CorBlimey
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Posts posted by CorBlimey
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edit: 10 char
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10 hours ago, FancyMouse said:
Flight Computer. Make sure the window is closed before you want to switch to another scene (go back to KSC or switch to another vessel). I've seen all sorts of weird issues (FC tried to render itself in KSC scene causing NRE floods, slave status after switching to another craft to fly), and all seem just a consequence of FC window at open state during the switch.
EDIT: oops I thought you were talking about some weird issue about 1.1.2, but it is in fact different from what I thought. The stuff you mentioned I remember seeing it in 1.0.5 as well, although not always. I don't know what caused it, but just going back to tracking center and then fly the target vessel should fix it.
Hmm - you are right, the flight computer seems to be the cause and ensuring it is closed before changing prevents this error. Thanks!
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I keep getting "Status: slave" message on the flight computer, when i have decoupled a probe from a larger vessel. For example, when trying to set up an omni network of 4 relays all launched as a single vessel, I got this message from 3 of the probes (all but the first one decoupled).
What is the cause? How do I fix it?
On 13/05/2016 at 6:05 PM, Garlik said:Hi all,
First of, thanks for the current dev(s) and previous one(s) for developting this great mod. Absolute NEED for me (unlike future kind of RT feature that KSP will have).Next. I've never been able to solve this problem (without 'cheating' my way out of the problem)
The problem: Send a manned mission to drop an unmanned lander with RT with only 1 antenna that needs to be desactivated during re-entry (ie: to land on Eve)
I must temporarly deactivate my antenna (ie: Communotron 88-88) so it does not break and would like to use the flight computer to re-activate it say 5-10minutes later. But I can only ask the computer to add the "Open antenna in 10min" when the antenna is closed, and... if it is closed... I cant ask the computer to add this command...
Is their a known solution for this? Exept adding a second antenna that is turned on while the first is off so I still have signal to tell the first to reopen 10min later
If not, I understant the dev(s) can't add more options now, and gladly offer my small help. I have basic knowledge in C#, Monobehavior and Unity 5. If you show me the way, I could try to dev this (if I end up beeing able to)
Set flight computer delay to 10 minutes or however long you need before reentry is complete. Toggle the comms (or you can also use this approach to toggle other stuff needed during the reentry, such as chutes, retrorockets, airbrakes, legs and so on). Set delay to 0 and now close your panels and other fragile stuff then finally the comms. Et voila. Your comms closes, and will open when your first more-delayed command is executed.
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hi, love NavHud - super useful.
Are you planning to add a Maneuvre node overlay?
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hey, if i don't want any of the MRS tanks (because your FTP does the same, only better ), is it safe to just delete the Fuel Tanks folder within Parts folder in its entirety? Thanks!
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On 08/03/2016 at 3:01 AM, eberkain said:
Its a work in progress, I plan to put up a thread about it in the fan works forum once I hit the end of the first year.
this is cool. If only there was a KSP mod that generated this stuff / stats automatically!!!
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is there a way to change the threshold to mark an experiment as complete?
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23 hours ago, Malah said:
Thanks, but I think QuickSearch will no more has update, a feature like this will be in KSP 1.1
yes I heard so too.
But take that as a compliment that Squad decided something like it was so useful
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deserve so much rating
QuickSearch is damn useful, and quick goto is a nice bit of icing.
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Hi Roverdude,
Which is the right config file to change? The one under Kolonization (added by MKS) or under LifeSupport (added by this)? They both look the same
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so many updates. so much goodness
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looking forward to the overhaul (and the MKS guide you have made).I am thinking of starting a new career. Do you have a rough idea of when it will be updated?asked via twitch. FYI for others: big ole list of updates for most of his mods but its done when its done
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On 13/01/2016 at 9:20 PM, Orisi said:
Yeah I've seen this on mine they're quick to snap to other positions, the easiest way is to snap them to something without placing, rotate them to the correct position, then rotate your camera so you can overlay the two green nodes without getting too close to any other part of the body. They will snap to the right position eventually but it can be tricky.
in my experience they work best by holding down alt (to disable radial attachment) then rotate with the keys till it orients correctly.
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is there a way to cheat remottech off for a save? I am trying to mess around and test some stuff in Sandbox & hyperedit but of course do not have a full interplanetary relay network set up ^^
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On the wiki: "Kerbals require 0.01
ElectricCharge
per second which is very little. A small battery will keep a Kerbal alive for many, many days."0.01 per sec = 0.01 * 60 * 60 * 6 per day = 216 charge. A small battery has 100 charge which is ~ half a day.
What am I missing?
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24 minutes ago, blowfish said:
Unlikely that 64 bit will have any impact on load times or overall performance. The benefit will really just be in available memory.
I agree but parts loaded by KSP take up memory, even if not in flight. So 64 bit should eliminate these issues (e.g. I have to run in OpenGL currently, as 3.2GB memory is used in D3D and there is a memory leak which leads to crashes after a few scene transitions :()
I am expecting some other performance tweaks in 1.10 (related to Unity 5 rather than 32 vs 64 bit) but that wasn't my point. Simply loading the parts for use in teh VAB/SPH is an issue. MRS + FTP + SpaceY adds a lot of parts. Then toss in MKS and some others and it is a serious issue.
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On 05/01/2016 at 2:15 AM, WuphonsReach said:
Wish list for more thrust plates / adapters:
- A2 (2.5m) plate size for multiple 0.625 size engines, maybe a 5x and 7x mounting point variant.
- A3 (3.75m) plate with only four 1.25m mount points with no center engine and the individual nodes pushed in from the edges. That's more of a style thing.
- A3 plate for (9) 0.625 engines, with average spacing between each.
On 05/01/2016 at 5:25 AM, NecroBones said:Some of those could be cool. I'll keep them in mind. I do like the idea of the 4x 1.25. It would allow something reminiscent of the Saturn V's S-II stage, except with 4 engines instead of 5, but you get that narrow clustered look.
if you implement these, could you try and use some sort of dyanmic approach (like e.g. with those multi adaptors). Part proliferation is a real issue - my build times have snowballed just because I spend so much time trying to find the part I want!! (and performance reasons - but hoepfully 64 bit KSP does away with those worries)
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11 minutes ago, Rune said:
The longsword is a tiny bit outdated, but basically, to reduce the drag of the open node on the back (though I don't think the four intakes on front can feed eight engines). These days, after the latest re-balance, you'd be better off using small nosecones. Be sure to offset them a bit inside so the gimbal on the RAPIERs doesn't fry them.
oh, I didn't know rear facing nodes would suffer drag in 1.0.5. I thought that parts further up the stack occlude in-line parts behind? My knowledge on the drag model is very poor so I am glad you have explained
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im having a lot of fun with this pack - it looks great and very useful. Thanks!
edit: I saw somewhere you had a nosecone ramp in mind - that would be awesome.
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why do you clip a shock cone intake into the end of your rapiers? (e.g. on the Claymore design) Don't they get enough air from the ram intake?
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On 07/01/2016 at 2:27 PM, goldenpsp said:
My only concern is having mechanics that require me to manually move kerbals around within a craft (or base etc). If you start having missions all over the place, the act of having to manually move kerbals around gets tedious. I think it would be fair to say if you have a craft that has sufficient living quarters, your kerbals are able to move around "automatically" to keep their homesickness down.
aye, I am all for things that add interesting mechanics (without being a grind). But any life support mod that requires periodic focussing on the craft is a no-no. Life support should add 1) craft design challenges (mass, electric charge, volume etc), 2) launching and other dV challenges, 3) periodic supply and/or in-situ replensihment/recyling. Having to jump between a Kerbin system base, a Duna system base, a Jool system base and perhaps one or two orbital stations would be seriously tedious.
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10 hours ago, akron said:
I am a little confused from a page or two back. Are the "Veteran" Kerbals immune to effects, including the upcoming homesick one, or not? You had mentioned that it is not longer the default setting.
the config file has these as settings you can change. There is no in-game UI for this.
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thanks for the update. Nice to see Jeb is given his full name in the config
Is there any guide somewhere that covers homesickness? I couldn't find much through the search function.
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you have a spelling mistake. It should be Konstruction. Or at least according to the Okford English Dictionary. All is forgiven for such a cool mod, thanks
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
in KSP1 Mod Releases
Posted
small issue - the materials bay costs 23000!!!