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Everything posted by Tarheel1999
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Tarheel1999 replied to ferram4's topic in KSP1 Mod Releases
The reason I asked is that from time to time FAR's editor simulation will return data that is not entirely consistent with what happens in flight.- 14,073 replies
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- ferram aerospace research
- aerodynamics
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Tarheel1999 replied to ferram4's topic in KSP1 Mod Releases
I looked at the posts you linked. Basically, FAR is giving you unexpected data in the editor when you do an aero analysis. It is, however, unclear from your posts whether you have observed the same thing in flight. So, have you tried to fly a plane with the part in question? How did it fly? Also, you should post a screenshot of the plane you are having trouble with.- 14,073 replies
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- ferram aerospace research
- aerodynamics
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[1.2] [2016-10-28] Haystack Continued (v0.5.2.1)
Tarheel1999 replied to Qberticus's topic in KSP1 Mod Releases
First, thanks a lot for resurrecting this mod. It's really useful. Second, I would also like to have the original behavior of the slide down tab. I really liked this functionality...and I also liked the ability to target a planet with the old version of Haystack. It was really helpful when you are near Kerbin but it won't register your clicks because there are too many ships in orbit. -
[1.3.0] Filter Extensions 3.0.4 (Jul 11)
Tarheel1999 replied to Crzyrndm's topic in KSP1 Mod Releases
Fair enough. -
[1.3.0] Filter Extensions 3.0.4 (Jul 11)
Tarheel1999 replied to Crzyrndm's topic in KSP1 Mod Releases
Crzyrndm - Sorry to be the bearer of bad news but it looks there are several missing files in 1.17. I downloaded from both Github and KerbalStuff and both are missing the fuel tank and engine configs, several resource icons, and the FilterCreator.dll. The Resource Category was also renamed from Resource Storage and Mining in 1.16 to Resource Mining and Processing. If you merge the install you end with an extra Main category. If you do a fresh install you miss all of things I mentioned above. -
[1.12] Extraplanetary Launchpads v6.99.3
Tarheel1999 replied to taniwha's topic in KSP1 Mod Releases
Try deleting the MM cache. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Tarheel1999 replied to sirkut's topic in KSP1 Mod Releases
I think 4 of the pivotrons foldatrons were re-released to fix some transform issues resulting from an IR update. Unfortunately, I think the only way to find them is to look through the rework thread. I think there was a post about two weeks ago that consolidated a bunch of the links. Sorry, I can't be more specific. And here you go. This post has a link to the fixed foldatrons. -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Tarheel1999 replied to Porkjet's topic in KSP1 Mod Releases
The new Firespitter dll should fix it. The MM change is to prevent oxidizer from being added back to the tank. Links/info here: http://forum.kerbalspaceprogram.com/threads/104855-0-90-Atomic-Age-Nuclear-Rockets?p=1713803&viewfull=1#post1713803 -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Tarheel1999 replied to Porkjet's topic in KSP1 Mod Releases
was the liquid fuel turned into oxidizer or was the oxidizer just added to the tank? Put differently, what was the tank capacity for LF and Ox and what should it have been. -
[1.12] Extraplanetary Launchpads v6.99.3
Tarheel1999 replied to taniwha's topic in KSP1 Mod Releases
Look at the cfg files for the MKS parts. Several of the parts have exWorkshop modules with productivity=5 which I believe is similar to blue workshop. Your average command pod will not be as efficient. -
[1.12] Extraplanetary Launchpads v6.99.3
Tarheel1999 replied to taniwha's topic in KSP1 Mod Releases
In MKS, it's the C3. In EPL, it's a modified hitchhiker. -
[1.12.x] Freight Transport Technologies [v0.6.0]
Tarheel1999 replied to RoverDude's topic in KSP1 Mod Releases
This is likely either a bad install or you (or a mod) have altered the stock textures/models. For example Ven's revamp can cause some weirdness with parts that rely on stock textures/models. -
Than it sounds like you may have removed the stock key binding because that is what Free Eva uses. The mod doesn't really change how the spacebar/camera works but rather what happens when you thrust, which sounds like is working for you.
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Gaiden. The Kerbal will only reorient himself if his back isn't facing the camera. Try evaing a kerbal. Releasing the ladder. Turning on RCS and then panning the camera so you are looking at the side of the kerbal. Then hit the space bar. This mod simply divorces the kerbal's movement from the camera orientation. It is essentially a toggle for the menu option concerning EVA but better because you can rotate the kerbal forward/back or side-to-side without the kerbal automatically changing back to straight up and down.
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Tarheel1999 replied to bac9's topic in KSP1 Mod Development
While probably related I'm not sure the small leak in stock tweakables caused by GUI manipulation fully explains the continuous and more substantial memory usage that occurs with B9 Proc Parts and FAR with no GUI manipulation. I was able to crash the game in a relatively short amount of time by simply opening the GUI and leaving it open, i.e., no further manipulation, with only two parts (MK2 fuel tank and procedural wing) in the editor. I was unable to accomplish the same thing without FAR installed. Something else must be going on. Although I take your point that the problem may ultimately lie with code in the stock tweakables implementation and neither you nor Ferram can fix it. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Tarheel1999 replied to bac9's topic in KSP1 Mod Development
The problem appears to come from the interaction between B9 Procedural Parts and FAR. I tested using a clean install with: (1) B9 Proc Parts by itself, and (2) B9 Proc Parts and FAR. Both were tested using one MK2 fuel tank and one procedural wing. With just B9 there was a small memory hit when the GUI was opened and left open but it quickly stabilized. With B9 and FAR when the GUI was opened and left open, memory usage increased until the game crashed. If I launched the craft under either scenario the memory reset. I did not conduct any testing on the runway. However in my regular install I've never experienced a crash while flying a craft with B9 procedural wings. I've only experienced a crash when spending a long time building a plane in the editor before launching. Out of curiosity, I also tested a clean install with just FAR. By continuously mashing buttons in the FAR GUI (Sweep AOA, Sweep Mach, Run Simulation, etc.), I was able to get memory usage to slowly increase with a MK2 fuel tank as the only part. I lacked the patience to see if I could ultimately cause a game crash because the increases were small and tedious to create. My guess is that when the GUI is open with FAR installed the wing shape is in flux or not sufficiently transparent to FAR which results in a nonstop memory leak as FAR attempts to simulate the aerodynamics. -
Is this different from the setting in the menu which changes how RCS works on EVA (i.e, decouples controls from camera)? Or does it make that setting togglable in game?