danielboro
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Posts posted by danielboro
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20 hours ago, BravoAlpha101st said:
Mod killed an Eve rover I had set to go somewhere as soon as I switched to it.
Is this a bug or is it on purpose?
its a KSP physics problem.
more noticed wen using bon voyage but can bee seen less frequent any time you move to a landed ship -
If ship:orbit:body:name="kerbin" and Periapsis>70000{
until (ship:orbit:HASNEXTPATCH and ship:orbit:NEXTPATCH:body:name="mun")
{
if HASNODE remove NEXTNODE.
run "0:/nodetomun". <====
MNV_EXEC_NODE().
wait 10.reboot.
} -
i wold like to recommend using
if NOT SAS lock steering to LOOKDIRUP(VECTOREXCLUDE(surface_normal(p1),facing:vector),surface_normal(p1)). else unlock steering.
at line 145
it helps in keeping a rover level and stabel. -
16 hours ago, eightiesboi said:
Well, to be fair to by rigidly controlled and fully scientific experiment, my AP was rarely at 200km at the time of decoupling. I was mostly testing for PE, not AP, so the AP varied from a low of 84 to a high of 180 (after decoupling, I targeted the lifter and noted the AP/PE after it left physics range). 200 was the final AP for the payload. However, AP didn't seem to matter at all. The only difference I experienced (again, in my peer-reviewed and journal-ready) experiment was as reported: decoupling events below 70km resulted in success, above resulted in failure with orbital speeds reported in the dialog.
I am *not* suggesting that anything is wrong with SR, nor that my observations should be taken without a ton of salt. The only thing I *did* do (without being sarcastic) is run the test multiple times, so I am relatively sure that what I observed, on my rig with my modified install, was an accurate representation of how SR works (again though--on my rig with my modded install).
no acceleration?
if you wer under constant acceleration then decoupling early will result in less speed and more time for drag.
if 0G all the way ther is still bigger drag the erlier you decouple (large rocket 0 fuel pointy part not look forward) -
new art is not likely to happen
On 1/22/2021 at 6:28 AM, Daishi said:i just lost my PC hard drive to a bootloader corruption issue. Data is still there but it means i need to rebuild all my unity projects in a fresh install of Windows 10 and reinstall everything. Not really feeling it on top of global & personal stuff.
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On 11/14/2021 at 8:56 PM, Orian1978 said:
so I just deleted a mod. when I started the game back up KCT said my vessel had parts from that missing mod and would now put that in quarantine. is there a place that I can view quarantine vessels?
theirs a text file whit ships name and missing parts. dont remember the location of the file but probably in the save or game root dir
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On 11/5/2021 at 12:04 AM, CreepyShadow said:
I have a question regarding the "To Boldly Go" strategy. What exactly counts as a new biome? would an EVA report in space over a biome count and would I then not get any funds for exeriments done when landed, or can each experiment be done once in every biome and count as new, or is it still different?
Only the first research in a biome gets the bonus
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On 8/24/2021 at 1:25 AM, superqboi said:
the problem is not the Terminal speed its the traveling speed. it was too fast and burned in the atmosphere
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17 hours ago, FabioofSpace said:
Apparently crashing a probe on the surface of the Mun with the Mun Probe strategy active ends up fulfilling the requirements of the strategy about landing in at least 3 places. Is this normal? I recently discovered this in JNSQ
parts mast have landed in more then 3 biomes
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3 hours ago, thescaryone said:
I know with KSP2 coming soon motivation is probably low to get this fixed, but this was one of the best mods! The attention to detail in the models and ability to support so many other mods really stood out. The 1.25>2.5 wedge module was one of my most used early career parts until I unlocked the MK1-2 command pod, but it was nice to be able to load out a custom trunk for each excursion into the black all throughout the game.
I might consider running an old version of the game just to keep playing with this!
It's not only ksp2. An HD fail of the main writer means lots of work for him just to get back to last working spot
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17 hours ago, linuxgurugamer said:
More than 252
soldent it be "more then 255 (out of bound error)"
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6 hours ago, Dominiquini said:
I found a bug:
When I'm in the Track Station or anything else, the mod appears to work fine (I see me rover moving); but when I focus him, he tumbles or explodes!
Thanks.
this is, alas, part of KSP.
some times the terrain couses problems that the code dont expect.
try adding WorldStabilizer mod. it helps. -
5 hours ago, VladTs said:
Hello!
I have some question about antennas. In remote tech mode you need to have large range antennas on both sides of link to connect with vessel which is far away. But in real life link depends on sum of antennas gain (in logarithmic scale). If you start to lose signal of far away vessel (like Voaygers, for example) you can build bigger and more powerfull antenna on the Earth and you get signal again.Why not to dosimilar in remote tech?
its an option (that i used)
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On 1/29/2021 at 8:43 PM, MacLuky said:
Confirmed, that was the case. Thanks man!
you can use if copypath()
copypath returns false if it fails to copy -
4 hours ago, linuxgurugamer said:
Known bug, that a kerbal in a seat can be recovered,
can this be a KSP bug?
today i loaded a ship in VAB from file and got a notice that ther is a missing part. do i want to load the ship without the missing part, it will be deleted from the ship
the missing part was female kerbal
p.s.
not in a seat, she was in the 1 kerbal merkory like pod. -
i recovered a rover whit 2 kerbals to VAB.
wen i press rollout i get a message that 2 parts are not available yet.
considering this is the 3ed time i wanted to use the rover i think the 2 parts not available are the kerbals that i can see are part of the rover wen i edit the rover
edit:
confirmed. after deleting the kerbals the rover can rollout -
i have a memory of someone reporting using USILS for the HAB and TAC for the suplays
IIRK ther wer no bad collisions.
thers probably options you can set so you can use it in a way that will fit you. -
thanks
im trying to fit some programs i wrote to an 8K integrated processor.
ill need to stream line them -
can any one tell me what is the typical shirking by using compile?
today was the first time i tried it and it didn't shrink mach.
a 5100 got to 4950 and a 2024 to 1900
i was hoping for more space saving.
is this the expected shrink? (~5%) -
18 hours ago, tonimark said:
i have to say that this is intarelly broken:
546 issues on github , this mod is a mess
do your flights manually instead
works for me
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9 hours ago, Beetlecat said:
heh. That's a good fix!
Now I'm imagining Jeb stuck in the recovery queue machinery like a Looney Tunes character... "Dat dat dahhhhhh dah-dat dah-dat dahhhhh"
that was what i was thinking too
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8 hours ago, GoldenHornet said:
So I made the rookie mistake of using [x] Science! Continued to run the materials study in the Universal Storage: Advanced Material Bay. I'm now headed towards Duna on a 3 year round trip with a bugged out experiment I can't use.
Is there any way to reset this so I don't get the "Science Module Full" error? Am I really going to have to relaunch everything?
The save file is a text file. Research what needs to be deleted a and you can do it what a text editor. Or look for a ksp save editor, I found one a long time ago don't know if it's maintened or wear I found it
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On 8/23/2020 at 6:30 AM, Clamp-o-Tron said:
@maja I have a problem. Whenever I try to send a rover to a ship selected as target, the rover will spawn in clipped inside the target, causing RUD. Could the next version maybe drop those craft 5m away from target? It might be a problem with my craft design, but it should be an easy fix.
unless maja changes his mind that's the correct behavior .
manually set the target a litael off
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4 hours ago, DarthPointer said:
Do you use special RO KCT? AFAIK RP folks have special KCT for their games. Probably you should ask your question not here but in RP-1 thread.
They have been merged
[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
in KSP1 Mod Releases
Posted
did you check to see if there's a differences white and whiteout the mod?
KSP uses lots of memory but if adding the mod increases the memory used, its not suppose to happen.