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ThirdHorseman

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Everything posted by ThirdHorseman

  1. Ug, I hate being right sometimes. Sorry but this is going to be horrible...I most certainly hope this can be turned off in the settings because I will absolutely not be updating KSP to Beta if this is included...
  2. Using the hinge, I get an issue in the hangar. Using the position UI, if I go to the complete range multiple time, the hinge rotate slightly each time I do it, so it's off the right position after a few complete movement. Is it a known bug? There's a video in this post. Is that what you're seeing? I'm seeing the same issue. Set the Min as 0, set the Max as 90, and then use the UI tools in the VAB to repeatedly open/close the hinge. Each time the Min seems to increase by 1 or so...exactly as shown in that video.
  3. Along with my normal request to get a better way to manage and display SCIENCE! stored in a capsule (I'm tired of having to page through 60+ reports stored in my capsule to see if I've already done that EVA in space high over the Mun's Midlands)... 1) I'd like to have the autocrew toggle-able. There are plenty of times when I want to launch a ship controlled by probe, but have a lander can attached for later addition of crew. But the system always assumes I want to put crew in the capsules. I'd love to have this turned off, or at least set via toggle. 2) I'd like to have a SAS module in the MK2 format. In the meantime I've made my own by copying and altering the existing MK2DroneCore but it would be nice to have a part like this as stock. 3) I'd also like to have a lightweight wall divider for stringing together multiple small cargo bays. Since attaching cargo to the walls seems to be the best way to put stuff in there, it would make it easy to pack a lot of individual items: Again, I've made my own by copying and altering the MK2DroneCore but I'd like to see something like this as stock. 4) Stock RasterPropMonitor support for the new MK2 cockpits...
  4. .25 feedback.... The Good: -Performance. I was experiencing a ton of crashes before, and it is much more stable now for some reason. Knock on wood... -The ion drive stuff all moved to the Propulsion section -Mass decrease on the cupola -Mass decrease on the SmallGearBay -Cargo bays! -I like the new aerodynamic parts...the wings and stuff. More to choose from, more shape variety, and a consistent look. -ALT key to force surface connections off is great. Has already helped me a ton... -Part renaming in Gamedata. While this was a huge pain, because I had created a ton of my own welded parts that referenced model files in the Squad directory that I had to go through and edit, I do like the fact that the directory and CFG file names are named appropriately. The Bad and Ugly: -No IVA on MK1 inline cabin? WTF? I understand putting aside the MK3 stuff till it's done, but the MK1 line is supposed to be done. Not having an IVA for it...especially since there already is a mod for it...is a bit sad. -No IVA on the MK2 Crew Cabin? I mean, there is one for the Hitchhiker, I can't believe there isn't one for this. -Why didn't you make the MK2 pods work with RasterPropMonitor? That's pretty lame. Both the MK1 cockpits work with that amazing mod, and the fact that the MK2 cockpits don't makes me not want to use them. There is already even a patch to add it...it really should have support in stock. -There should really be a SAS module in the MK2 format. I know the cabins and probe all have reaction wheels built-in, but if we want to throw more in there we are stuck with using round modules that don't work well with the MK2 format. -I am very unhappy with the crew transfer system. I was hoping it would be more realistic...you could only transfer Kerbals through parts that would realistically allow them to move. But you can transfer Kerbals through struts, girder segments...even I-Beams. That's pretty sad. I will continue to use EVA to move my Kerbals around, in an attempt to feel a little more realistic. -When using surface attach on the cargo bays you cannot attach an item directly in the center of the cargo bay...it's always just off to either side. The only way I've been able to do it is to mount something from the underside, then flip it around so it goes through to the inside. You should really be able to surface attach a strut or mounting point directly inline on the inside of the cargo bay. -While the MK2 fuselage parts have both LF+0 and Liquid Fuel options, both the Bicoupler and 1.25m Adapter only have LF+0 options. I know you can just remove the oxidizer in the SPH, but then you are carrying a lot less fuel. And why have dual options for the other items? I'd think there should be Liquid Fuel only options for both the Bicoupler and the 1.25m Adapter... That's about it. Overall I give .25 a B grade. The spaceplane parts are nice to look at and build with, I've already used the cargo bays a bunch, and the fact that the game doesn't crash to desktop every time I revert to the VAB/SPH is a HUGE plus. The IVA situations, and the lame Kerbal transfer implementation, are big lows.
  5. their trait will boost a vessel’s performance in a variety of areas. Urm, not really sure what I think of this. I don't like the idea of Kerbal XP levels increasing fuel efficiency, or rocket stabilization, or engine ISP...or anything really. Vessel performance should be pretty consistent... I can MAYBE see Kerbal experience increasing SAS performance...a better pilot has better control of the stick. But if I pull off a really difficult mission I want it to be because I learned more about flight mechanics and rocket design...not because I flew Jeb on a ton of easy missions to grind XP and his performance boost got me through it. But of course we'll see what Squad has in store...
  6. I wonder if you could do something similar to the Atmospheric Trajectories mod...it can determine the exact spot on the surface where the craft will impact. Once you know those coordinates you should be able to calculate the straight-line distance to KSC. Not a problem!
  7. I'm having the opposite issue. I drop a stage (fuel tank, engine, and 4 radial parachutes) right on top of KSC (detached stage at 1500m) and it shows Distance from KSC as 781.52km with only 61.51% recovered. BTW I turned off Powered Recovery and it's doing the same thing. Even more info, there seems to be a threshold for distance. I launched at a 45 degree angle and purposefully tried to get some distance between the discarded stage and KSC. I dropped the stage a good distance into the ocean, and when the stage was recovered the distance was 33.9km with 96.42% refunded. So it looks like once you go a certain distance from KSC the recovery distance is ok, but too close to KSC and it doesn't work correctly.
  8. Yea but with multiple documents open I still only have the program installed a single time. Even running multiple instances of the executable isn't bad. It's installing the program more than once that usually violates the EULA. So if you have KSP installed once, but are running multiple instances, it's probably okay. Installing two copies of the program...even on one computer but most certainly on multiple computers...is probably a violation. But yea, I'm just speculating. Squad would have to weigh in on it. I'll give the EULA a quick look-over too when I have a chance...
  9. Was thinking about trying out this mod, but a quick legal question: I am assuming that you need to purchase an additional copy of KSP to make this work, right? The two versions of KSP have to be the same, right? So you couldn't run your already purchased copy as one instance and the demo as another instance...
  10. It's the directory names that matter, since you just reference the model.mu not the actual CFG file. If the names of the CFG files had changed, but the directory names stayed the same, it wouldn't be a problem. But I understand them wanting to clean things up a bit... I've been digging around and it looks like pretty much all the directory names have changed so I guess I'm gonna spend a little while digging through CFG files...
  11. So I loaded up .25 and was assailed with a ton of popups warning me that my vessels were not loaded. Looked like a ton of parts were missing. These parts are all welded parts that I created (a single part CFG file that combines multiple other parts) and now that Squad has altered the paths for a bunch of parts in their Gamedata folder all my references to the models are broken. I was able to fix the ones that were listed in the popups, and luckily I backed up my save file so no harm done. But is there a list somewhere of what parts had their paths changed? I would rather not go through all the dozens of welded parts I have, but I know roughly what parts I've referenced so if the list of changed parts is around that would help a ton. I looked in the FAQ and ChangeLog and didn't see anything. Anyone see anything like this anywhere?
  12. Breaking for me too. From the KSC view click on any building and it loads fine. Exit that building. Click on any other building and you enter fine, but then the entire UI locks up. You cannot exit the building, quit to main menu, or do anything. Debug window shows NullReferenceExceptions for any mouse-click on anything. Only way to quit the game is to kill the entire window or kill KSP.exe in the task manager. The capability to recover stages really should have been made stock when Squad implemented funds. Pretty big oversight if you ask me...
  13. It was DebRefund for me. I could click on a building and enter fine, then exit. Upon entering a second building the UI locked up and the only way to quit was to close the whole program. Debug window showed repeated NullReferenceException errors on clicking any button. Removed DebRefund and all is well. On the DebRefund thread they seem to be aware that it breaks 0.25 and are working on distributing a patch until it can be made up-to-date. Shame, because with Funds included this ability to recover should have been put into stock.
  14. A better way to manage and display SCIENCE! stored in a capsule. Sick and tired of having to page through 60+ reports stored in my capsule to see if I've already done that EVA in space high over the Mun's Midlands....
  15. Using BOSS doesn't help. The BOSS control panel shows "5 screenshots taken" but no files appear in it's folder...and the debug window still shows "[Error]: Failed to capture screen shot". I can only assume that BOSS uses KSP's built-in screenshot systems as a foundation, and since that doesn't work then neither will BOSS. Sad Panda....
  16. I'm running in windowed mode so that isn't working for me...
  17. I am having the same issue...Win32 current version of KSP. I thought it was a problem with the Screenshots folder itself, so I deleted it and let KSP rebuild it on startup. It was still giving me issues. What's weird is that I can take screenshots from the opening menu screen, from the KSC view, from inside the Tracking Center or VAB or any of the other buildings. I can even switch to any of my active flights (all ~15part commsats) and take screenshots with no problem. The problem happens when I load my 489-part space station and launcher. While in the VAB I can still take screenshots, but once I click Launch and get it on the launchpad I can no longer take screenshots. All the other keys work...I can turn off the UI with F2 and quicksave with F5. It's only screenshots that aren't working. When I check the Debug window it shows my screenshot attempts, but I get a "Failed to take screen shot" error. I thought maybe it was a launchpad thing, so I built a small ~10 part rocket in the VAB and launched it. Screenshots worked fine on the launchpad, so it's only very large part vessels that are causing the issue. KSP.exe never goes above 1.7GB of RAM usage, and I have 4GB installed (obviously only 3GB in use since it's Win32) and my total RAM usage never goes above 60-70%. I have a bunch of active flights (34) and this problem...as well as the constant crashing issue I posted about previously...seems to have started up when my total flights jumped from ~20 to over 30. Very much a pain in the butt. In the meantime I might try Bolt-On Screenshot System. I have extra RAM to play with, and hopefully this will work better than the built-in screenshot utility for those large part# ships.
  18. FASA has an asteroid mod, where the asteroids have gravity. True, the gravity doesn't work during time warp but it's something... http://forum.kerbalspaceprogram.com/threads/33713-Asteroids-2-4-Now-Open-Source
  19. Yep, wouldn't be surprised if a take-down comes soon. I'm surprised so many people use copyrighted music in their videos, when there is such a wealth of royalty-free or public domain music out there that isn't bad at all...
  20. Also don't forget that both satellites need to be able to communicate with each other...the relay is not just one-way. So let's say your commsat around Minmus has a Comms DTS-M1 (range 50,000 km) pointed at Kerbin. Your commsat around Kerbin is within the cone of the Comms DTS-M1, but it only has a Communotron 32 (range 5000 km). You would not have a working relay, even though the satellite around Kerbin is within the cone, since the Kerbin sat cannot return signals to Minmus.
  21. Turned on debris tracking and it shows 0 items. Went through everything in the list and all items are named, whether they be flags, probes, bases, or space objects. Thanks for the idea though... EDIT: Also did a search through the persistent file for "type = debris" or "debris" or "name = " and there were no occurrences.
  22. KSP: v0.24.2.559 Win32 Career Mode PC: Compaq laptop, Intel T7300 Core 2 Duo 3GB RAM WinXPSP3 NVIDIA Quadro FX 570M Problem: Game crashes when reverting flight back to VAB or launching Mods installed: AviationLights v3.6 DebRefund v1.0.13 Glowstrips (NoMS) v0.4.3 ImprovedChaseCam v1.4.0 Karbonite v0.4.1 (with its dependencies) ModuleManager v2.3.5 MunSeeker Greenhouses (for TAC 0.9) ProbeControlRoom v1.0beta8a RasterPropMonitor v0.18.2 RemoteTech 2 v1.4.1 ScanSat Dev v7.0rc4 TacLifeSupport v0.10.0.12 Toolbar v1.7.6 Reproduction Steps: Build a simple rocket (probe core, fuel, engines ~50 parts) in the VAB or SPH and launch. During launch, revert to VAB or SPH. Crash to desktop, sometimes generating crash alert but often times not. Sometimes it crashes when launching, before even loading launchpad scene. Removed mods that did not have parts associated with any existing flights (DebRefund, Toolbar, RasterPropMonitor, ImprovedChaseCam, ProbeControlRoom). Still had issue. I can transition from scene-to-scene without issue (Enter Tracking Station/VAB/SPH/Research/etc and Exit to KSC many times). I can go to the Tracking Station and jump to any existing flight without issue, and return to Space Center, multiple times, without problems. This only seems to happen when Reverting Flight, or Launching, from either the VAB or SPH. RAM usage for KSP.exe ranges from 1.3GB to 1.7GB, total RAM usage on PC around 2.3GB. Processor usage sits around 60-65% during flights, around 30-45% in VAB This just started recently after a flight that dropped 8 sats into Minmus orbit, pushing total flight count to 34. I thought perhaps it was an issue with the number of flights using lots of RAM, so I started a new fresh Career game. I can launch and revert the same types of ships without a problem, the same kind of ships that crash my main game. Interestingly, the RAM and processor usage doesn't seem to be any different in the new fresh game...around 1.6-1.7GB of RAM used. Log: Folder ZIP of crash log output_log of crash on ship launch (no error alert generated) output_log of crash on ship revert to VAB (no error alert generated) Thanks all for any help!
  23. With In-Home Streaming you can run KSP on 10-year-old laptop...you don't even need a Steam Box (which I think are WAAAAY too overpriced) or anything running SteamOS. Granted, you do need a gaming PC that you will stream from...so if you are not allowed to own a PC then this won't help. But a Steam Box is a PC anyway so I'm not sure how getting one of those would help you...
  24. I've found that raising-and-lowering the gear very quickly is enough to unstick the brakes, at least when using the Small Gear Bay. Not sure how to do it really with the other gear...very annoying issue.
  25. I created a super-long "L" ladder by manually welding ladders in a new CFG file. It has 5 ladders placed end-to-end and then another ladder at 90 degrees at the top. I can then just place the one part and it gives me a long ladder with a bend at the top for the Kerbal to get on top of roofs, etc. I can post the CFG file code if you like...
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