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Pixel of Life

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Everything posted by Pixel of Life

  1. I already filed a bug report on Github at https://github.com/ChrisAdderley/NearFutureAeronautics/issues/24 but I'll also post this here to increase the chances of it being seen ASAP. The medium sized lift fan in Near Future Aeronautics seems to be broken, it can't be clicked in the editor after placing it so I can't tweak the settings and can't even remove the part without Ctrl-Z'ing. This is on a vanilla KSP 1.10.1 installation with only NFA and no other mods. The large and small sized fans work as expected. Demo GIF of me furiously clicking my mouse and nothing's happening: https
  2. KSP 2 is being developed by a different company. Squad will still keep working on the original KSP for the foreseeable future. The version of Unity KSP 1 uses is from January 2017 (so not 6+ years old, but still pretty old). A lot has changed since then. I'm assuming KSP 2 will use the latest version so it'll get to take advantage of all of the latest performance optimizations, QoL improvements and other features. Edit: Also, you need to remember that nobody expected KSP 1 to become this big. It started as an experiment and they never expected they'd be adding all the features it
  3. Nevermind, it appears to be a problem with AtmosphereAutopilot. I removed the mod and the prop blades are now working correctly.
  4. There's definitely something wrong with the propeller blades. "Deploy"ing them and adjusting the authority limiter has zero effect on the amount of lift and drag they generate. Also, toggling the deploy direction kills the lift and makes them generate massive amounts of drag even if the authority limiter is at 0 (so the pitch angle of the blades shouldn't change when extending/retracting them).
  5. I just want a stock fuel switch feature. The big cylindrical tanks are useless for nuclear spacecraft because you can only use half of their volume, and the alternative is spamming those little 1.25m tanks everywhere or using the Mk2 or Mk3 tanks that look completely out of place on a spacecraft because they're designed for airplanes.
  6. Could you please change my name to Pixel of Life?
  7. And a few younger guys like Zed here. And there's also me.
  8. Do the mod's part modules (as in the stuff you put in a part's config file) have any documentation? I'd like to make a bunch of non-KSPI nuclear engines use KSPI's nuclear reactors. As far as I can tell, I'll need a reactor module (InterstellarFissionNTR or InterstellarFissionPB), a nozzle module (ThermalNozzleController) and, optionally, a generator module (ThermalElectricEffectGenerator) and a radiator module (FlatFNRadiator), but I have no idea what many of the variables do and how they affect the performance of the engine.
  9. Not sure if this is the right place to ask, but does anyone know if there's a mod that makes these engines use KSP Interstellar's nuclear engine module instead? I prefer the KSPI module because it lets me switch propellants to tweak the ISP and thrust to my liking.
  10. I think you might be right... I tried it again and it worked this time. I combined a station and a ship in the VAB, gave them unique names in the right click menu, set the priorities and now both vessels keep their names when I undock them.
  11. I don't feel like crying often, but this is certainly one of those rare occasions. I don't even know what to say. Rest in peace, Stephen. What an absolute legend.
  12. The new ship name priority system still needs some (read: a lot of) work. It only works on vessels that were spawned separately and docked afterwards. If you combine them in the VAB/SPH, there's no way to have each component get its own unique name - when you separate the components, the game will just do that thing where it names each component by appending "Ship" or "Station" or "Probe" or whatever to the end of the name of the craft. This is a huge problem for stuff like missions where you want to spawn the player at a station that has a ship docked to it and want the station and the ship t
  13. That thread doesn't mention people who bought the game on Steam. Only people who bought it on the KSP store and then transferred it to Steam. However, I did find this: http://steamcommunity.com/games/220200/announcements/detail/1678026870137797509 There's a link in there that's supposed to redeem the DLC but the URL is broken right now.
  14. How do I claim the free DLC if I'm eligible but bought the game on Steam? I've only seen people talking about how to get it if you bought the game from the KSP store. It's been 55 minutes and the DLC isn't showing up in my library yet. I restarted Steam, still nothing.
  15. Can confirm. i7 2600K @ 4.4 GHz, GTX 970, 16GB RAM at 1920x1080 and my performance is also tanking like crazy with Scatterer installed on my modded KSP install. I get a solid 60fps without it and 30-40fps with it even though my CPU, GPU, RAM and VRAM are nowhere near maxed out*. Disabling ocean refractions as per @Galileo's instructions only gave me a few extra frames at most (I can't really even tell if it did anything because the framerate is all over the place). *CPU ~45%, GPU ~40%, VRAM ~40%, RAM ~75%
  16. An 18-kerbal orbital shuttle, for when you've got places to be and want to get there in style. Still lacks RCS because I haven't been able to come up with a good layout for the thrusters. I also don't really like the big rectangular slot in the middle, I'll have to do something about that. I think I'll try making the tail(s) shorter so they form a flat-bottomed V shape with the thing in front of the gap. (Yes, it has a rear wing. No, it doesn't do anything. But everyone knows rear wing = instant +50 horsepower!)
  17. @FreeThinker Bug: When installing KSPI through CKAN, it installs the wrong version of ModuleManager (3.0.1) which isn't compatible with certain MM 2.8.1 patches, resulting in errors with some of KSPI's mod compatibility patches (in my case, the Mk2 Expansion patches - some other configs may be broken as well): [ERR 01:41:27.618] [ModuleManager] Error - more than one pass specifier on a node: WarpPlugin/Patches/Mk2Expansion/@PART[M2X_Precooler]:AFTER[Mk2Expansion]:FOR[WarpPlugin] [ERR 01:41:27.619] [ModuleManager] Error - more than one pass specifier on a node: WarpPlugin/Patches/Mk2Expan
  18. How do I do this? I'm trying to make the ship fly at a constant velocity in the direction it's pointed, as long as a button in a part's right click menu is enabled. Basically a warp drive/inertial damper of sorts. I've tried using the following: bool active = false; //Gui stuff for controlling the "active" variable goes here public void OnUpdate() { if(active == true) { vessel.SetWorldVelocity(new Vector3d(1.0d, 1.0d, 1.0d)); //Placeholder values for the speed } } However, instead of setting the ship's velocity like the API documentation says it will, SetWorldVelocity() ad
  19. I did. I tried it with both MechJeb's SAS and the stock one, and it still does that. It even happens (to a certain degree) on a stock installation with no other mods apart from KSPI and its dependencies: https://gfycat.com/FormalDistantAztecant I'm talking about the ship jumping around, as if the ship itself is somehow lagging even though the game isn't. Correct me if I'm wrong, but I don't think it's supposed to do that. I'm using KSP 1.3.0, but that shouldn't make a difference, right?
  20. Has anyone had issues with their ship not holding its heading when using an Alcubierre drive? I'm getting this weird lag-like behavior where the ship keeps "snapping" to another heading every 1 to 2 seconds or so: Any idea what might be causing it? The warp drive is pretty much unusable because of this.
  21. I've been building carrier type ships (or trying, anyway) for the last week or so, and today I started wondering how big I could make one. This is the result - ~400 meters long and weighs 40,000 tons. Kerbal for scale on top of the front of the ship. I wanted to make it even bigger but Tweakscale only let me scale the Mk2 parts up to 20m.
  22. Would it be possible to add a feature that lets us sort mods by popularity (number of downloads) or recently updated? This would make it much easier to find new stuff (both new mods, and older, more popular mods some of us aren't aware of for some reason) when they'd be right at the top and we wouldn't have to scroll through the list. It'd also reduce the amount of searching required when installing the biggest and most popular mods that form the core of the modded KSP experience for lots of players (KW Rocketry, B9, NearFuture, stuff like that).
  23. True, but there's no reason they couldn't be used in a gas planet's atmosphere. Jool's atmo, for example, is a nice 1 atm and ~130 K at 100 km. If you can get down there without burning up, the engines would work fine. Besides, a true Kerbal uses parts even for things they weren't designed for!
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