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Everything posted by Trann
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The "You know you're playing a lot of KSP when..." thread
Trann replied to Phenom Anon X's topic in KSP1 Discussion
Things were KSP-close-enough last night so I set up my first trip to Duna. I launched with a design already in the books for many successful Mun explorations and returns. After plotting a Kerbin-escape trajectory, I set up a maneuvering node along it and dragged it around to find a close intercept; a bit more tweaking and I have (if I recall) a Ap of 250k waiting. ... Moments ago, I found myself sitting at work wondering how things were going with the ship enroute. The app isn't even running! Does anyone even do that? -
Achieving a perfect orbit
Trann replied to A1catraz's topic in KSP1 Gameplay Questions and Tutorials
Who doesn't? 8) -
Achieving a perfect orbit
Trann replied to A1catraz's topic in KSP1 Gameplay Questions and Tutorials
Very nice! It's always so relaxing to stare at these... -
^ What he said. Good job, mate. Cheers!
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How long did you wait in your career for duna?
Trann replied to mattig89ch's topic in KSP1 Discussion
There's a Duna? -
How many Kerbals do you have in need of rescuing?
Trann replied to Fenris's topic in KSP1 Discussion
Currently, none. Did have 3 stranded at one time. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Trann replied to cybutek's topic in KSP1 Mod Releases
Absolutely correct: at the very first tech level ("Start") they were visible but not "researched". Select each and "research" them and they are now available. I expect this is how to make all newly installed mods available after the fact. Thanks. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Trann replied to cybutek's topic in KSP1 Mod Releases
I installed this halfway through my career and it's still not available. On a lark, I started a new career and the engineering items were all available immediately. Any ideas? -
I can rendezvous and dock like nobody's business. Built some nice usable space stations and fuel depots. I have yet to make it out of Kerbin's gravity well. We need to trade places.
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Basic Aircraft Design - Explained Simply, With Pictures
Trann replied to keptin's topic in KSP1 Tutorials
Upvote. +1. Would read again. -
Science And Research ... Aviso?
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Oh, I'm definitely using it but I'm only a month old player and I'm still 30+ K-days from my first window (that I noticed; I only found this calculator a week ago).
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I'm not worried about what might break, just curious about the experience. For me, restarting isn't really a bad thing at all. Each ship or station I set up is an infrastructure investment and they are kept in service even after I've fixed flakier designs or come up with something better. Each Kerbonaut stranded by poor planning or accident see billions in Kerbucks (is that a thing?) spent to rescue them. Heck, I've yet to hit a viable launch window for Eve or Duna yet so I'll be saving trillions on each failed rendezvous, crash landing, exhausted fuel supply, stranded crew... Bring it on. 8)
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Non-steam so I fully expect to download manually, migrate save files across, mods, etc. No prob. And I have backups galore
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So, the blog announced "Update 0.22 Enters Experimental Phase!" today and that means I'll be going through my first update Real Soon Now[TM]. What should I expect? I would guess that any changes to the basic components would mean my save files wouldn't load properly and thus my system of ships, space stations, and such would be empty.
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[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
Trann replied to PolecatEZ's topic in KSP1 Mod Releases
Not a pack. That's the stock two-stage lander atop a simple capsule/jumbo tank. After running the debloat script, things are rendered much simpler (still trying it all out since debloating). EDIT: I should add, this is without the texture reduction pack; I'm just tinkering. -
[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
Trann replied to PolecatEZ's topic in KSP1 Mod Releases
Heh. I might have to hunt down a few to put back: my nozzles are flickering... -
[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
Trann replied to PolecatEZ's topic in KSP1 Mod Releases
"This" being remove files without worrying about warnings? If so, it's a simple tweak: in the lines where 'del' is being changed to 'rm', you would make it 'rm -f', like so... -e 's/^del/rm/' \ becomes -e 's/^del/rm -f/' \ -
Need help deciding to kill a kerbal or not
Trann replied to mattig89ch's topic in KSP1 Gameplay Questions and Tutorials
Rescue, every time. -
[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
Trann replied to PolecatEZ's topic in KSP1 Mod Releases
For what it's worth, my run generated some noise for files that weren't there (it was a first run so not a remnant of any previous run). rm: Squad/Parts/Aero/noseConeAdapter/model002.*: No such file or directory rm: Squad/Parts/Command/probeCoreSphere/model000a.*: No such file or directory rm: Squad/Spaces/Common/*.mbm: No such file or directory rm: Squad/Spaces/mk1CockpitInternal/*.mbm: No such file or directory rm: Squad/Spaces/Common/*.png: No such file or directory rm: Squad/Spaces/crewCabinInternals/*.png: No such file or directory rm: Squad/Spaces/cupolaInternal/*.png: No such file or directory rm: Squad/Spaces/GenericSpace1/*.png: No such file or directory rm: Squad/Spaces/GenericSpace3/*.png: No such file or directory rm: Squad/Spaces/landerCabinInternals/*.png: No such file or directory rm: Squad/Spaces/landerCabinSmallInternal/*.png: No such file or directory rm: Squad/Spaces/mk1PodCockpit/*.png: No such file or directory rm: Squad/Spaces/PodCockpit/*.png: No such file or directory rm: Squad/Spaces/Common/*.tga: No such file or directory rm: Squad/Spaces/crewCabinInternals/*.tga: No such file or directory rm: Squad/Spaces/cupolaInternal/*.tga: No such file or directory rm: Squad/Spaces/GenericSpace1/*.tga: No such file or directory rm: Squad/Spaces/GenericSpace3/*.tga: No such file or directory rm: Squad/Spaces/landerCabinInternals/*.tga: No such file or directory rm: Squad/Spaces/landerCabinSmallInternal/*.tga: No such file or directory rm: Squad/Spaces/mk1PodCockpit/*.tga: No such file or directory rm: Squad/Spaces/PodCockpit/*.tga: No such file or directory My personal preference would be to use 'rm -f' so it would run quietly but there may be some merit to seeing these missed files. KSP loaded up fine (so far). -
[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
Trann replied to PolecatEZ's topic in KSP1 Mod Releases
I was going to try something similar but dos2unix isn't part of the base OSX. Rather than add another install for users, this should work against a vanilla OS. And I've bloated your script #!/usr/bin/env bash # License to keep the moderators happy: # This script is released into the public domain per United States copyright law. # If your country has no legal equivalent, then the license reverts to your choice of WTFPL or CC-BY # parameter test if [ $# -ne 2 ]; then echo 'Syntax: ./convert.sh <batfile> <newfile>' exit fi echo '#!/bin/sh' > "$2" # OSX test if [ `uname -s` = "Darwin" ]; then echo '# OSX version' >> $2 sed -e '/^[[:blank:]]*$/d' \ -e 's/[[:blank:]]+$//' \ -e 's/^del/rm/' \ -e 's/\\/\//g' $1 | col -b >> $2 # Linux test elif [ `uname -s` = "Linux" ]; then echo '# Linux version' >> $2 sed -Ee -e '/^[[:blank:]]*$/d' \ -e 's/[[:blank:]]+$//' \ 's/^del/rm/' \ -e 's/\\/\//g' < <( dos2unix < "$1" ) >> "$2" else echo 'Untested.' exit fi chmod +x "$2" My personal copy has a step to backup the Squad directory first: echo '# OSX version' >> $2 echo 'cp -Rp Squad ../Squad-`date "+%Y%m%d-%H%M"`' >> $2 -
I've named my rescue ships Asteria after the titan goddess of the stars, or of "falling stars". It seemed appropriate that such a titan would save Kerbonauts.