Jump to content

Jebediah Kerman Jr.

  • Posts

  • Joined

  • Last visited

Everything posted by Jebediah Kerman Jr.

  1. I used to play console KSP, and I hated the Mun launchsite, it just felt cheaty and immersion breaking. I used it once just to see what it was like and never again. It's even worse than the science lab IMO.
  2. Is it possible to add GEP to a current instance without messing too much up? I was wondering if I could add it to my OPM career mode game without creating a new instance.
  3. Turns out I just needed to delete BoulderCo from my GameData folder.
  4. Hey everyone. I've been getting into planet packs recently, especially Galileo's Planet Pack. I followed the instructions to install it, and for some reason the only planet with clouds is Gael. The other atmospheric bodies have visible atmospheric effects but no clouds. Anyone know why?
  5. Wait, are you playing in real time? Holy Kraken that sounds tedious.
  6. A lot has changed since I last posted here. I've now set myself up with a PC and installed a number of mods, including Galileo's Planet Pack (which is terrific, by the way). The pack adds many new outer planets, unreachable with stock antennas, so one of the R&D nodes adds antenna upgrades for the Communotron 88-88 (the umbrella one) and the largest of the relay dishes, which are now rated for 1.00T instead of just 100G. Ever since I researched this node, the CommNet just breaks every time I launch a vessel from the VAB. The craft on the launchpad has no connection to the space center whatsoever. I go to the Tracking Station and the CommNet lines are gone. The logs are absolutely filled with spam, but here's one section: [EXC 19:26:17.574] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) PartModule.ApplyUpgradeNode (System.Collections.Generic.List1[T] appliedUps, ConfigNode node, System.Boolean doLoad) (at <2afc64dea36946459d4707808bdac511>:0) ModuleDataTransmitter.CommPowerUnloaded (ProtoPartModuleSnapshot mSnap) (at <2afc64dea36946459d4707808bdac511>:0) CommNet.CommNetVessel.UpdateComm () (at <2afc64dea36946459d4707808bdac511>:0) CommNet.CommNetVessel.OnNetworkPreUpdate () (at <2afc64dea36946459d4707808bdac511>:0) CommNet.CommNode.NetworkPreUpdate () (at <2afc64dea36946459d4707808bdac511>:0) CommNet.Network.Net4[_Net,_Data,_Link,_Path].PreUpdateNodes () (at <2afc64dea36946459d4707808bdac511>:0) CommNet.Network.Net`4[_Net,_Data,_Link,_Path].Rebuild () (at <2afc64dea36946459d4707808bdac511>:0) CommNet.CommNetwork.Rebuild () (at <2afc64dea36946459d4707808bdac511>:0) CommNet.CommNetNetwork.Update () (at <2afc64dea36946459d4707808bdac511>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) The post linked below details a similar issue, but doesn't give a solution to the problem. Can anyone help me fix the problem?
  7. True. But like the MEM, the new probe body and fuel tank have a single use and it's very difficult to make them work with anything else. However, the SLS and most of the Apollo parts can fit into many other original designs.
  8. I have nothing against unique models, it's just that the new probe parts are too specialized to have more than a single use.
  9. I see your point, those parts are somewhat limited in use. I disagree with the Wolfhound, I'd say it's used rather often as an efficient, high thrust vacuum engine. But I have only ever used the MEM once on a spacecraft. If I ever use the new probe bits at all, it will probably also be only once, so I can replicate the spacecraft it's... designed to replicate. KSP parts that aren't used add almost nothing to the game, in terms of creativity or play time.
  10. While this is cool and all, I simply don't see the point in adding the "MTM" stage. KSP is about designing things yourself, not snapping a few parts together in the correct way to create a predetermined craft.
  11. As above. The rules are simple: you must destroy as many of the KSC buildings as possible with a single stock vehicle. It can be a rocket, a plane, a rover, etc. Your vessel can drop bombs, break into pieces, or whatever it takes to cause as much chaos as possible in the shortest possible time. I'll make badges for the winners of the challenge. Here are the different levels: Class 1: Destroy three Space Center buildings with a single vessel. Class 2: Destroy five Space Center buildings with a single vessel. Class 2.5: Destroy seven or more Space Center buildings with a single vessel. Class 3: Destroy every Space Center building with a single vessel. Class π: Destroy every single building, water tower, flagpole, gas tank, command pod memorial, etc. with a single vessel. Class ???: Destroy at least three buildings using a projectile dropped from orbit. Good luck!
  12. As you may already know, a Mun launchsite was added to the History and Parts Pack for the recent console update. This feature, while was created with good intentions, has been the bane of my existence. I no longer have the initiative to build Mun bases, stations, or even just Mun landers. Why bother when I could teleport there effortlessly? (of course I never use it, but cognitive dissonance, you know?) I could just ignore it, which is what I have been trying to do. But having a way to effortlessly teleport to the Mun without sacrificing another dynamic like weight, cost, etc. upsets the balance of the game. It would be a little like if one of the Administration strategies was "add 100,000 credits" without having to pay in science points or reputation. As far as I can tell, the majority of the console community didn't even want something like this. We wanted something useful like the ΔV calculator (remember, we can't get a mod for that, so we needed it even more desperately than the PC players). Anyway, how do I turn this "feature" off (preferably while keeping the other launchsites "on," I like them and they don't upset the game balance.)?
  13. To answer your questions: I am playing on an Xbox 1S. When I say "accelerating", I mean somewhere around 1 m/s. It was enough so I couldn't fight it using my RCS. Everything was turned off. I even double-checked by pressing the "throttle-down" button. The RCS light was not on. I hope that clears things up a bit.
  14. I understand that at least 90% of my KSP forum posts are complaints about bugs, but this one is particularly annoying. Let's start at the beginning: I built and launched a simple space station. Lacking creativity, I named it Station One. After a few in-game years without trouble I decided to retire Station One. To service the station during its final missions and to assist in the construction of a new station, I built the Space Shuttle Kollumbia based of @ShadowZone's excellent 1.4 design (as console recently got the rough 1.4 update equivalent, the design worked perfectly: the shuttle completed a rigorous shakedown mission without fail). Problems started as soon as I rendez-voused with the station. Using the RCS jets, I maneuvered close to Station One's docking port. I decelerated to a halt. Suddenly, I began to accelerate in the radial out direction. My orbital velocity stayed the same, but my relative velocity was changing against the station. I checked the map view and my orbit was elongating. I switched off my RCS and engines, but I kept accelerating. I ended up reverting the flight. This spontaneous acceleration now occurs during about 50% of my docking attempts (and only during rendezvous, nowhere else. Can anyone help?
  • Create New...