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Mesons

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Everything posted by Mesons

  1. Seems like all of my interplanetary missions except my first visit to Duna. I had attempted (and crashed on) Laythe and landed on Tylo before I attempted Duna. No hope of return for Jeb from the Jool system on that mission. Drastically overestimating my dV needs for Duna made that mission a breeze, but I always seem to under-engineer for bigger interplanetary missions (I'm a stock, guess-and-check kind of player). But then sometimes...!
  2. It doesn't seem to activate every time, unless you have just switched control from the armed craft to the one to be grabbed, then control the grabbed one until docking.
  3. The problem was with the white space, not the character I used. At any rate, accepting the default program to open the file probably won't work for most users. Selecting a text editor to open the file is clearly the way to go.
  4. Good point, I think you will need to do this, Diodon. Any progress?
  5. This sounds similar to bugs that are caused by some problems with the claw--I'd love to see your craft file and check it out. Is it just flying in general causing this? Reaching a certain distance from KSC? In case you don't know yet (you are new after all--welcome!), you can post your .craft file to an image hosting site like DropBox and then post a link here. Also just in case you don't know, your .craft file is located in KSP/saves/YourSave/Ships/SPH/ (I assume you built your plane in the hangar).
  6. As I've been finding out, claws are pretty buggy. I hope you quicksaved! I've heard that the 6-way connector has some issues too (and experienced some connecting problems). While trying to test the bug whose report I linked above, I also found that something on my testing ship was causing a kraken attack upon entering non-physical time warp, and I suspect it had to do with having 3 claws on my ship. More testing when I have time, but it may not happen before my looming vacation... Good luck getting things to work! Save often and perhaps on multiple saves.
  7. I'm pretty sure this only happens because the energy stored in the reaction wheel is proportional to the angular momentum squared, so it takes more energy the faster the wheels are spinning in one direction. They are usually designed to have extremely low friction. Rotating craft experience unrealistic rotational drag in vacuum, too--I would sooner see that eliminated, but it also helps with the gameplay. At any rate, introducing elements of realism a la reaction wheel saturation and (more) friction would seriously harm the fun of KSP in my opinion. And this despite my adoring the realistic nature of much of the game (though of course it needs some work).
  8. I actually posted a bug report about that just yesterday, after finding no mention of it on the tracker or the forums. You seem to be indicating that this is well known, but I couldn't find any postings about it before I made my bug report. Am I missing something? Oh, this happens while orbiting, too--not just on Kerbin.
  9. I suggest doing what Linux users already have to do--remap your modifier key. In your settings.cfg file, search for (or scroll down until you see) MODIFIER_KEY. Change the following line: before: primary = LeftAlt after: primary = RightShift ...and use RightShift as your modifier key. It will take getting used to using in, e.g. in VAB to clone parts, making named quicksaves, but it's probably worth it to stave off that frustration. As a bonus, if you just make secondary = RightShift you can retain LeftAlt behavior as before and just remember to use RightShift+F5 to avoid rage-inducing accidental key presses.
  10. No, there is now an entire forum section devoted to helping you now. I suspect that the reason Squad has seen fit to split up Support into modded and un-modded is so that the devs can sift through the thread much more easily to see what's plaguing players that aren't filing bug reports. It also allows players like me (using only cosmetic mods) to much more easily lend support to players needing it.
  11. *Found high-tech super-powerful reaction wheels lying by the side of the road Angular momentum is be conserved, though--the spacecraft just spins in the opposite direction as the wheels inside of it. When you press the button, you are applying a torque. When you take your finger off the button, you stop changing the angular momentum, but the wheels remain spinning how they were at the moment you released.
  12. I had this happen when I tried to change a value in my persistent.sfs to have one more digit of precision (from 19.9 science points to 19.99, I was testing something). I had opened the file using a hex editor, and replacing a . with a 9 was all it took to cause the same problem you had. It's probably something to do with the program you use; like Claw said, use a plain-text editor. I just make a copy and change the extension to .txt now. The save file also might be treated as corrupted if something that's expected is missing, like mention of Bill, Jeb, and Bob (since they always appear in the file even if they are currently MIA).
  13. I tested this* in vanilla today, and it seems like it might have been fixed! It could also have been related to the undocking bug that I think got fixed in previous versions. Perhaps I will set about making a complex station soon, then... *Multi-port docking
  14. If somebody makes a mod for it, sure. Scolding from higher-ups?
  15. That would be really cool! I wonder if the devs have ideas like this for more easter eggs? You could make a suggestion thread about it. I have to agree, and I don't know what Squad's plans are for the orbital physics in KSP, but pretty much anything besides patched conics is going to be a lot more computationally intensive, and thus slower. It would also be a lot of work to introduce n-body gravity for not a lot of gain in fun or realism. That's why eggrobin is hard at work on it! Well...sarcasm aside, some purists love maximally real physics, and why not?
  16. Good to know, all the more reason to encourage somebody (you?!) to make a cross-platform mod that works well with all the features you described.
  17. I don't think it's possible to agree with this more. Sounds a lot like KSP Mod Admin to me, which sadly supports only Windows. I'd love a feature like that which was cross-platform, but I think the way mods are loaded would need to be changed around for that to be viable. This also seems like something that could be done readily with another mod...
  18. Surely even regex can't complain much about this devnotes! Also: great title for this one. Who comes up with the titles?
  19. Two words: rough draft. Surely not everything you have ever created was perfect in its first iteration?
  20. I'm a bit of a purist, but after a year I've only just installed my first mods, Environmental Visual Enhancements (E.V.E.), and later Astronomer's Visual Pack, after seeing the former on Modding Mondays and deciding I had enough want for it to tempt me. A link to E.V.E. is here and a link to Astronomer's Visual Pack is here. I recommend using his "Current Release." In my opinion, KSP is all about setting goals for yourself, like building the stations and base(s) you mentioned and landing on celestial bodies. I think that the stock game has a lot to offer on this front, and mods are mostly about adding realism (improved aerodynamics modeling, realistic scale) or filling in gaps in the stock game (resource gathering, more parts, data readouts, better IVA, autopilot, visuals). If you're going to start adding mods, I suggest considering what you think the stock game lacks the most and filling in that gap. For me, it was clouds and related effects. Mods have their own bugs and come with greater memory usage, though, so keep in mind that you will probably encounter some issues that are no fault of Squad's. For a list of mods, I found this thread particularly helpful in getting to know each of the popular ones and deciding what I wanted out of them. Here is a nice long thread full of tips that the forum community thought the most important things they knew to tell newcomers--take a look, there might be something that helps you out.
  21. I haven't tried this for a while (maybe I will today), but I tried to make a ring station in 0.21. Connecting multiple docking ports to different parts of two vessels had me a bit worried, but both connected, and it seemed my fears were allayed...until I loaded the vessel again, that is. After switching to another vessel and coming back to my station, all objects docked at two ports undocked their second one (second attached). As part of undocking, the magnets of those ports were deactivated, so to reattach them each section of the station had to be fully undocked, moved away 10m or so to reset the ports, then moved back in and re-docked. This made the station ultimately not worth it for me. Hopefully this has been fixed in the last 3 updates, but here's fair warning in case it hasn't. tl;dr: Last I checked, multiple-port-docked craft don't remain connected on all ports after loading vessel again
  22. The devnotes don't get posted until pretty late in the day. Be patient, they probably write them on Tuesdays, so it's not like they'd be ready and available to post at 12:01am Tuesday. Trust that they'll be posted when they're ready .
  23. KSP can take its own screenshots, have you tried using that function? Or were you using the Print Screen button? The default keybind for screenshots is F1, and F2 toggles your UI. I haven't tested Print Screen, so I don't know how/if that works, but F1 works great for me.
  24. It looks intentional to me. Construction is made easier by straight lines and edges, and round walls take a lot more planning and care. The design seems practical to me. As in, it's not complete. Perhaps some of the complaints being made are rooted in quick-fix-to-make-it-presentable changes for this posting.
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