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rmaine

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Everything posted by rmaine

  1. Well, I was deliberately avoiding being too specific, lest I sound like I was flaming someone. :-) But... The OP has a phrase "you can download crafts". I'll grant that one does sound funny to my ear without the "s"; couldn't say why. If I were writing it, I'd probably have avoided both the funny sound and the incorrect plural by writing something like "craft files".
  2. The time warp thing sounds great. I keep finding myself selecting holding orbits based on the time warp boundaries sso that I'm not waiting quite as long to warp to nodes. Now all it needs is a feature to automatically correct every instance of the spelling "crafts" to the correct plural "craft". Even better if that could apply to the forums as well. :-)
  3. I was going to post the same correction. Did a quick Google to make sure I didn't have it wrong. (I *hate* it when I post a correction and it turns out that my correction is wrong. :-(). Hmm. It's more complicated than I thought. Though the "e" spelling is generally preferred in modern American English, apparently the "a" spelling was used in the past and still in some contexts in British English... or something like that. So I decided to just keep my mouth (well, fingers) shut, even though the "a" spelling still looks jarring to me. :-)
  4. Ah, thank you. This mod looks to "hit the spot." I've been doing a game with progressive colonization, which I'm mostly liking fairly well. But resupplying my bases with snacks was being awkward. Its built-in resource transfer mechanism is a bit heavy handed all or nothing. Once left the crew of my resupply mission with no snacks to get home on. I had been trying KAS for the purpose; it works, but is awkward. Simple Logistics looks much.... simpler. I had the misfortune to first try it yesterday. Couldn't get the UI to come up at all and I found a hundred megabyte log file full of errors. A bit of pawing around uncovered the texture files with the wrong type.... which got fixed today. Now it works. Hmm. In addition to resupply missions, it occurs to me that this could allow me to make use of my tier0 base after it is obsolete and would otherwise be scrapped. If I plunk my tier 1 base down nearby, I can still use the abandoned tier 0 one to supplement the storage and power generation. I'll see how that works, but it seems like a plan.
  5. Ouch! I shouldn't have had to google to this thread to figure this out. May I suggest the description of this as "alpha1" is horribly bad. Abbreviating "alphanumeric" to "alpha" when actually referring to something that is numeric instead of alpha is a lot like abbreviating "yes or no" to "yes" when what you actually mean is the "no" part.
  6. Didn't have an exact set of numbers handy, but it happens a lot, as in more often than not, so lets see if I can generate one now.. Yup. Orbit Pe 196641.3, Ap 196641.7, going towards Pe, with 9m 7.5 sec til Pe. Try raise Ap to 5000 at fixed time 0. Bingo - error. Also get the error if I say to do it at the next Pe or Ap. Manually burn prograde a bit, raising Ap to 296884.6 and immediately try Mechjeb again; same error for all 3 burn schedules of fixed time 0, at Pe and at Ap. (As you can see, this isn't horribly sensitive to the exact orbit). Manually burn prograde some more til my Ap is 520264.7. Now try Mechjeb again and it works fine if I ask for the burn at time 0 (which is what I'd typically do as I've basically just manually done the early part of the burn I wanted MechJeb to compute in the first place) or at next Pe; still fails if I ask for the burn at next Ap. Then restored from a save point as this mission was supposed to be headed towards Mun and these experimental burns are off in the wrong direction made just to quickly get you some data. :-)
  7. Prompted by that note, I took a quick glance at the descriptions of recent changes in the DEV version. Noticed that Brent's method was added in the DEV version on 1 Jan. Yep - that seems pretty clearly related to the log file message I mentioned above. I think I'll stick with the DEV version for now as this error is just in the category of minor annoyance for me at the moment. If the annoyance level gets high enough, I'll consider backing off to the stable version for a while. Thanks for the observation about that.
  8. I've recently been quite consistently getting lots of "an error occurred while creating the node" messages. Typically I'll launch into a holding circular orbit slightly above 250 km and then try to do a change apoapsis to some higher one at a fixed time of 0, getting that error. If I "manually" burn a bit to raise my apoapsis part way, I can then usually get mechjeb to do the rest. This is happening a *LOT* recently. Below is a link to a Player.log in dropbox. Billions (well almost) of messages about object references not being set to an instance of the object make it hard for me to make much sense of the log file, but near the end (I quite right after getting the error) is something about Brent's rootfinding method having a guess that does no bracket the root. I'm guessing that's related. https://www.dropbox.com/s/2pb9kno0g22b75o/Player.log?dl=0 I did recently add in some mods that I hadn't been using before (progressive colonization system and several things it depends on or recommends), so one might be suspicious of a bad interaction with them. It's not obvious to me how they would cause that particular sort of error, but things aren't required to be obvious to me. All the mods except for KSP rescue Pod fix claim to be compatible with KSP 1.8.1 per CKAN, and other users report the rescue pod fix to be ok. KSP 1.8.1 on 64-bit WIndows 10 with mods (Per CKAN) Kerbal Stats 3.1.0, KSP Rescue Pod Fix 1.6.4.14, MechJeb 2 dev release 2.9.1.0-928, Missing History 1.8.1. MOdule Manager 4.1.3, Near Future IVA Props 0.6.1, Precise Maneuver 2.4.4, Progressive Colonization System 2.1.0, Science Alert ReAlerted 1.9.8.6, Stockalike Station Parts Expansion Redux 1.3.1, Toolbar Controller 0.1.9.4, and TriggerAu Flags 2.9.3.0 Oh yes, and I have Making History, but not Breaking Ground.
  9. KSP appeals to a pretty broad age range. My 8-year-old granddaughter isn't too much into it, but I've seen others not too far from that age who are. And at 68, I'm sure I'm not the oldest here. An awful lot of posts (not just this one) from people hoping that things related to it will be free. I have to wonder whether many of them might be from people who don't have jobs or maybe aren't even of an age to appreciate such economic issues. I'm more on the end of thinking that the $30 or so I paid on sale, or even whatever the full price is these days, seems pretty negligible for hundreds of hours of entertainment. Better deal than the $60 I spent without regret for dinner for my wife and I last night and that was just for a pleasant hour.
  10. I'll bet I have more experience than OOM. I've worked with computers for over 50 years now, including as a system designer and sysadmin for major NASA systems. My experience says not to place much faith in random internet people who post speculation as though it were fact. :-)
  11. I'm probably missing something obvious, and this question is also more about Toolbar Controller than about ScienceAlert Realerted, but then ScienceAlert Realerted is the biggest reason I have Toolbar Controller installed (KEI is the other) and I see that linuxgurugamer is the support point for all three.... I don't have the Blitzy toolbar installed, so the Toolbar Controller UI is sort of pointless, but I see no way to get rid of the pointless Toolbar Controller iCon that seems to be a permanent feature of the stock toolbar as long as the controller is installed at all. Takes up valuable space on the toolbar, causing other more useful icons to be shoved down where I need to scroll to get to them (possibly related to my using UI scale, but that seems beside the basic point). There's an option to show it only on the Blitzy toolbar, but it says that option is ignored unless the Blitzy toolbar is installed.
  12. Minorly curious whether this works with 1.8.1. I'd have guessed not, as most 1.7 mods seem to need recompiles to work with 1.8. I recently started a new career game in 1.8.1. I've got this installed and it doesn't result in anything obvious like KSP failing to run. But I've not yet done enough rescue missions in that game to know whether this mod is actually working or I just got lucky on the first few rescue contracts. Vaguely thought about trying to recompile it myself, but last time I tried to recompile a mod, the only result of several hours was to make my ignorance of MS Visual Studio and C# painfully obvious.
  13. So I see. Makes me mildly curious how it came to be that someone else was able to update the CKAN version. But then I know very little about that end of CKAN. I mostly don't need to know, though this does make me a little cautious about immediately accepting CKAN updates in general.
  14. Seems to work fine for me. But then, that might be because I'm using the version specifically listed as being updated for KSP 1.8 and released a good week ago.
  15. Not sure what's wrong with Kubi and Quoniam's installs, but KEI works fine for me in both 1.7.3 and 1.8.0. I'm waiting for [x] science before going any further with a new career game in 1.8.0, but I got past the KEI stuff just fine. (Added note: wonder if they have current versions of the required dependencies installed.)
  16. Guess I'll just have to practice my patience (which isn't a bad thing to practice). Figured I'd try the recompile thing, though I don't much "speak" C++ (I'm more of a Fortran person) and I don't have even a clue about .NET. Installed Visual Studio, the C++ compiler, and some associated stuff. Tried a rebuild with little luck. Noticed the "pathhint" stuff in the project file and tried editing it to point to my KSP 1.8 install. Bunch of stuff about differing .net versions and not finding some namespaces. Fiddled around a bit ignorantly without making much progress. Finally decided to go play other things instead of starting a new KSP 1.8 career right yet.
  17. Er, in what way do you think axial tilt has any effect on getting into orbit? None that I know of, at least around Kerbin. It affects getting into interplanetary orbits, but nothing before that. Are you perhaps thinking that zero-inclination orbits would end up effectively being inclined by the amount of tilt? Not so. Orbit inclination is with respect to the planet's axis of rotation, regardless of how much tilt that might involve.
  18. That did occur to me as the one context where "crafts" is correct.
  19. (Warning. Minorly sarcastic post follows. :-)) I'm hoping the KSP 2 team has proofreaders proficient enough in English to know that the correct plural of "craft" is "craft". I cringe enough to detract from the enjoyment whenever I read "crafts" in KSP 1. I tried interpreting it as Kerbal humor, but it just doesn't fit the same style of humor. :-)
  20. Crashing things at relativistic speeds, eh? Sounds fun. :-)
  21. Sounds like you are stuck on periods implying decimal points. They don't. In version numbers, they are just separators. I was about to quote a bunch of examples such as IP addresses where dots in numbers are separators rather than decimal points, but it occurred to me that KSP already has an example even more to the um... point. I'm looking at the KSP splash screen right now on my other computer. I use that Windows machine for games and this Mac (which is running OS X 10.13.6 - note the 13) for everything else. I see that KSP says it is 1.7.3.2594. That 2594 is pretty hard to interpret as a single decimal digit. But even if you ignore the 2594, what do you think 1.7.3 is doing with two decimal points? What it is doing is that those aren't decimal points. They just separate degrees of change, distinguishing between major changes, significant changes, and minor tweaks. I'm reminded of the infamous Verizon math incident. If you never saw it, google "Verizon math" or "Verizon cents". That was also about decimal points, though the error was the other way. The Verizon rep (and even the supervisor) clearly had no idea what a decimal point was, or what units were, at least where money was involved. A period in an amount of money always was a separator between dollars and cents - never anything else. So ".002 cents" meant two tenths of a cent. Or something like that. The recording is downright hilarious. No it wasn't some Onion thing, much as it might have seemed so. It was a recording of an actual call to Verizon customer support.
  22. Absolutely. And since when is it a bad thing to admit to flaws, when they do in fact exist? Acknowledging your mistakes is the first step to doing better. This adage is just as true in software as it is in most aspects of real life. (Barely resists temptation to name an example of someone in current news who refuses to do that; well, I suppose I didn't completely resist, but I'll avoid the name). I fully expect KSP 2 to be better for having learned from some of the mistakes of KSP 1. Not that KSP 1 isn't pretty darn good, but it also sure isn't perfect.
  23. Of course then you are basically establishing KSC as an absolute reference frame, which is pretty much exactly the opposite of the whole idea of relativity. And once you try to go down that line, everything falls apart. That's what lead Einstein into time being relative - it was needed to make it all hold together. Hmm, speaking of things falling apart when you try to enforce an absolute reference frame, I just now thought to ask what people would mean by an upper speed limit in KSP. Relative to KSP as an absolute frame? That's not how most speeds in KSP are given and it could result in odd artifacts when near light speed; granted the real world has odd artifacts near light speed, but different ones.
  24. And time raises further issues than "simple" dilation. Time being relative to the observer ends up implying that you can't even say whether two things happened at the same time or not. Also, the thing about light speed as a limit applies to information - not just physical objects. So if you wanted to do time "correctly" (or even some approximation to it), you would not be able to switch back and forth between focusing on your interstellar craft and the space center.
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