes. Perhaps something similar would work for ShipManifest.
  12. I've been using the formulas on this thread: http://forum.kerbalspaceprogram.com/threads/30311-Calculating-Re-entry-Angle-from-Orbit IIRC the radius for stock Kerbin the radius is 600000 m + 70000 m for the atmosphere. The other parameters I get from Kerbal Engineer.
  13. So I was playing with the Deadly Reentry inflatable shield... Note to self: put the shield *below* things it is supposed to protect.
  14. I've been testing the 6.5 beta using Linux 64bit KSP, Module Manager 2.5.8, and no other mods. What I'm seeing seems odd. Using a Mk 1 Pod with only a parachute attached, I tried to deorbit from a 110km circular orbit above Kerbin. I tried a periapsis at 0, 5k, 10k, 20k 30k, and 40k. On normal my Pod exploded at 20k and above. At 10k it had 0 ablation left. At 5k it had about 4 left, and at 0k it had about 9 left. On Hard difficulty, it always survived with just a few ablation units used up. I then tried the same set of tests using a Mk 1-2 Pod with heat shield, a docking port and parachutes. On normal difficulty the ablation shield was used up quickly and the pod exploded on every reentry. I had to go to a suborbial trajectory (1600m/s when hitting the atmosphere) before it would survive. On Hard difficulty, it again always survived. On every test I make sure alternate density is turned off and the alternate heating model turned on. So is it simply that Normal and Hard difficulty are reversed? Or am I doing something wrong? Here is my custom.cfg if it helps. I can also generate logs if you want but not tonight because I'm tired of doing reentries. @REENTRY_EFFECTS[Easy]:AFTER[DeadlyReentry] { @shockwaveExponent = 1 @shockwaveMultiplier = 1 @heatMultiplier = 25 @startThermal = 750 @fullThermal = 1150 @afxDensityExponent = 0.9 @temperatureExponent = 1 @densityExponent = 0.9 @gToleranceMult = 6 @parachuteTempMult = 0.5 @crewGKillChance = 0.01 @crewGClamp = 10 @crewGPower = 4 @crewGMin = 10 @crewGWarn = 450000 @crewGLimit = 900000 @legacyAero = False @dissipationCap = True @useAlternateDensity = False @useAlternateHeatModel = True } @REENTRY_EFFECTS[Default]:AFTER[DeadlyReentry] { @shockwaveExponent = 1 @shockwaveMultiplier = 1 @heatMultiplier = 20 @startThermal = 750 @fullThermal = 1150 @afxDensityExponent = 0.8 @temperatureExponent = 1 @densityExponent = 0.8 @gToleranceMult = 6 @parachuteTempMult = 0.25 @crewGKillChance = 0.01 @crewGClamp = 30 @crewGPower = 4 @crewGMin = 5 @crewGWarn = 450000 @crewGLimit = 900000 @legacyAero = False @dissipationCap = True @useAlternateDensity = False @useAlternateHeatModel = True } @REENTRY_EFFECTS[Hard]:AFTER[DeadlyReentry] { @shockwaveExponent = 1 @shockwaveMultiplier = 1 @heatMultiplier = 1 @startThermal = 750 @fullThermal = 3000 @afxDensityExponent = 0.6 @temperatureExponent = 1.55 @densityExponent = 0.6 @gToleranceMult = 6 @parachuteTempMult = 0.25 @crewGKillChance = 0.01 @crewGClamp = 30 @crewGPower = 4 @crewGMin = 5 @crewGWarn = 225000 @crewGLimit = 450000 @legacyAero = False @dissipationCap = True @useAlternateDensity = False @useAlternateHeatModel = True }
  15. First I was just copying real world designs like the Titan, Atlas and Saturn V. Copying the Gemini and Apollo missions was a good way to learn how to dock. But now I've moved onto using a spreadsheet to calculate delta-v for my ships. First I design the payload, then either use an existing lifter or design a new one based on the delta-v needed to get to orbit. I tend to build interplanetary ships by docking the pieces together in orbit.
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