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Everything posted by Mark Kerbin
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Version 1.5.0 Beta 1 This is a beta version of the coming 1.5.0. All configs included are "test ready" meaning they work most of the time and can be playtested. Navigational and Move/Investigate/decomission contracts are currently still indev. Please understand that this is a pre-release. As such it is going to be buggy. -Please report any issues involving contract generation, contract information (titles for parameters, parameters etc.) , play-ability (too difficulty, weird parameters, confusing requirements) and anything else you think needs to be done or changed. Thank you. Do not forget to install CONTRACT CONFIGURATOR! It is required to run this!
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Guys. I’m gonna be real honest. If your plane can’t land or takeoff and the already long runway, it might be time to check your design. While a longer runway could help, it would start to get weird. The reason the runway dips at either ends is due to kerbins curvature.
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Back button
Mark Kerbin replied to Cheif Operations Director's topic in KSP1 Suggestions & Development Discussion
I think space bar resets it to “home” position. Not 100% sure tho Also @Cheif Operations Director May I suggest you attempt to google something to see if it’s already in game? There’s plenty of wikis and forums. -
Love how this thread can go from, “da heck you doing SpaceX?!”, to, “my butt hurts.” in the blink of an eye. Speaking of which my eye hurts
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Yeah Ive officially added Musk to my "Blithering Idiot" list. Careful there with that "the media" thing. We still have some reputable sources.
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Kerbal Academy's Developement Thread
Mark Kerbin replied to Mark Kerbin's topic in KSP1 Mod Development
[Bugfixing Progress] Here is the link to what Im currently working on fixing. =)- 32 replies
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Poll Added @VaPaL Everyone please vote and ask if you have questions
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Kerbal Academy's Developement Thread
Mark Kerbin replied to Mark Kerbin's topic in KSP1 Mod Development
Well. Seems I have alot o bug fixing to do at somepoint this week. Lets seee; (This is more for my sanity later when i forget) -Completely take apart the waypoint generator and set it up as a "cluster" instead of individual generations. This SHOULD make waypoints disappear as soon as they are flown through and start targeting the next one. Will also set it so the waypoints only generate when specific kerbals are in the vessel. Or something. Ill figure that out later -Drop the LTA MkI onto the ground from about 2 meters. -Give up on getting the flags added. Doesnt seem to like em. Flag findy thing cant seem to find the flag that I know **** well has the correct name. -Find the parameter(s) in each that isnt set to disable on state change. Or a hidden one. Joy. -Figure out what the deal is with the kerbal checking thing. It seems to like to do that. Upon further reading, looks like the award experience thing is missing its parameter which may or may not be leading the the contract not completing. This is actually a good thing. Means theres alot less problems than I thought.- 32 replies
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RCS Sound is quiet
Mark Kerbin replied to HaydenTheKing's topic in KSP1 Technical Support (PC, modded installs)
Do you have Realistic audio muffler or something like that installed? Does anything else sound different? -
Kerbal Academy's Developement Thread
Mark Kerbin replied to Mark Kerbin's topic in KSP1 Mod Development
Version 1.3.0 Beta 1 [Pilot Contracts] Please understand that this is a pre-release.As such it is going to be buggy.-Please report any issues involving contract generation, contract information (titles for parameters, parameters etc.) , play-ability (too difficulty, weird parameters, confusing requirements) and anything else you think needs to be done or changed. Thank you.- 32 replies
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Kerbal Academy's Developement Thread
Mark Kerbin replied to Mark Kerbin's topic in KSP1 Mod Development
PQS seems to be working now. Will make a pre release in a few hours after I clean up a few things.- 32 replies
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craft wont unistall
Mark Kerbin replied to ermankerman's topic in KSP1 Technical Support (PC, modded installs)
Can we get a step by step process of what you are doing?. Preferably with images. -
craft wont unistall
Mark Kerbin replied to ermankerman's topic in KSP1 Technical Support (PC, modded installs)
Are you using steam? Just out of curiosity. (If you are, there’s a handy dandy unsubscribe button on workshop crafts) @Gargamel Nah you can kill stock crafts by removing them from the save. All that option does is copy paste into your save’ s SPH and VAB folders -
No icon and NRE for few items in R&D
Mark Kerbin replied to bolek's topic in KSP1 Technical Support (PC, unmodded installs)
Looks like you got some missing folders and files there. Probably backup saves, wipe and reinstall. Not much else I can think of. -
@Nightguard We are going to need more details. Output log, and maybe some screenshots of your gamedata folder. Also, are those modded cockpits or stock?
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Welcome To The Clever Sats Development Thread (Marketing) Clever Sats is a contract pack for Contract Configurator aimed at improving the stock satellite contracts. Contracts added by the pack are intended to improve the realism replayabilty and depth of satellite contracts. ^Clever Sats's New Logo^ Tired of satellite contracts asking for the same thing over and over again with no end insight? Finding that launching satellites feels pointless? Unrealistic orbits annoying the space nerd in you? Try Clever Sats for some realism replayabilty and depth in your satellite contracts! [Clever Sats Github] Development "Continued" by @Mark Kerbin and @VaPaL with permission from @severedsolo Future Development Plans; This "Roadmap/ Changelog Is Pulled From The Github, If You Want More Upto Date News & Info Use That. =) Less colorful tho. [Roadmap On Github] Info/Key; (P) This is planned but not necessarily going to happen (T) This is in testing (D) This is ready for next release (R) Planned And Required For Release (TBD) Planned Feature But Not Currently Worked On Rewards are marked based on the "level" of funds and rep. This is for comparisons sake. Plans; Contract Types (R) Generic (T) Rewards: 1 fund : 1 reputation Launch generic satellite into a generic orbit - very common Weather (T) Rewards: 3 fund : 3 reputation Launch a weather satellite into keostationary orbit Mass Cap = 3t Uncommon Launch a weather satellite into polar orbit Mass Cap = 3t Rare Satellites must be above a certain region Spy (T) Rewards: 4 fund : 2 reputation Launch a spy satellite into keostationary/tundra/kolniya orbit Mass Cap = 5t Very Rare Communication (T) Rewards: 3 fund : 3 reputation Launch a communication satellite (3-5t) into keostationary orbit Mass Cap = 3-5t Common Launch a communication satellite (3-5t) into tundra orbit Mass Cap = 3-5t Uncommon - Rare Satellites must be above a certain region and have a relay antenna Observation (R) Rewards: 2 fund : 3 reputation : 2 science Launch a Kerbin observation satellite into polar orbit Common Miniaturized (T) Rewards: 1 fund : 2 reputation Launch a cub/mini/micro satellite (500-100kg) into generic orbit Mass Cap = 500-1000kg Common Multiple satellites per launch per launch (could be a bonus parameter) Science (T) Rewards: 3 fund : 3 reputation : 3 science (body dependent) Launch a science probe to another body (Mun, Duna...) Uncommon The idea is to give science points even when there are no more to be collected Survey (R) Rewards: 2 fund : 1 reputation Launch satellite equipped with scanner into a LKO generic orbit Uncommon Navigational (T) Rewards: 5 fund : 4 reputation Launch a navigational constellation Size = 24-27 Satellites Max Completed = 2 Rare Multiple contracts, one for each orbit inclination in the constellation Move (R) Rewards: (?) fund : (?) reputation : (?) science Move a satellite to a new orbit (within reason if possible) Uncommon Only launched by this pack contracts Excluding Weather Spy Communication Navigational Investigate (R) Rewards: 2 fund : 1 reputation Investigate a malfunctioning satellite (only manned?) Uncommon Decommission (R) Rewards: 1 fund : 1 reputation Decommission a science probe outside Kerbin system by crashing it into a sterile body Mission Time = 5+ Years Rare Decommission a science probe inside Kerin system by deorbiting it Rare Decommission a satellite (in LKO/MKO) by deorbiting it Common Decommission a satellite (in HKO) by moving it to a graveyard orbit Common Licensing Clever Sats 1.5(?) + licensed under MIT @Mark Kerbin & @VaPaL Clever Sats 1.4 & prior versions licensed under CC-BY-NC-SA 4.0 @severedsolo Acknowlegments "Continued" (But not actually) by @Mark Kerbin and @VaPaL with permission from @severedsolo @nightingale as ever for his tireless work on Contract Configurator (you rock!) @severedsolo For the original Clever Sats pack.
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Kerbal Academy's Developement Thread
Mark Kerbin replied to Mark Kerbin's topic in KSP1 Mod Development
Having some issues with PQS city waypoints. Delaying PRE release. Sorry about that.- 32 replies
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Next DLC; Planetary Exploration?
Mark Kerbin replied to Mark Kerbin's topic in KSP1 Suggestions & Development Discussion
Yeah I do have the scan sat mod, is quite enjoyable. And yes volcanos would be freaken awesome. (Didnt notice weather was on the do not suggest list, woops) -
Matching Orbit, but failing ?!
Mark Kerbin replied to Joker0720's topic in KSP1 Gameplay Questions and Tutorials
Ahhh this brings me back... Don’t worry we all have our moments of ksp noob. On the up side, tho I think I skipped a few steps... Anyway welcome and good job asking for help and then listening to it.