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pquade

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Everything posted by pquade

  1. Well, it's new to me and I deal with asteroids on a regular basis and have for years. Generally the game doesn't change behavior like this across patches. If an object is on a trajectory, it stays on the same trajectory. So it's a bit odd that this particular asteroid I currently have lined up no longer is showing the SOI change as it passes through Kerbin's SOI. If this change is now permanent, it completely changes by strategy to take over the solar system.
  2. This is such a fluke of a thing I'm not sure it's the game or simply a setting. In my 1.11.2 save I have an asteroid harvester on an intercept to meet up with a Class D as it passes through Kerbin's SOI. In Map or Tracking Station view I can see the path of the astroid, another segment through, Kerbin's SOI about 29 days from now, and then a third segment as it would be after passing through Kerbin's SOI. In 1.12, that same asteroid ONLY shows its current path. If I didn't know better, I'd assume the asteroid wouldn't actually cross Kerbin's SOI at all. Can somebody please check their asteroids in both versions and confirm this sort of thing is going on?
  3. I've used autostrut to root for years. They are a regular feature of all my larger stations and asteroid harvesters. While I admit that can sometimes in some circumstances appear to be more art than science, and especially years ago when they were first introduced, they have become a staple of my designs and I find them more than reasonable to use. Besides, this isn't just a root problem, this is also a heaviest and grandparent issue which means currently in 1.12 there is no solution for wobbly space stations or multi-sectional larger craft.
  4. I would hope not. The original mod for this (Dock Rotate) solved the issue of rotating docking ports while still maintaining autostrut functionality. Maybe they can chat with Pete and look at what he had done. https://github.com/peteletroll
  5. I have a proper bug report filed with logs and a test craft file for them now. Hopefully this doesn't take them too long to figure out because this absolutely breaks my larger stations.
  6. Previously with "Autostrut: Root Part" auto strutted to the root part of the entire craft and across docking ports. This meant you could have sections A (root), B, C separated by docking ports and the autostrut would go all the way to the A section's root. Now it appears as if anything on the C section only goes as far as the docking port that connects it to B, and anything on B only goes as far and the docking port which connects it to A. This inability to cross docking ports with auto struts also seems to apply to Autostrut: Grandparent, and Heaviest. Not a huge issue, but a change for sure and was quite the surprise when I loaded in one of my larger stations.
  7. Interesting. Didn't know that. I hope he follows up on it.
  8. They copy almost every function of Kerbal Alarm Clock, but don't copy Intersects?!? Please, give us intersects. Please. Life is dangerous enough. It's nice to have an alarm before colliding with your target.
  9. I'm not certain how much effort this would take, but an addition I'd like for Career mode would be the inclusion of a valuation of "rolling stock." That is to say the overall value of all the infrastructure the player has created. So, the "worth" of the stations, bases, and "all the things. Note how that's different than just keeping track of the available cash on hand.
  10. Works for me. HullCamera VDS https://github.com/linuxgurugamer/HullcamVDSContinued/releases
  11. First, thanks to you and @RoverDude for all the stuff you've provided us players. We appreciate it. This fix allows KSP 1.10 to boot up with the current version of MSK installed. It still appears to kill those craft which happen to use the parts in your save though or at least it threw a few warnings for me for about a dozen craft. Typically I fix that by sending Engineering Kerbals to those craft to remove the parts via KIS/KAS in the previous version of the game and after they've been removed can safely make the full switchover. It's probably what I'll be doing here as well, but folks should know if they use the part extensively it might take a bit of time to visit all the locations to remove them.
  12. And yet in both of your examples there were actual underlying reasons as opposed to supposition or randomness. I'm not necessarily looking for the answer to the grand unified field theory here; just why this particular aspect of the game differs from what one would expect.
  13. Only once every 17 years though.
  14. I think we can dismiss this being the as a result of a vector from existing arches since that would require one at the North Pole for latitude to work out. If we moved into completely hypotheticals, we could in fact make it work out if we located one at the North Pole and rotated it, but again that seems highly unlikely as the original idea for the location of the Prime Meridian since even then you'd end up with 180° of ambiguity. I'll have to look into this. It could actually make sense if the Prime Meridian somehow ended up pointing directly at say, the Sun at game start.
  15. Okay, but why "buy" the other theory either? I mean, what is on the near side as a feature that makes it look "better"? It's not like it duplicates the IRL Moon, so that's a no go. "Looks better" is simply subjective here. What can be argued looks better about any side of Mun? It's not like it has a face or rabbit or the equivalent of Tycho.
  16. No. You said, "I see absolutely no reason to accept any other explanation than this one." I specifically quoted it for a reason. We have competing ideas about how it may have happened. I admitted mine might (probably even) be wrong, you seem to assume yours is the only correct answer. Let's see if somebody else can come up with another idea before closing our minds entirely here. BTW, have you even looked into the possibility my idea checks out? Try it. Be in low Mun orbit, prograde direction, and use something like Astrogator to create a return node. See where it ends up being. Meanwhile, there's literally no way we can check your idea since that would be completely based on a subjective standard.
  17. So, even if one of the devs posted that you were wrong and had another explanation you'd see no reason to accept it? Come on, man. That's not how science works.
  18. The thing about Longitude is for any body which isn't tidally locked, its placement is pretty arbitrary. On a tidally locked body though, it's definitely an intentional choice because the default would naturally be to have it face directly the parent body just like the real Moon. They sort of had to care at a certain point otherwise they'd could potentially end up with the Armstrong Memorial on the far side as opposed to near side. So the question remains, why place it where they did in this particular case? Determination of Prime Meridian has nothing to do with that though and wouldn't affect that in any way.
  19. The Earth's Moon is tidally locked in place. Its Prime Meridian (0 degrees longitude) is nominally the center of the side that faces Earth. Kerbin's Mun is different. Its Prime Meridian is rotated toward the prograde side of Mun by quite a bit. I have a personal pet theory about why this might be, but I'm curious what anyone else thinks might be the reason. My theory is for a low Mun orbit, it more or less marks the location of the place where you can best start your burn to get back to Kerbin IF you're orbiting in the prograde direction. I can't think of any other possible reason, and I'm probably wrong about this, but I'm curious if anyone else has even considered the placement of Mun's Prime Meridian before. I mean why IS it located where it is? I'd love to hear from one of the devs if anyone from KSP wants to give some history on it.
  20. I was fooling around in 1.9.1 and noticed something odd. When I rotated my angle of view of my craft in orbit I could repeatedly force it from around 40fps to below 15fps. I understand a small difference while having Kerbin as a background or not, but what's interesting here is it only seems to happen at certain angles. https://youtu.be/xCRpPMJXu_Q Please try this out for yourself and see if you see what I'm seeing. ShowFPS https://github.com/linuxgurugamer/ShowFPS/releases
  21. I am so looking forward to all of this. Thank you all.
  22. SUCCESS! I'm ecstatic since this is my goto lander and rescue cockpit. Here are the steps that worked for me. 1. DELETE everything related to ASET and JSI. 2. Download and install RasterPropMonitor v0.30.6 from here; https://github.com/Mihara/RasterPropMonitor/releases/ 3. Download Tegmil's patch from here; https://www.dropbox.com/s/jycdhbwzxkqcpyj/JSI-ksp181-fixes-2.zip?dl=1 3a. Open both your installed JSI folder in your GameData folder, open up ALL of the subfolders in that JSI folder then drag and drop (or merge) any files from Tegmil's patch into it in the appropriate subfolders. DO NOT SIMPLY REPLACE the JSI folders. It's NOT a replacement. 4. Start KSP 1.8.x, open a sandbox game, go into the SPH, load up the stock Aeris 3A craft, and launch it to the runway. 4a. Turn the brakes on and go into IVA mode. You should see the velocity vector bouncing around on the HUD. Tilt the camera down and check functionality of the buttons on the MFD. If MFD is INOP, then goto 1, else goto 5. (This ensures you have a working RPM before tackling ASET.) 5. Shut down the game. 6. Download and install the ALCOR capsule from here; https://spacedock.info/mod/1203/ALCOR 7. Download and install into “/Gamedata/ASET/" the ALCOR Advanced IVA 0.9.7 from here; https://spacedock.info/mod/1205/ALCOR Advanced IVA 8. Download and install into “/Gamedata/ASET/" the ASET Props 1.5 from here; https://spacedock.info/mod/1204/ASET Props 9. Start KSP 1.8.x, open a sandbox game, go into the VAB. Build an ALCORE capsule, put a kerbal into it, and launch it to the pad. Go into IVA and check functionality of some buttons. I tend to turn on the cabin lights and check the ALCOR cameras on the MFDs If they work, it works! Download some of the other awesome IVAs that work with these mods! Mk1 Cockpit' IVA Replacement by ASET https://spacedock.info/mod/1214/ 'Mk1 Cockpit' IVA Replacement by ASET 'MK1-2' IVA Replacement by ASET https://spacedock.info/mod/1206/'MK1-2' IVA Replacement by ASET Mk1 Lander Can' IVA Replacement by ASET https://spacedock.info/mod/1208/Mk1 Lander Can' IVA Replacement by ASET
  23. I'll give it a shot and I'm completely dedicated to wanting to make this work, but none of this is obvious and sorting through all the combined threads to figure it out isn't going to happen for the average person who wants to install all of this stuff. I think it would be great if somebody could somehow figure out a way to just make it all work just by dragging and dropping the files into the GameData folder like most other mods. Again, not so much for myself, but for all the other people who might want to install. Thanks for all of this though. Hopefull.
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