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CorBlimey

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Posts posted by CorBlimey

  1. 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!

  2. 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.

  3. 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!!!

  4. 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 ;)

  5. 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.

  6. 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?

     

  7. 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.

  8. 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)

  9. 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 :)

  10. 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.

  11. 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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