PanzerAce
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Posts posted by PanzerAce
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12 hours ago, JadeOfMaar said:
@PanzerAce Actually no. Both are still going, but only OPT Main is bound to K. Yeon's dev plans. This update of OPT Legacy finally comes now because I was able and eager to dump some contributions in, and it seems larger than usual because it has new parts and screenshots of them.
Because I'm an idiot after 5-day weekends apparently: So to clarify, Legacy is 1.3 compatible, but does not necessarily include the parts in OPT main that are waiting to be brought over?
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Ok, I'm confused. Is the OPT legacy mod the only one going now then?
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About 50 mods. Many of which are just for dependencies. The big ones from a gameplay perspective are the Near Future parts and OPT space planes (if it ever comes to 1.3)
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Is it possible to get information when you load from .ckan what mods *aren't* going to be DLed because they're not for the current version?
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1 hour ago, adsii1970 said:
Can you let us know the university? It helps me maintain the OP...
Sorry, didn't realize I forgot that. University of California, Merced (founding class woo woo!)
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BA in History. Not doing anything at all related with it, since the economy here in the US tanked when I was halfway through school (got my degree 2009). Currently doing technical product support and dealer support for a major firearms retailer/wholesaler/manufacturer.
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Quote
Nations do not survive by setting examples for others. Nations survive by making examples of others.
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*Sees NFT pack updated for 1.3*
Welp, I'm not getting any sleep tonight while I play with theses mods again
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17 hours ago, monophonic said:
Soo... was it Vlad who "sourced" the paint for these decals?
This, we do not speak of.
Also, not going to lie, while I'm loving this series just like the last one, I do miss Comrade Political Officer.
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11 minutes ago, linuxgurugamer said:
It would help if you posted a list of the mods you are trying to install
Mods that pop that bug for me when trying to update them:
USI Core, Project Orion, Kopernicus PSM.
Also, is there a way to disable automatic mod removal? I'd like to update stuff as it becomes available without losing everything that's waiting on updates.
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Getting a bug, looking to update everything as updates release, and if I click install available updates, I get this: "Cannot install Community Tech Tree, module not available."
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I'm coming back to this from a good bit of time away from KSP. What ever happened to the NSWR engine you were working on?
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6 hours ago, DStaal said:
I do find it interesting that you refuse to use a mod because of *two* parts that you could remove from it. (I'm assuming the parts you have issue with are the antigravity pads - if you have problems with other parts I'm confused.)
There's actually something like 21 parts in there that are unwanted if all you're looking for is ALG.
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Yeah, ALG was it. And I really don't want to have all that extra stuff from foundries
Guess I'll go without.
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A year or so ago there was a mod that had a couple of different landing gear sizes that could be installed in any orientation on the fuselage of the spaceplane, and the wheels would angle themselves to be flat on the runway. I don't know if it was part of another mod pack or not, but I can't seem to find it. Wondering if anyone knows of something like this
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Completely botched the math on delta V and thrust for my minmus transfer stage and hopper for early game science gathering. Ended up taking twice as long and two Mun slingshots to get onto the correct orbital plane and apo (I *really* messed up). Ended up managing to pull it together with possibly the ugliest ship to ever be launched and got 1500 science without even getting everything.
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In the dark days before I understood deltaV, gravity turns, Oberth, etc, I used to name things by role and then iterative design steps (1, 1.1, just to 2 for a new ship from the ground up for the same role). These days I usually get things right (enough) the first time to not keep the iterative version numbers, though I still number based on major redesigns.
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Built a cheaty three person Minmus lander, put it into polar orbit for maximum science gathering with what few science gadgets I've actually unlocked. Landed it, planted flags, got the OG three to level 2, and brought them home with 1k science. Had a brown pants moment when, as I'm at about 50km up....I realize I don't have a way to jettison my return stage short of ditching my heat shield....which I'm not going to do at 2km/s. cue several hair raising minutes while I pray it doesn't flip and burn on me.
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Eh, Updated windows and it works. This is why I do product support for firearms these days instead of doing IT.
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10 hours ago, kcs123 said:
Help us to help you. What OS ? Windows, MAC, Linux ? For MAC and linux mono might be issue. On windows you need .NET, make sure you have latest version and patches for it(windows update).
Backup CKAN files to folder outside of game install, delete all folders and files related to CKAN then try to run CKAN again. JSON registry files that CKAN need might become corrupted at some point, so this should fix it. Please note that I'm just regular user trying to help, if nothing of mentioned work, you will need to wait for staff members for better answer. Meanwhile, mentioned things might help to narrow down issue.
Windows 10. I'll update and see if that works. To the best of my knowledge my comp didn't apply any update b/w the day it worked and the next day when it didn't...
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Welp, that's awesome. Went to update mods today and Ckan crashed at startup. No error given. Ok, fine. Re-DLed it and same problem. Any ideas? (or is there an error log somewhere?)
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Hmmmm. Not well is the answer actually for how well it does pure-solid setups. Lack of thrust gimbaling and lack of throttle hurts it. Might be worth still looking at for hybrid setups with short duration, lofting only solid stages, but for pure solid setups, a simple ballistic/aerodynamic approach is still the best.
I will say it's impressive how well it optimizes, to the point that I might start building more pure liquid fuel setups with minimal boosters, rather than my old, sold booster heavy setups.. Tried it with just loading up the stock Kerbal X ship, and without tweaking anything It resulted in an extra ~130 units of oxidizer in the tank on the 2nd, and then an additional ~100 on the 3rd go around. 2nd and 3rd launches would have used ~55m/s to circularize. First would have used ~70. I did notice that on the 4th try it actually stayed in the atmosphere too long, resulting in worse efficiency to orbit. For those that use it a ton, is that something where it'll start zeroing in on the most optimal, or does it tend to get worse overall after the 3rd/4th depending on rocket design?
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Question for those that use this: How well does it deal with Solid rocket only designs? I tend to use them for a long time because of the cheapness....
ALIEN SKIES: A 6.4-scale playthrough of GPP/Rald
in KSP1 Mission Reports
Posted
This, we do not speak of.