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troyfawkes

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Posts posted by troyfawkes

  1. 2 hours ago, przybysz86 said:

    NathanKell showed something like that in his tutorial (youtube->"RP0 tutorial") and you can get high sounding for less than $1500. 3 sergeants + 11-12 sergeants + AJ10 + RD103 with some spin/ullage solids added and it gets me easily to 7500-7700km (most of the time due to failures) even with some offset to make sure stages drops into Atlantic (I basically end up climbing at about 60deg when spin stabilises it fully) .

    If you have RN-US probes (or something like that) - you can use explorer probe - it's light and aerodynamic. Just recreate Explorer-Juno. I've been able to put it on 160/8000km orbit and whole rocket (including avionics) cost below $1200. If you can strip avionics and spin stabilise it you should get 8000km+ with rocket that cost around $1000

    Nothing to contribute here but you guys are the coolest nerds ever and you're making it so hard to wait for RO et al to stabilize for 1.2 :D

  2. 30 minutes ago, johnsonwax said:

    Hmm. Getting back into KSP after a while. On 1.1.3 I just started a mission to recover a Class E. It's just shy of 100m in radius and weighs north of 4 million tons. Needless to say, it's a bit of a bear to move and seems to glitch physics from time to time (stops rotation as if it's anchored to the universe - but orbit still works).

    Oh man, this made me want to capture an asteroid so bad... I'd love a 4 million ton asteroid in orbit. Apparently a 100m radius object made out of iron would weigh about 3.3 million tons, so they're not crazy off in weight at least, and that's assuming there's nothing heavier than iron in that rock (though it's also assuming there's nothing lighter).

  3. 1 minute ago, hvacengi said:

    While we haven't been able to do it for everything, we try very hard to offer a way to predict an error condition where it's within our control.  That's why we have added things like `hassuffix`, `hasevent`, `hasnode`, and `hastarget`.  When you find one that we don't currently make available, take a look through the github issues and create a new one if it's not already on our radar.  The goal is to make it so a user never is forced to encounter an error that they can't predict.  There are a lot of things that are limited to the active vessel, so I have a number of functions that simply open with `if ship = kuniverse:activevessel`.

    Ah ok, I'll submit those on a case-by-case basis. The issue I was having with a couple scripts before I ripped out half my hair was a null result, but "has:node" etc. might resolve those. Hopefully those are new and I didn't just fail at going through the documentation :/

  4. I'd love some way to prevent errors where I know they might crop up outside of my control, isNull or isValid etc. style checks would be a godsend. It just bothers me on a spiritual level to see a script crash due to something I could easily write a check for, but can't, and no way to refactor (alternately, "why do I have to refactor? This is inherent in every programming language..."). Then you just run the script again and hope that one possible issue doesn't occur and crash the script, or give up entirely on solving the problem.

  5. Just now, herbal space program said:

    Ermm, what? where would I set that flag? I'm not launching KSP from a command line.

    If you're on windows (not sure how it works on other platforms):

    1. Create a shortcut
    2. Right click -> properties
    3. In the Shortcut tab in the Target box, make sure the path is wrapped in quotations and add -popupwindow afterwards. Should look like this.

    Hit apply and launch using the shortcut.

    Actually I think Steam lets you add launch flags too.

  6. 6 minutes ago, herbal space program said:

    I don't find the game unplayable exactly, but the fact that it CTDs almost every time I try to minimize it to look at my spreadsheet has sure made my current mission a pain in the end that should not point towards space. I hope they don't need several updates to get around to fixing that one..

    Have you tried setting the -popupwindow flag? That works flawlessly for me :)

  7. Probably should be a sticky, but LOTS of people have a couple of problems that are easily resolved and have nothing to do with existing bugs in the game.

    If you have issues and are a steam user, check at least these two things:

    1. Are you still opted into betas? Steam -> Library -> KSP -> Properties -> Betas. Opt out (None). If your client starts a download, bingo, you're golden.
    2. Subtly broken install? Steam -> Library -> KSP -> Properties -> Local Files -> Verify Integrity of Game Cache. Completely fixed my crashes.

    My 2 cents.

  8. Actually stationkeeping is the term for "Maybe require RCS ports on the satellite, and consume very small amounts of monoprop for adjustments." Stationkeeping is a big part of the Orbital Decay mod, and is intended to solve the problem you're having using the solution you've proposed :wink:

  9. I appreciate all the decisions Squad has made around releases. Would love to see a quick patch for wheels, but right now the only issues I have for them are that they fishtail a bit too much and you can't clip them at all without causing shenanigans.

    You should have seen the amount of issues in the pre-release that they fixed.

    And beyond ANY other improvement Squad has ever made, the performance boost blows everything out of the water.

    Besides, I have to wait for mods to update and go through some bug-fixing before I really get into a campaign anyway :)

    <3 Squad!

  10. @Dombi @Ohm Machre I've been having lots of mod-related crashes in 1.1, no stock crashes surprisingly. In Prerelease, deleting Physics.cfg fixed the first problems I was having. For Steam 1.1 release, "verifying integrity of game cache" fixed the second.

    I'm currently having crashing issues that are definitely tied to KW Rocketry Redux (in VAB), might be an interaction with Editor Extensions Redux (redux all the things!).

    If it's not those things, it might be worth playing another game for a couple more weeks (I might try to push it to a month!) and come back when everything is shiny and updated :D I wouldn't be surprised if New Horizons updates in pieces such that it won't be in a stable state for quite a while, but that's up to Kill Ashley's caffeine addiction and artistic lunacy :)

  11. On 4/24/2016 at 3:22 AM, Sandworm said:

    I'm seeing something similar.  Random crashes usually when deleting a part.   No errors in any logs.  The only reason I suspect EER is that it only occurs in the VAB when touching parts.  removing EER seems to fix the issue, but I cannot be sure without more testing.

    Yeah this exactly, no errors, not even a crash log. The other thing is it doesn't occur on stock only + EER, but the moment I re-add EER to my modded install I consistently CTD in VAB/SPH. It might be an interaction with another mod, so when I get home I'll throw up my mod list and try some combinations (don't have time to check them all unfortunately).

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