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troyfawkes

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Everything posted by troyfawkes

  1. Just created this modulemanager patch (put it in a custom .cfg file under GameData) based on FlowerChild's fix. Works like a charm.
  2. Here's FlowerChild's fix for heatshields not moving the centre of mass down. Just make sure you've got the newest ModuleManager installed and add the following code to a .cfg in your GameData folder, e.g. "hotfixes.cfg" It might help if you put this in the first message. Oh, and FlowerChild's original solution is here.
  3. At least you keep your score, science unlocks and kerbals Basically all of my active vessels had NaN everything, so if you switched to them they'd... behave erratically, let's say. Regardless this is an awesome mod and I expect bugs as part of the process of getting these awesome contributions together, just figured I'd save someone the hassle if they were having the same issues I was having
  4. Just wanted to comment, if you're getting: [LOG 16:11:11.996] Look rotation viewing vector is zero [LOG 16:11:11.999] Look rotation viewing vector is zero [LOG 16:11:11.999] Look rotation viewing vector is zero [LOG 16:11:11.999] Look rotation viewing vector is zero [LOG 16:11:12.094] Look rotation viewing vector is zero [LOG 16:11:12.094] Look rotation viewing vector is zero [LOG 16:11:12.134] Look rotation viewing vector is zero [LOG 16:11:12.134] Look rotation viewing vector is zero [LOG 16:11:12.139] Look rotation viewing vector is zero [LOG 16:11:12.201] Look rotation viewing vector is zero [LOG 16:11:12.202] Look rotation viewing vector is zero [LOG 16:11:12.202] Look rotation viewing vector is zero [LOG 16:11:12.205] Look rotation viewing vector is zero [LOG 16:11:12.205] Look rotation viewing vector is zero [LOG 16:11:12.206] Look rotation viewing vector is zero [LOG 16:11:12.298] Look rotation viewing vector is zero [LOG 16:11:12.298] Look rotation viewing vector is zero First off, all of your Vessels in your save are probably corrupt now! So go grab your quicksave.sfs in /ksp/saves, make a copy, delete persistent.sfs and rename your original quicksave.sfs to persistent.sfs. Alternately if you're like me and don't have a quicksave.sfs, you'll have to figure out how to delete all of your vessels from persistent.sfs. Then go into /ksp/GameData/VenStockRevamp/ and delete PartRevamp_TextureReplacer.cfg (or just change the file type to .bak or something). I'm not sure why this is happening but it was a really awful experience for me, ended up losing all of my crafts and spending a couple days trying to resolve. Hope this helps someone.
  5. OK So... I know that probably no one cares about this except me... but... I was messing with the window size in settings (I always keep it one size smaller than my monitor because otherwise the toolbar covers it) when I accidentally switched the size up to the same size as my monitor and hit apply. For a second I thought I'd actually chosen full screen. Nope, just a change in the functionality I guess. Why is this important? Two reasons. 1) Because KSP in full screen mode doesn't load modules in the background. If your game crashes in full screen mode, you have to start it up again and can't pop out to do something else while your (admit it) 40 bajillion mods load up. 2) I get tons of errors in my logs every time I alt-tab out of full screen KSP; that had to contribute to shenanigans AKA EVAing into a solar orbit from LKO somehow. ...So yup, I'm already sold on .90
  6. I had just started Hard mode with no reverts or quick saves. Bill was coming back from a pretty intense jaunt on the Mun, and I had separated the drive section from the return vehicle in preparation for reentry into Kerbin. I realized at about 100 km alt that I had forgotten parachutes, with a periapse around 35km. Oh god. Makes it worse that I was streaming and the folks watching thought I had it out for the Kerbal. So Bill hops out and pushes the pod to about 45km periapse before turning into a fireball. Oh well, maybe he saved the science? The capsule and all of its data made the hop out of the atmosphere but would probably be back in shortly. I was using mission control, so luckily I had prebuilt a rescue craft and launched it into a very aggressive rendezvous. Grab the science, reenter fairly close to the fireball that was my Mun mission, and take a moment of silence for Bill. Definitely made me respect the game
  7. Not sure if anyone else does this, but I've found some interesting results from adding Procedural Parts and removing 95% of fuel tanks, adapters and nose cones from parts mods.
  8. So much this. Some days I abused the revert to editor functionality that I allowed in my last save, which made me feel ....ty on days where I had more self control After every ship on that save duplicated itself and self destructed I decided it was karma for cheating and took it out. While I can live with the bugs (and honestly sometimes it makes for more interesting gameplay, e.g. "Oh.. OK, I guess I'm going to have to save Bobkin from a highly elliptical orbit that might one day either smash him into the mun or eject him into a solar orbit... because, you know, the Kraken gave his return capsule a huge push... er.. sabotage?"), but other times definitely not so much. 2-3 launches in a row of that foolishness, or the entire save being corrupted... Looking forward to the QA love in .9+
  9. I'll keep an eye out, I have to do this same mission out to Ike so I might get similar results. Short story: Rocket over Minmus was 3 stages [at this point], 1) crasher with no probe, 2) miner with probe, 3) joyride monoprop thing with capsule+Jeb. Landed the crasher, decoupled (so now it has no probe, maybe classed as debris?), landed the miner next to it, landed the joyride next to that. KAS connected all three, went in and out of the capsule a couple times with Jeb, decoupled because things started vibrating a bit. I'm not sure at what point I took a surface sample but I'm sure I did. Here's the full log of that session just in case the context around it helps (https://drive.google.com/file/d/0B9QXdjV-pBueWVVfMG5lM1NwUWM/view?usp=sharing). If you can figure out the NaN error at the end I'd be super happy too totally unrelated and I'm assuming it's clipping related, but not sure...
  10. So the log told me to share this...? I was wandering around on Minmus with Jeb doing some pretty nefarious things, but I'm not sure what caused the surfaceSample error. I didn't get this error on Mun with my landers. This might have been due to connecting multiple ships with KAS?
  11. Last night I had two satellites wobble themselves to smithereens, then a third one on the launch pad had its probe core bouncing up and down out of the fairing until it came smashing down and crushed the rocket, snap the rest of the satellite off and have it fall to the ground, all the while whizzing through the air over the rocket. This is after a couple simulations (KCT), where nothing untoward occurred. I'm using lots of mods, so I'm sure it's my fault. Or Bill was messing with me due to my many failed attempts on his life (I even EVAd on re-entry in a fiery inferno and he came back to life... His Final Frontier record is a pretty exciting read. Still though, I kind of just wanted to fly the mission.
  12. I like how you put landing legs on the wrong side of the probe just in case
  13. This is from my first run through of BTSM. I hadn't intended on landing it, but it took so much work to get it there... For anyone who uses Remote Tech and BTSM (with no solar panels early on) I'm sure you feel my pain. I had to launch a couple satellites that were more or less just batteries to LKO just to get the chance to do a munshot. The fact that it stayed on the right side of the Mun long enough to maneuver to a "landing" was incredible. Didn't have enough power to get any science from the surface, so KSP gave me an eclipse
  14. IMHO I'd say there's still a lot to add to the game as far as replayability goes. Right now it's not even up to par with Battlefield in that respect (learn to play better as a team, unlock weapons, etc.). There's no point in trading as a team, and currently fighting as a team is only so exciting. The only incentive to keep playing is moneys. Also the world's beautiful, but still Oh, also for everyone wondering about trade routes... I'm not sure how secretive this has been but I think my KSP folks deserve a trade calculator
  15. Two FAR/NEAR problems I get a lot: 1) Wobble, esp. on rockets with control surfaces. Hit SAS, hit Launch, rocket picks up a tiny bit of rotation, SAS over-corrects, then over-corrects back, then I give up and go back to manual control. I've never managed to solve this, so I just add extra control wheels and disable control surfaces on the aero parts. 2) In planes, I always have pitch problems (e.g. won't keep a heading). There IS a solution to this though and is more legitimate than using SAS. Set your flaps to a setting that keeps your flight level at whichever attitude you've chosen. Google KSP flaps and you can learn a bit more about it
  16. My 2 cents: 1) Funds for Science is definitely broken. 35 funds for 1 science just doesn't make sense, even on Hard+Ironman mode. I just enabled it to see its effects and for one mission I got twice my fully scienced out lander missions -- 550 science -- (100k funds, 20% went to science at the 35:1 ratio). Even for Normal this ratio is too good, I'd say at best 250:1 should be vanilla. 20k funds = 80 Science. As a standard point, on 40% funds, rescuing a kerbal is about 30k funds, 20% of that is 6k, and at 250:1 you'd get 24 science. That sounds about right to me. 2) Everyone building ultra efficient rockets and complaining about how easy it is... You're good at the game If you stream or read forums you'll notice that a huge number of people can't even get to the Mun; that gap is huge. There are some mods that make the game much harder but also more rewarding, e.g. Deadly Reentry, NEAR/FAR + KIDS, Remote Tech (required for you "Oh I just probed everywhere in 1 launch" folks), etc. Should Squad implement the mod behaviour? I don't know, let's not be so hypothetical. There are solutions for power gamers, let's not worry about where they come from
  17. This game is moving so quickly that I almost want to just wait on the sidelines until it's fully released (they said 2015 right?). I might have to pop in and try the Asp though. Also, this game forced my hand on getting TrackIR and I'm super happy I did get it Makes all flying games (and FPS actually if it's supported) way more engaging.
  18. I bought it a long time ago, but I'm not following the direction they're taking. I was hoping they'd develop a tech tree and make the survival experience more interesting, but it seems like it's more or less creative mode all the way. Ah well, not like I didn't get my money's worth.
  19. Excited for the .25 release This is way up there on my must have mods list as of .24!
  20. I figured I'd do the same, switched to my Mk. 24.2 Really Expensive Space Station and it shook itself into pieces. In my no-saving ironman mode with 8x part costs. Now crying over mint ice cream and messing around with modless .25.
  21. Giving this a go I'm running a quick-saveless game and streaming so this'll be easier than explaining every five seconds why I've got every safety precaution I can think of and take it easy on landings
  22. So uh... 3,000 MB to 1,700 MB... Yeah I'm going with this. EVE, Better Atmospheres, Texture Replacer, ALL OF THE PARTS, WELCOME HOME!!!!!!!!
  23. Yeah so... Rollercoaster Tycoon direction for the next couple patches... Huge new set of art design (UI? Different sizes of buildings?)... Destructable buildings being a huge part of 0.26.... I'm guessing starting with only a small part of the science building and a crummy VAB, having to pay to upgrade / build buildings.. I don't see the game mechanic for multiple locations yet, unless they also push the starting launch location off from the equator or otherwise make it useful to have multiple starting locations...? Dunno, definitely thinking it's the upgradable building tree
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