Wolf Baginski

Members
  • Content Count

    465
  • Joined

  • Last visited

Community Reputation

80 Excellent

1 Follower

About Wolf Baginski

  • Rank
    Sr. Spacecraft Engineer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Thanks for the answer. This version seemed to come out of nowhere, and get lost behind all the Breaking Ground stuff.
  2. I've been using v1.7.0 under Linux. I bought the Breaking Ground DLC. So I need v1.7.1 which was an awkwardly big download, and seems to have appeared at the same time. It's not a big deal not in this age of movie and TV streaming, but I am wondering how important it is if you don't want to use the DLC. What does it do that isn't necessary for Breaking Ground? For Linux, at least, I know I can keep my current v1.7.0 games running and put the v1.7.1 family in a distinct, parallel, install. But has it fixed any serious v1.7.0 problems that I am just lucky to have missed? As a practical detail, I reckon it would have eased the load on the servers if v1.7.1 had been available earlier in the week
  3. I am active on a site that times everything in the Pacific timezone. Gets a little odd when the clocks change on different weekends, and it would be different for somebody in a southern hemisphere country that uses a Summer Time shift. And it seems we plan to put the calendar back, not the clocks...
  4. As a Linux user I can run two parallel versions easily, my continuing KSPv1.7 saves unaffected, but I hear that might not be so easy with Windows. Maybe there will be things in an old save that can't be carried over. I have hand-edited the occasional save, but this could be too complicated for my abilities. We're the people, actively using mods, who can find ways of coping. But the package in the Store has to be for more ordinary users too.
  5. Did some further testing, and it's marginal for orbital performance, depending on the ISP of the engines used. The Decouple situation seems weird. If the decouple modules are in the parts provided staging, and crossfeed goes crazy. The Integrated Stack Decouplers did seem to work, but I only got predictable function when I used a separate decoupler part. after removing the ModuleDecouple from the provided parts. Also messed up the delta-V display provided in KSP, and I have a suspicion that KSP 1.7.0 was getting mixed up over what was what. I think I may have discovered what is messing up the behaviour. Look at this set of attachment nodes: node_stack_top = 0.0, 0.42, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.42, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom = 0.76, -0.2, 0.0, 0.0, -1.0, 0.0, 1 node_stack_bottom = -0.76, -0.2, 0.0, 0.0, -1.0, 0.0, 1 node_stack_bottom = 0.0, -0.2, -0.76, 0.0, -1.0, 0.0, 1 node_stack_bottom = 0.0, -0.2, 0.76, 0.0, -1.0, 0.0, 1 That's for the usual top and bottom nodes, and four engines on the bottom. But I checked a multi-engine adaptor from the SpaceY set, and saw this: node_stack_bottom1 = 0.625, -0.3, 0.0, 0.0, -1.0, 0.0, 1 node_stack_bottom2 = -0.625, -0.3, 0.0, 0.0, -1.0, 0.0, 1 node_stack_bottom = 0.0, -4.3, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 0.2, 0.0, 0.0, 1.0, 0.0, 2 The node locations are different, they might not be a problem in building, but I would be unsurprised if odd things happened in flight. I shall have to try it out.
  6. Just did a quick check with KSP 1.7.0 and there seem to be no real changes, still sub-orbital from the KSC, still needs some fiddling to assemble, still a bit tricky with setting up decouplers and staging. I see there is a v1.6.1 of Integrated Stack Decouplers, and if you like the looks, give it a try. Will I bother using it? I don't know. But it's still there.
  7. I have noticed some Mods, going a long way back, which don't seem to need changes to work, though they can have .version files which trigger warning massages Sometimes it's using Module Manager, and nothing has changed to affect the Mod. I'll point to "MechJeb for All" as an example of that. Other instances might be a set of fuel tanks, and again nothing has really changed. On the other hand, there are some mods that really do need an update to work. With v1.7 some older stuff might look a little worse but that's not "broken". But if you're responsible for one of those lasting Mods, it makes sense that you update the .version file, maybe once a year. I checked my record, KSP v1.4.0 was a little bit more than a year ago, v1.5.0 roughly six months ago. I have some older-than-that mods that work fine, I'm happy to alter a .version file to stop the warnings. But do any of us want to frighten off new KSP players?
  8. v1.6.1 is pretty solid, and if you downloaded that there's a huge number of mods available, but as new versions get uploaded for v1.7.0 the older versions of the mods drop out of sight. Some mods for v1.3 still work, and i use them. I have a couple of nice capsules, and some engines and fuel tanks, a set of docking ports... One area I can think of which might have problems is wheels. Many of the wheel-related mods have been updated long ago, there's a couple I need to check. The most recent versions of MechJeb and Module Manager are working fine with v1.7.0
  9. I can confirm that MechJeb, and these mods, works OK in v1.7 I was using the most recent release version, which came out about 6 weeks ago. I did have a problem with one craft I tried, instability in RCS, but that's a known problem, been around for a while, some large assemblies don't settle down.
  10. It's no big deal whether you use that mod or not., it was just the example I used. Reputable source, but not something that's dependent on KSP version, so I am not surprised at the lack of recent updates.
  11. There's a mod, very small, called "MechJebForAll". It puts MechJeb in all the capsules. Since nobody "flies" a booster, and they were essentially guided missiles anyway, that may be more realistic, It's a Module Manager file, there's a list of the tech-tree nodes where the MechJeb functions get turned on, and if you use "start" MechJeb is available for the whole tech tree. The AR202 has the same switch-on list, plus some extra sections that pretty up the presentation of the effect in the Tech Tree It doesn't feel like cheating to switch on Ascent Guidance at the start. On the other hand, the astronauts had to learn how to do rendezvous and docking. Buzz Aldrin wrote the book on that.
  12. That's half true: there's an element of trust from dealing with somebody who has compiled other stuff, who has a history. A time or two I have come across "established" programmers, elsewhere, who just hadn't been caught yet. It can get messy. But there are some well-established names here I would trust. The key is they're not "strangers".
  13. With the module manager mod (seems to work with v1.7) it would be trivial to revert the changes.
  14. I compared the .cfg files for the Twitch and didn't find anything that looked as though it would affect the performance. Could have missed something significant, but things like the thrust and atmosphere curve hadn't changed.