Robdjee

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About Robdjee

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  1. This might be an old thread but it still is an annoying problem
  2. Dear Kerbonauts, since 1.8 i have been experiencing crashes when i EVA on a other body's surface. This usually happens within 15 mins. Sometime within 2 minutes. The only mod i am running is Kerbalkatz' CraftHistory. I had installed EnviromentalVisualEnhancements. This was not updated yet so i removed it. I have just verified local files. Steam re-aquired 2 files. This did not solve the problem. Does anyone have any idea how to fix this? Kind regards, PS: Specs: KSP 1.8.0.2686 Mod: Kerbalkatz' CraftHistory windows 10 Processor: AMD Ryzen 5 2600 3.40GHz RAM: 16GB GPU: AMD Radeon RX 5700
  3. Well, @5thHorseman, thank you as well I am curious, why is that suggestion ''not fixed''. Devs forgot to update?
  4. Dear @SpaceTiger, I would like to inform you that i think your update messed with my save file. It seemed to no longer show most of my kerbals in the astronaut complex. I had 4 active Kerbals, no lost, no killed. I had plenty of active Kerbals. When i selected a rover of which i knew it had some kerbals, the following happened: Note: The Kerbal is ''unnamed'', I do not see any resources, The rover appears to be underground, i cannot rotate the camera, i cannot control the rover. Before your update i could not open the VAB or SPH at all so i deleted craft history altogether. Any ideas? Kinds regards, Edit: My sandbox game did not have this problem. I deleted crafthistory again, this did not solve the problem. Now i don't know what caused it...
  5. Dear Squad, I would just like to thank you for the ''warp to next maneuver'' button . Thanks! Kind regards,
  6. be quiet and take my love! (auto-edited Futurama reference) Serious: awesome design!
  7. @T1mo98 That would be unfortunate. I suspect it aswel though. 'Cause why wouldn't they do it otherwise? Could someone confirm this?
  8. @Red Iron Crown. i know. But unfortunately it does not stop time warp instantly. It winds down. This has caused quite a few dead kerbals for me. And also the altitude dependent time warp limit is buggy. I have had a couple of instances where time warp only stopped at an altitude of , say, 30Km. That is way within Kerbins atmosphere. I could just watch everything blow up at real time.
  9. This could be true automated feedback as opposed to ''dumb'' sequencing, am i right? Good idea
  10. @AHHans, thanks for your suggestion. This might work. Too bad it is still rpetty complicated abd without guarantees. There is no way to max or turn off RPM or Torque with a single key is there?
  11. Dear Kerbonauts, I seem to have trouble with robotics. I get by, and the parts are great but i would like to find a way to use a single button (non axis) as an on-off-switch for rotors. I would like the off-state to be locked. The action group options for rotors are somewhat confusing. I find it weird there is no simple ''on-off'' option. Locking an engine and then using a button to enable motor drive or motor power and unlocking the engine does not work. I think because you cannot set the rotor as braked before launch. So you will simultaneously brake and start the rotor. Braking ≠ locking You can toggle locked state with a button but: -One cannot lock a moving rotor. And, -One cannot start a locked motor. You can turn the motor power off with a single button but: -then rotors continue to idly turn until friction stops them. You can toggle brakes with a single button but: -One cannot toggle max-min values of RPM or Torque with a button (i know, you can momentarily cycle between those values with an axis control). in other words, this is no way to start the engine. The best way i figured out is; somehow increase torque limit for a rotor and then use a brake toggle input as an on-off toggle. I have used main throttle input as an RPM or torque limiter. This works. And to my knowledge, this is the only axis control that has some kind of ''memory''. But in complex crafts i may need to reserve the throttle controls for other systems. Is there a way to increase torque limit in the VAB or SPH (other than axis contols)? It is my understanding that you can only set the max torque limit in the VAB or SPH (engine size). Is that correct? Do i make sense? Do you have any other thoughts or ideas? Kind regards,
  12. @The AzizYeah.. too bad.. did not really help me. Lost another 2 kerbals because the game did not recognize the atmosphere fast enough @IncongruousGoat 7: Why would that be unrealistic? who's to say what the proper friction should be? That which works is proper, right? And yes, different frictions would be nice. Also, thanks. And lol at playing KSP with 1 fps...seems very frustrating :p
  13. Perhaps i missed a page in this thread but i believe the following definitively rules out n-body physics.
  14. nice and it looks like KSP2 really is coming