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About CaelumEtAstra

  • Rank
    Transporting Disasters

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  • Twitter @CaelumEtAstra

Profile Information

  • Location Dispatch Master Transport
  • Interests In thrust we trust!

    - Cooking (with rocket exhaust!)
    - Rollercoasters
    - Anything related to aerospace engineering
    - Favorite genres: Hard rock and prog rock
    - Favorite bands: Van Halen, Rush, Led Zeppelin, Genesis, et al
    - Retro games
    - Computers (/r/PCMasterRace FTW)
    - Moose tracks ice cream

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  1. CaelumEtAstra

    The Name Change Thread (WARNING! ONE TIME ONLY!)

    I'd like to have my username changed to CaelumEtAstra. (Mrsupersonic8 is soooooo 2009)
  2. I updated my modded save to KSP 1.6.1 and every time I've loaded it up, It crashes when trying to load the part configs. I kept removing mods that it crashed while loading, but it kept crashing on a different one. I narrowed down the problem to Module Manager, and when I removed it, KSP loaded fine with no errors. I then stripped down the GameData folder to nothing but stock files and a single test config. It loaded everything fine. Here is the crash file. Screenshot of GameData folder here. All mods are up to date, including Module Manager. Nevermind, It was InFlightFlagSwitcher that was causing the crash.
  3. CaelumEtAstra

    Quotable Mythbusters

    "Well, there's your problem!" (Often spouted when I find a simple problem that I missed while troubleshooting)
  4. Personally, I will continue to use Kerbal Engineer as it has a HUD that allows me to see things at-a-glance rather than having to go into and out of the map screen to check my apo- and periapsis. I also perdict that in the future, it will save me from having to scroll through long staging lists to check dV.
  5. CaelumEtAstra

    A KSP Loading... Preview: Helmet Removal

    RED ALERT! MAN THE HYPE TRAIN, BOILER PRESSURE TO MAXIMUM! Seriously, though, great addition! Now we can have proper aviation flight suits rather than having to lug around that big bulky helmet.
  6. CaelumEtAstra

    Have you ever used a Launch escape system

    Do I implement them? Yes, wherever I can. Have I tested them? Yes. Do I hope to ever use them? ABSOLUTELY NOT. Also, I don't like part failure mods because the failures are arbitrary; all risk and no reward. IRL, failures do not happen without good reason, especially in spaceflight. If you want some good examples, read this post.
  7. CaelumEtAstra

    Your Finest Hour in KSP

    I have two from recent memory, both while assembling Atlantis Station. The first involved a docking node. As I was removing it from the cargo bay of Boreas--a member of my Anemoi SSTO spaceplane family--with a KMU (Kerbal Maneuvering Unit), the module exploded, flinging the it and the operator, Sonvis Kerman, away from the station at high speed. My first thought was to save Sonvis; I pointed the KMU retrograde to the relative velocity to the station and thrusted until it was killed. Once that was done, I assessed the situation, and realized the explosion left a debris field around the station. So I got Sonvis back on board Atlantis, put Anemoi on a lower orbit to prep for reentry, and moved the station to a lower orbit. I also had to raise Olympus Station's orbit as the field crossed over its orbit. Once I had landed Boreas, I got back in the SPH and found that the Clamp-O-Tron Sr. docking ports on the node where clipping into the bay. I fixed it by offsetting them inwards and made a note to do proper fit checks on every payload before flight. The second invovled Zephyrus (another Anemoi) on reentry and landing. It had delivered its payloads to Atlantis successfully--a second node and a cupola. While on final approach, I landed it hard and broke the runway. I punched the throttle immediately, pulled up, and raised the landing gear. Once back in the air, I realized the only option I had was to ditch. The Island Runway was too short, and I was not about to risk running off into the broken end of the runway on a go around. (In retrospect, I could have landed on the grass next to the runway. Ah well, heat of the moment and all that...) I brought it out over the ocean and carefully managed my vertical speed. I had tested ditching with Anemoi before and suffice to say it wasn't successful. But against all odds, Zephyrus landed in the ocean unscathed. While Zephyrus' engines would need an overhaul after being exposed to the sea salt, full recovery was possible, and it would live to fly another day.
  8. CaelumEtAstra

    A little puzzler...

    Testing the NERV in a specific biome for a contract?
  9. CaelumEtAstra

    The Probe!

  10. CaelumEtAstra

    So what song is stuck in your head today?

    \m/ \m/
  11. CaelumEtAstra

    Is MechJeb hate still a thing?

    Eh, what the heck... I'll throw in my two Spesos. I'm fine with MechJeb as long as it's not being used as a crutch. Personally, I used it to get a feel for certain things at first, like rendezvous & docking as well as how to do a proper gravity turn. Now, it's mostly used only to automate in system maneuver plotting and for precise attitude control & orientation (particularly for docking). Honestly though, there are thousands of playstyles and preferences for every player of KSP. There is no one right one, so who am I to judge?
  12. CaelumEtAstra

    What gameplay rules do you impose on yourself?

    0. Stick to realism as much as possible.1. Be sure to follow Akin's Laws. (Within reason, of course.)2. KISS: Small, efficient spacecraft and rockets can do a just as good if not better than an oversized capital ship. (Alternate formulation: AVOID SCOPE/FEATURE CREEP.) 3. Keep debris to a minimum. a. All upper stages must have capability to deorbit after payload is released. b. If deorbit is not possible, it must be on the surface of an object, on a trajectory that impacts an object (like Mun or Minmus), in a graveyard orbit, or placed into a heliocentric orbit. 4. All space stations must have at least one spacecraft per visting crew docked to act as a lifeboat in the event of an emergency.5. Quicksave excessively, but quickload sparingly. Also, no reverts. (Unless it's something stupid that "would never happen to NASA", like a bungled launch profile or game glitch.)6. Cheats are for simulations ONLY.7. Never ever ever use fuel ducts. They get stuck on parts they shouldn't for good no reason when loading in.
  13. I was building an airplane with the KS-FAT-29 gears and found that they were causing it to jump after loading. After testing to make sure it wasn't the design of the aircraft or how KSP handles landing gears, I found that the all of gears are missing their wheel colliders, which was causing them to clip into the runway, as demonstrated in this video: Also note that the steering animations on the KS-FAT-29s are not what they should be. All of the other gears are fine, though. I tested this with a new craft in a clean copy with only the mod and its dependency, Firespitter (which I don't think is the culprit here). While I didn't find anything in the log file that could give any further clues, perhaps a pair of seasoned modder eyes could catch something, so here it is: I'm hoping I just installed it incorrectly or borked something while deleting part files I didn't want, but if not, I think I may have stumbled on a bug.
  14. CaelumEtAstra

    [1.5.1+] Malah's Quick Mods

    Hey, I just installed the mods (along with the dependencies), but I removed everything except QuickGoTo and QuickExit. QuickGoTo loads fine, but QuickExit fails to load. Upon inspection of the log file, I found this exception in the loading sequence: [ERR 05:41:50.992] AssemblyLoader: Exception loading 'QuickExit': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'QuickExit.QStockToolbar' from assembly 'QuickExit, Version=, Culture=neutral, PublicKeyToken=null'. This exception is still produced in a clean install with only the mod and its dependencies.
  15. Thank you Operation Paperclip!