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Everything posted by Drew Kerman
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[1.12.x] LCD - Launch CountDown v1.8.0 [23 Oct 2019]
Drew Kerman replied to Athlonic's topic in KSP1 Mod Releases
Check the settings. I thought the kerbal audio was default. -
Can the next version detect if Persistent File Backup Generator is installed and disable its own backups in that case? Really not necessary to have it done twice, also destroys the PFBG backup files (they all end up the same as the main file) and you have to copy them back in from the backup directory MM created.
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Sounds like a job for the Editor Extensions author, perhaps with help from your code. In the meantime, a (hopefully minor) tweak I would suggest is having the +/- values be applied to the part only based on the part's original orientation when it is first selected. This makes it very easy to then go back and forth with +/- amounts and just zero out all the fields if you want to return the part to the orientation it was at when you first started messing with it - without having to unselect it, hit Ctrl+Z and reselect it. Mainly this change would just make tweaking easier without have to remember how much you moved a part one way and have to move it back another.
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I need it for my hybrid jet/electric prop plane. Jets do the heavy work to get the aircraft up, then they can throttle way back in cruise and let the props take up more of the load. It's also good to have an easy way to manually control thrust now that FAR enables destruction via aerodynamic pressure. For example, a drop probe I outfit for science gathering around Kerbin can't survive more than 6,500Pa before its probe core is ripped off. So rather than having to watch my throttle every time I take off, I can just figure out what thrust setting works to keep Q under 6.5kPa and throttle up to 100% without worrying about damage. Then I can tweak the thrust as I fly rather than the throttle. Edit: Nevermind, I actually found this through the Throttle Controlled Avionics thread. I KNEW I had seen this mod a while ago but when I found TCA I figured that was what it was and stopped looking further. Sweet!
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[0.23.5] MapShowNavBall - show navball by default
Drew Kerman replied to bawr's topic in KSP1 Mod Releases
so simple, yet so effective! -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Drew Kerman replied to ferram4's topic in KSP1 Mod Releases
This will help a little bit, courtesy of the ever-awesome Scott Manley. But in general I agree that I really can't understand a lot of what the FAR analysis windows are telling me, even with the Help windows - which tell me what things are but not how that really applies to the behavior of the aircraft. Mainly, I get as few red numbers in the derivatives as possible, a good curve in the static window and then take her out to the runway and see what happens... usually works enough to see how the aircraft performs and then that sometimes helps me to understand better the data the FAR analysis windows are spitting out. I'm sure ferram could write up a ton of great docs for us all to understand this better.... but then he wouldn't have any time to work on the plugin.- 14,073 replies
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- ferram aerospace research
- aerodynamics
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Drew Kerman replied to Nereid's topic in KSP1 Mod Releases
I mentioned one in the post you quoted from. Looking at an individual kerbal's merits, the log window that has timestamps for when each was awarded only scrolls a few lines. -
That doesn't work for communications satellites that are always active. However to get around this I just run them as active vessels and make sure they can last with all antennas/dishes deployed through a night transition, and then call it good. I've heard the ECLSS life support mod did EC consumption while on rails, but otherwise no - the stock game does not consume any EC unless the vessel is active
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I just thought of another possible problem with this scenario - you're talking about two ships piloted by kerbals. Which means when you dump the mothership and continue on in the spaceplane, the kerbals in the mothership will be MIA when that unloads. Obviously when you go to fly the mothership home, they will be alive - in that version of the save file. Whatever this mod is doing to merge save files in the end, it may not also merge the status of kerbals. I'm sure this is easily added if it's not already, but since the mod author said he was going to be away for awhile, if you end up with MIA kerbals this would be why. Just go into the save file, find their names and set their status back to 0
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Drew Kerman replied to Nereid's topic in KSP1 Mod Releases
nereid's been logging in, but I guess he doesn't have the time to do any work on it right now. The main bug for me is that the scroll bar on the kerbal's achievements log only works for a couple of lines -
I've been trying to change the small radial radiators back a node into Electrics but MM and even straight up editing the part cfg doesn't seem to work - they always show up in Advanced Electrics. What's up with that? Some other mods give small solar panels in Electrics so it would make sense to have some small radiators there too no? Or is the idea that you're not supposed to yet be able to build a long-term craft with solar panels and instead have to do things like plan for night transitions to bleed heat or just make short orbital missions with them?
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I have my own asteroid roleplay setup so I'm interested to hear more about this. Currently when deploying something like this I was going to just add a multiplier to increase my rate of discovering new asteroids, but sounds like this will do it for me. So basically it gives you more than 7 new possibles to track at any given time?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Drew Kerman replied to ferram4's topic in KSP1 Mod Releases
What kind of wings? I'd expect the larger the wing the easier it is to rip off- 14,073 replies
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- ferram aerospace research
- aerodynamics
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I believe that's linked to the BOSS mod, so if you don't have it then yea it will crash on you.
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That scenario makes me wonder. Would you have to make sure to select "control from here" on the spaceplane so that when the two craft separate you are left in control of the spaceplane and not the mothership? And would this have to be done prior to launch so the plugin know what craft is the main vehicle and what is meant to be left behind to regain control of later?
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Just tested it with this: Worked great. Flew the plane, made 2 drops (a probe on each side), landed the plane, then switched to the pods to parachute them down to the ground... for SCIENCE! Much more convenient than the save file hacking I was doing mytself... One thing I noticed tho is that when I switched to the second pod, it descended under an invisible parachute. Most likely because the game isn't fully reloading, so after the first chute deployed visibly the second one visually didn't - but it still worked and descended properly. They are RealChutes so perhaps contacting stupid_chris he can help you out there if needed.
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This is great. Definitely keeping an eye on this. I too would love to have to plan for the extra weight of return samples. Sounds like you need to contribute to community science reports.
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Drew Kerman replied to TriggerAu's topic in KSP1 Mod Releases
Look a few posts up or a page back, it's an Active Texture Management issue -
The following mission report comes from the public relations account of the Kerbal Space Agency, detailing the nineteenth mission - After the previously failed launch, a new ComSat III is sent up into orbit to complete the initial phase of the LKO communications network. For more reports on the status of the KSA between missions, tune in to @KSA_MissionCtrl. At approximately 2:42PM the KSC suffered a massive power failure due to grid damage from a nearby electrical storm. Backup power was used to complete the mission but the terminal from which tweets are sent was not part of essential systems. The following tweets have been reconstructed based on mission notes. Previous Mission Reports Mission009: To Space and Back Again Mission010: Kerbals. In. SPAAAAAAAAACE! Mission011: Testing 1... Mission012: Testing 1...2... Mission013: Testing 1...2...3... Mission014: In Case of Emergency... Mission015: The Rogue Flight of Kerbin VI Mission016: Saving ComSat I Mission017: Check Yo Staging Mission018: Friction: 1, KSA: 0 Find out what happens next over at @KSA_MissionCtrl!
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[1.1] Improved Chase Camera v1.6 (Apr 23)
Drew Kerman replied to BahamutoD's topic in KSP1 Mod Releases
Yea that's what I thought it would screw up. But the author has already said in the OP the key will eventually be mappable -
I generally don't like to bother restarting after installing something just because I installed something. If it doesn't work, then of course the first thing I try is restarting the computer before doing something like trying to uninstall and re-install - or post for help on a forum. But that's me. I'm just saying this is probably something you should add to the FAQ item about the program not starting.
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- ksp trajectory optimization tool
- trajectory
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well then obviously you changed something. Perhaps not you per se but indirectly through some new version of something. You should keep a list of changes you make to the game so you can always backtrack and undo things when something like this happens. Anyways this issue related to ATM has been covered in previous posts only a page or two back