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biohazard15

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Everything posted by biohazard15

  1. Man, just add four struts (two for each booster) and you can fly it again. To be sure, use struts from NP - they're a lot stronger than stock.
  2. The biome method seems fine, but it should be limited, or you could just take an asteroid, rebuild it into interplanetary ship, and go collect science. There is no need for "KerbinSrfLandedAsteroid" results for each surface biome, but there should be a reward if you recover asteroid (via button) that landed on Kerbin. A question: would either of these methods allow use of third party (stock and other mods) scientific instrumens, if someone adds definitions for asteroid situations? I can think of at least one mod (LTech and its orbital cameras) that could make use of "Near asteroid" biome.
  3. Did you strutted your boosters? If not, you should, two struts for each should be enough. You still need struts (a lot less, though) for naturally unstable things like heavy side boosters and big payloads.
  4. Yes, that would fix that. To fix this bug permanently, you'll need to add these two strings isTweakable = false hideFlow = true to RESOURCE\ElectricCharge portion of part.cfg. This will a) disable EC tweaking in VAB\SPH and hide ElectricCharge generator gauge in right-click menu.
  5. AFAIK, this bug is caused by engines that have alternators (and have ElectricCharge as resource) and doesn't have that resource Tweak feature disabled (there should be isTweakable=false string in part.cfg).
  6. There is a game called X3 Albion Prelude - a sci-fi spacesim, where you can play in "Dead is Dead" mode - which means no saves except autosave on game quit. Fun? Maybe. But there is a problem: the game is quite buggy. Got a CTD? Your save is dead, start over. Someone accidentally rammed you due to bad pathfinding? Your save is dead, start over. Some weird bug that just ruined your save and you can't load it? You got the idea. My point is: unless the game is completely free of gamebreaking and savebreaking bugs, "Dead is Dead" mode has no point except being "How long you can evade the bugs" challenge. Let me illustrate: you just completed a science-gathering mission to Joolian moons, you're on your way home, 100m to touchdown at KSC... and CTD. You don't have quicksaves, and your last autosave was made 3 hours ago before initial takeoff. Fun? Yes, if you're masochist. (Of course, you may just quit\launch at important points, but that will defeat the entire idea of "Dead is Dead", right?). Another fine example is 0.23-0.23.5 save compability problem. Are you ready to lose your entire career due to a bug?
  7. There is an obvious problem between some of your 3.75 and 5m parts and new rigid joints introduced in 0.23.5. I've posted this in KJR thread: If I swap your parts for stock SLS or KW, wobbling stops. According to ferram4, this happens due to incorrect size of attachment nodes.
  8. It's 3.75m inside, actually That's not a playstyle problem, it's a problem with some mod parts. This payload (120-ton nuclear booster for interplanetary ship, made from NP and KW parts) is attached to fairing base via stock 2,5m Rockomax decoupler - and you can see that this 2.5m decoupler is way more rigid than some 3,75m parts! As ferram4 stated in mod compability topic, some mod parts don't benefit from 0.23.5 joint fixes because of incorrect node settings. That's why I'd like to have KJR 2.1 stiffness back - at least until mod authors update their works to benefit from new joints. I've tried to replace 2nd stage engine and decoupler with SLS parts - they don't wobble, but there is an 3.75m SAS module between engine and fuel tank, which is used for controlled deorbiting - and it still breaks.
  9. You really are wizard, man. The new clouds are GORGEOUS!
  10. I hereby officially request the old levels of strength. Make it as optional download for "cheaters", "unexperienced builders" "n00blets", whaddayacallit, but pretty please, get them back. This rocket could fly perfectly in 0.23 with KJR 2.1: In 0.23.5 with KJR 2.2 (with 2.1 config) I got this 5 seconds after loading: It doesn't break, it just bents over! Sure, it's funny to watch, but when you try to launch any of your beloved heavy rockets and discover that they suddenly can't fly - it's not fun, it's frustration. Looks like there is a problem with KW and NP node strength (or maybe new "rigid" joints aren't so rigid as advertised?), and nobody knows when Kickasskyle and Tiberion will update their works.
  11. Cheaty? Before 0.23.5, NP was a "big engines, big payload, less parts" mod. Of course, that was "cheaty" for some stock-only zealots, but who listens to them? But ARM's KR-2L and KR-25 made NP (and KW, to lesser extent) redundant. Oh, and BTW, I have a request - 5m engine that falls between Matriarch and Bearcat cluster, around 7500kN thrust. I love my mammoth rockets, but sometimes I like to build something in-between.
  12. Unless MJ doesn't have the dedicated module (or some additions to rendezvous autopilot code), do it the hard way, i.e. manually. Use the new "advance orbit" buttons to tune your burn time, try to aim at asteroid's Pe. It's hard, but not too hard. You can use MJ to launch at asteroid's plane and to match inclination.
  13. Quicksave and persistent (aka auto) saves are identical to each other. Are you sure that your 0.23 save is a career save, and not a sandbox save? IIRC, sandbox saves don't have R&D strings.
  14. Pre-0.35? As Doc Brown would say, "WHEN are you from?":D Per your question: the Claw got its own tech node, called Actuators. It opens after Advanced Construction.
  15. KR-2L from ARM Update makes 3.75m engines absolutely worthless. They weigh more, their Isp is lower, their thrust is lower. This is pretty sad for me, actually - The Liitle Mother was my favourite second stage engine.
  16. It would be nice to get an additional module dedicaced to asteroid interception in future updates.
  17. See release notes updates here: http://forum.kerbalspaceprogram.com/content/274-KSP-Asteroid-Redirect-Mission-is-Officially-Released! They changed science nodes for some parts, namely Skipper, Mainsail and X200-32 fuel tank. [offtop]Main Fail - that should be a meme [/offtop]
  18. Well, not completely. Create a new career save, and then load your old career save (you don't need to restart the game). This will revert your old save back to career mode and enable asteroids, but it will reset your science points and delete any data about your experiments from science archives. It also might wipe mod data (confirmed with SCANSat). It won't destroy your existing ships. You might then just add some science points to unlock all your parts again. Find the following text in your save: name = ResearchAndDevelopment scene = 7, 8, 5, 6, 9 sci = 0 and change "sci=0" to "sci=20000". That would give you 20000 science points, more than enough to unlock all nodes.
  19. http://forum.kerbalspaceprogram.com/threads/74503-How-to-make-your-0-23-career-save-to-work-with-0-23-5
  20. Data loss confirmed as a result of incorrect save handling bug in 0.23.5. Please see this tutorial.
  21. Please see this tutorial. Some mods, like SCANsat, add their data to savefile - that data might be lost of you've loaded this save in 0.23.5.
  22. First of all: if you don't have a backup and already loaded your old save - you can't save it (no pun intended). You might want to try to edit quicksave, though. Step 1: Load 0.23.5, create a new career game, exit game. Step 2: Locate your backed up persistent.sfs, open it with notepad. Find string "version = 0.23.0", change it to "version = 0.23.5" (there is two instances of it) Step 3: Locate your new career save persistent.sfs, open it with notepad, find this text: SCENARIO { name = ScenarioDiscoverableObjects scene = 7, 8, 5 = 832827658 sizeCurve { key = 0 0 1.5 1.5 key = 0.3 0.45 0.875 0.875 key = 0.7 0.55 0.875 0.875 key = 1 1 1.5 1.5 } } SCENARIO { name = ProgressTracking scene = 7, 8, 5 Progress { } } Copy-paste it into your career save, place it right before these lines: SCENARIO { name = ResearchAndDevelopment scene = 7, 8, 5, 6, 9 NOTICE THE BRACKETS! Step 4: Save your changes, launch the game and your career. If you've done everything right - you'll get all your science points, SCANSat maps, etc, etc, etc back and in working order. Step 5: Live and prosper, and go intercept some asteroids. Oh, and don't forget to purchase new parts in R&D.
  23. So, I've reloaded my career-turned-sandbox old save after I've created a new 0.23.5 career save: - It magically turned back to career! - I've got asteroids! - Nothing is researched and I've got 0 science points (I had about 80k before ARM update)! As Danny once said in his 0.17 Jool landing video: What the actual fluffy bunnies!
  24. Looks like you need to start a new game to make them appear. Just created a new save on my .23 backup, imported it into 23.5, loaded - no asteroids after 10-minute maxwarp waiting. Created a new 23.5 save - got two unknown objects on my first visit to tracking station.
  25. Procedural Fairings: All is working, no incompatibility-related problems detected. Kerbal Joint Reinforcement: Updated, but most fixes are disabled by default. Use config.xml from 2.1 (just copy-paste it to gamedata\KerbalJointReinforcement\Plugin\PluginData\KerbalJointReinforcement, replace the new one)
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