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GeneCash

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Everything posted by GeneCash

  1. I noticed there's no info in the wiki about the Making History DLC, like parts, new pads, etc. Is this just because nobody's done it, or there's a policy? For example, if one were to add DLC parts to https://wiki.kerbalspaceprogram.com/wiki/Parts - would it be sufficient to add a "DLC" column with a check for the new parts?
  2. So I was goofing around and said "what happens if you put a launch pad on the side of a mountain?" Turns out it spawns with the ship halfway through the pad. If it's small (capsule) it falls to the ground below. If it's large (Kerbal X) it explodes. That's probably an oops, to use the technical term. I spawned the pad at lon -116.30492 and lat 9.86043 with an altitude of 2012.739362
  3. I dunno man... they've fixed so many bugs (at least on Linux) that after completely not playing 1.3, I'm doing 8 hour KSP sessions again. I haven't had the mysterious crash-to-desktop that used to happen at least once or twice an hour. Rovers are not wildly flipping beasts, and I have not had a single one suddenly fly into the void and corrupt my save. The new high-latitude launch platform has invigorated Mun & Minmus launches as I figured out the best way to get into low inclination moon orbits. My joysticks work fine on Linux and the only bugs I've seen is that DSN stations cause Kerbals to explode, and the new pad ladder isn't... but now all the ladders around KSC work, even the helipad ladders on top of the VAB and the spherical tank ladders. I'm happy. Edit: oh yeah, and contracts finally beyond landing on the moons. I finally got a contract to do things around Duna and even Dres! Plus I was surprised by a Sentinel contract, and contracts to do things with Kerbals and rovers already landed!
  4. Filed bug #18500 https://bugs.kerbalspaceprogram.com/issues/18500 Thanks!
  5. Yeah, it wants decimalized degrees, which is the same thing HyperEdit wants, and you can find a handy converter at http://www.onlineconversion.com/map_decimaldegrees.htm - you can paste "9° 27' 0" N" and it'll come back with "9.45" Darn it, you made me have to figure out the mission builder, enough to spawn a vehicle myself! So... I did so, and spawned Jeb in a Mk1 capsule. It spawned in the actual dish. I EVAed Jeb so he was hanging outside, switched to map, switched back, and the capsule exploded. Jeb fell through the dish and ragdolled on the base. I stood him up and switched to map and back, and boom, puff of Kerbal dust. I'll log a bug. That's the same post I used, and a couple are slightly off. For reference, they're at: Location Latitude Longitude Latitude (decimal) Longitude (decimal) Crater Rim tracking station (on top of a precarious mountain) 9° 27' 0" N 172° 6' 37" W 9.4500 -172.1103 Harvester Massif tracking station (on a green hilltop) 11° 57' 0" S 33° 44' 25" E -11.9500 33.7403 Nye Island tracking station 5° 21' 35" N 108° 32' 59" E 5.3597 108.5497 North Station One tracking station (partially buried in the mountain) 63° 5' 42" N 90° 4' 47" W 63.0950 -90.0797 Mesa South tracking station (on top of one hell of a mountain) 59° 35' 24" S 25° 52' 11" W -59.5900 -25.8697
  6. So this weekend I got bored and visited the Kerbin DSN stations... the huge ones that are just a dish on a cylindrical base. Turns out if you're on one (or even touching) and you switch to map mode... KABOOM! your plane/rover and/or Kerbal explodes and you get a message like "Jeb Kerman collided with Base01" I reloaded the save and rolled the rover off, but because of the slope of the hill, it rolled back so it touched the cylindrical base and that was enough to make it explode on switching to map mode. Is this a bug or a "supposed to do that"? I didn't have any mods except MechJeb, which I used so I could fly to the coordinates in an old forum post.
  7. Heh... just ran the Linux launcher and it says: "SHOP KSP STORE! T-shirts, Figurines & More!" And of course not only do we not have figures, we don't have t-shirts either.
  8. I have a full set of the Kerbals, except for poor Valentina... I'll sell 'em for $1,000 apiece. Actually, since the forum members are such good guys, I'll let you have them for $500 apiece. Well, except for Gene Kerbal... he's near & dear to my heart because of the name!
  9. (Mods: I don't know if this belongs here or in a support or dev topic, please move if necessary) I've used the FVWM window manager in Linux for 10 or 15 years now, and for all the time I've played KSP, I've not had working function keys, so I've had to either redefine them or do without. I use a ton of function keys in the window manager for moving/resizing/switching/iconifying/etc and so these aren't available to standard programs unless I tell FVWM to make them available. Normally in the ~/.fvwm/config file, if you say: Key (VirtualBox) F2 W A -- then it releases F2 for use by VirtualBox when it has the keyboard focus. I do that for rdesktop and 3 or 4 other programs. Works as documented. Except for KSP. And this happens in all versions so far, all the way back to 0.20.2 For KSP, you need to use: Key (Kerbal*Program) F1 W A FuncUseless Key (Kerbal*Program) F2 W A FuncUseless Key (Kerbal*Program) F3 W A FuncUseless Key (Kerbal*Program) F4 W A FuncUseless Key (Kerbal*Program) F5 W A FuncUseless Key (Kerbal*Program) F6 W A FuncUseless Key (Kerbal*Program) F7 W A FuncUseless Key (Kerbal*Program) F8 W A FuncUseless Key (Kerbal*Program) F9 W A FuncUseless Key (Kerbal*Program) F10 W A FuncUseless Key (Kerbal*Program) F11 W A FuncUseless DestroyFunc FuncUseless AddToFunc FuncUseless + I Echo FuncUseless I stumbled across this fix recently. Put this in your ~/.fvwm/config file. The strange thing is FuncUseless runs and puts the message in the log, BUT it does not consume the function keystroke like it's supposed to, and KSP gets it. I don't know what's going on. Unity does do some wacky stuff under the hood to make games work nice in X11. And FVWM keystroke stuff is kind of buggy anyway, and mostly isn't actively supported much. I'm sure nobody out there uses FVWM, so I hope I've helped both people... I'm posting this because it did take me 5 years to figure it out.
  10. They do need to fix the ladder though... it doesn't even have a collider, much less function as a ladder. And yes, it's helped freshen up the game by having to do moon intercepts from a high inclination orbit.
  11. I'm pretty sure of the legality of that, and it's a definite NOPE as that's Squad's/Take2's IP. Besides, I want the money to go to Squad. If they sell the figure, they deserve it. Seriously though, this is pretty much close to free money for them. Once the licensing is done, Shapeways does all the heavy lifting. As a cog in a corporate machine myself, this is what happens when you go from indie to corporate though.
  12. What's interesting is recently I got a Shapeways email about their color printing, and one of the example objects is a Jeb figure https://www.shapeways.com/blog/archives/36940-best-tutorial-tuesday-full-color-printing-character-models.html
  13. What determines you have a chute instead of the rocket pack? Are they tweakable in the VAB? or while in a vehicle/on EVA? And if you have a chute... do you not have a rocket pack? (Pardon my OCD... and excitement! - - I don't know why, but this is sooooo extra cool to me!)
  14. Ah well, the figures were going to be a birthday present for a friend I was trying to get interested in the game. I guess I'll have to nip that in the bud. I wish I'd known this before buying a new graphics card to play 1.3. It was a lot of fun while it lasted, like HALO.
  15. So I got paid, and I was hoping to buy a couple Kerbal figures from Shapeways, but the store is gone. What's up with that?
  16. There's no way with my complete lack of coordination that I'm going to get that in any way resembling any sort of symmetry. It's not happening. OK, I finally figured out a workaround: 1. Create new empty stage. 2. Click one of the decouplers in the green blob. 3. Move cursor out of staging window until the plus/minus symbols disappear. The clicked decoupler will turn grey. 4. Now if you drag the grey decoupler, all the others will still come with it. INSTEAD click one of the other green decouplers and drag them to the empty stage. This will leave the grey decoupler behind all by itself. 5. Go back to step #1 until all the decouplers are in their own stages. 6. Now you can recombine decouplers in pairs like you want. That's definitely broken. I just tried 1.1.3 and 1.0.5 and they worked "correctly" where you could simply pick a decoupler out of a bunch and drag it to another stage.
  17. So... I'm building a rocket with 6 boosters. I turned on 6-way symmetry, and placed them around the central booster. The problem is I now have 6 decouplers in a "glob" in the staging, and I can't pick one of them out so I can separate them into pairs in each stage. They all pick up at once. I've tried all sorts of clicking and double clicking and right-shift clicking and left-shift clicking and alt-clicking and ctrl-clicking, and middle clicking and left clicking and right clicking. This is on Linux, and the only mod I'm using is MechJeb 2.5.9.0-642 Edit: I used to be able to do this before KSP 1.2, but I'm not able any more. I could click one decoupler and it'd turn a different color and I could move it by itself.
  18. Thank you EVER so much for fixing the MJ handoff, and thanks for the upcoming features too.
  19. Yup. It's got a couple issues for me, but it burns the maneuver nodes for me, which is the best part. I had enough of manually doing burns during the pre-release, TYVM. And to ---- with doing a Hohmann transfer by myself! I'm not ever doing that again! I've sort of switched to GravityTurn for ascent. MJ is more efficient in a 40% profile but I don't like the scorching ascent, and it's less efficient in the 60% profile I prefer.
  20. I had crashes on my Linux box about every 15 to 30 minutes. It was getting pretty tiresome and I'd given up playing until an update. I read this and turned off F12 (and I don't ever use it in the first place) and no crashes in the 2 hours since! I'm using the latest Debian Testing drivers for my nvidia card, and this release (as of the first of the month) has Vulkan support, so I'm guessing that might be a wee bit buggy.
  21. Yeah, when I wanted to get in on the last pre-release, which was only available on Steam, I bought it again on Steam. I've since uninstalled Steam since it's a huge hassle all by itself. It's much easier to just go to the KSP store and download it through the browser, than to battle Steam's "is it downloaded? yes? no? why not? why can't I get it to download?" Edit: just a data point from my experience.
  22. I think all the (non-clear) plastics in my Estes kits were styrene. It's strong and not every flexible, even in thin sheet.
  23. So I've noticed the crew portraits switch to "static" for a fraction of a second when you stage. It's even worse with MechJeb, but it also happens on a completely stock, fresh deleted&unzipped game for me. Launch the Kerbal X straight up with SAS on, and 100% throttle. It happens regardless of having G forces enabled or not. Is this supposed to happen?
  24. I guess the answer is "report it here" because it's been fixed. Kudos to the webmaster for the quick action! Not that I keep checking to see if 1.2 is out yet, or anything, nooooo....
  25. On this day in 1958 – NASA launches the lunar probe Pioneer 1 (the probe falls back to Earth and burns up) OK, that's a sufficiently KSPish event to make the day special!
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