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  2. JPLRepo

    [1.6.x] DeepFreeze (v0.25.0) 17th Mar 2019

    Even I - as the author of the mod. Can't remember why I did that now to be honest... it was that long ago. Anyway - if you don't have the autothaw option on. You can still thaw them from the DeepFreeze Menu at the KSC.
  3. Pds314

    No Cockpit SSTO Challenge

    Attempt #2. Also a failure to reach orbit. Reason: ions have terribad levels of thrust. Craft can't even do 1 m/s^2 acceleration in space, so it would take almost 20 minutes to do the required burn. But hey at least I made a recoverable ICBM with Jeb strapped to the outside. Warranty void if Jeb not strapped to the outside.
  4. linuxgurugamer

    [1.3.1] Docking camera (KURS) (14.feb.18)

    If I do, it will be without the other screen colors.
  5. kerbiloid

    SpaceX Discussion Thread

    Should the visible center of the hot gas cloud match the visible projection of the center of the explosion process? We can see where the gas cloud breaks out through the weakest place of the hull, but not where the explosive has exploded.
  6. Yes, that's because it's not an engine. It's an RCS thruster, so it's under "Command & Control", same as all the other RCS thrusters. Hmm. You've got fuel, you've got air intakes, you've got RCS turned on, and your "control from here" point is facing forwards, so it seems to me that K should work to activate the jump jets. However, your "Resources" display at top right doesn't show "intake air" listed. By any chance are the air intakes deactivated, or something? (Also, is there a reason you're carrying oxidizer?)
  7. @Snark I ran into a small problem with the commandPod_1p5 in Missing history; the IVA being used is from the Mk2Pod, and is just a little bit too far back, so I added an offset to it. PR submitted on Github
  8. Hey everyone, coming back to the forums after a long KSP hiatus. I made a flag for my new corporation, and I would love help/advice on what to do with it. Mostly it has to do with improving readability. I like the design, but its kind of blurry at a distance. Any design advice would be greatly appreciated too! Thanks, Cadet_BNSF
  9. Tirehtoori R.I.P

    [WIP][1.6] Infernal Robotics Sequencer (NEXT) 3.0.1

    I HEARD SOMEBODY CALL ME!!!!!!!!!!!!! xD
  10. Well, I want to register this somewhere, but I don't know where. So, since I was working on TweakScale, why not here? Someone, somewhere, is adding a "rogue" config into Squad's folder. I found what follows on my 1.6.1 test bed: macmini:GameData lisias$ find . -name "*.cfg" -exec grep -l "name = adapterLargeSmallQuad" {} \; ./Squad/Parts/Structural/adapterLargeSmallQuad/adapterLargeSmallQuad.cfg ./Squad/Parts/Structural/stackAdapters/adapterLargeSmallQuad.cfg ./Squad/zDeprecated/Parts/Structural/adapterLargeSmallQuad_v1/adapterLargeSmallQuad.cfg Well… "Gato escaldado…" So I deleted my test bed and took a fresh one from my local repository and redid the tesst: macmini:GameData lisias$ find . -name "*.cfg" -exec grep -l "name = adapterLargeSmallQuad" {} \; ./Squad/Parts/Structural/stackAdapters/adapterLargeSmallQuad.cfg ./Squad/zDeprecated/Parts/Structural/adapterLargeSmallQuad_v1/adapterLargeSmallQuad.cfg Usually, I would pinpoint myself as the culprit on a unattended drag and drop, but this would move the file, not copy it. And the file contents on the "stackAdapters" were vastly different from the other two ones. So if I did it, I did from another completely unrelated place - unlikely, but not impossible. Since it's my test bed for 1.6.1, until recently the KSP mainstream, this poor installment had some really bad times on Add'Ons testing. So I'm placing my bets on a rogue Add'On mangling Squad's territory. Some more research work is scheduled for this week. This need to be solved, such rogue config is messing up the default parts. I will, of course, check first if it's something I did by accident, and then I will pursue whatever did this and report a change request to the maintainer (assuming it wasn't me. )
  11. GoldForest

    A few jet part suggestions

    I just feel that we need more plane parts in general, and all of these are just my suggestions and ideas to Squad. I feel there is a place for bigger plane parts. I respect your input, and have thought about it, but I still feel like bigger engines, fuel tanks, passenger section, cockpits, etc would be beneficial. Bigger engines do exist. The GE9X is pretty huge in its own right, being about the size of a 737's fuselage, so bigger engines wouldn't be fictional. And the rapier isn't fictional either. It's based off the Skylon engines which are a hybrid rocket/ramjet engine As for the Mk4 mod, I feel it's too extreme a leap for stock.
  12. Klapaucius

    Asymmetrical Aircraft Challenge

    You can move it close and then put something else out there with some weight on it, like more fuel, a small ore tank or some useless piece of decoration that will make the plane look even more bizarre And if there is drag when the gear is down, add some more gear on the other side as well or an airbrake and add it to an action group so that pit opens with gear down and closes when it goes up. You can also extend that right wing and the lift will also act as a counter to the cockpit. Finally, lock the gimbal on that engine. It is probably causing more problems than it is solving.
  13. NBDesigns

    Triop's Adventures

    Yes! It’s a wonderful thing
  14. I know there is always growing pains after each update. Just how it is when using mods. I find I keep the main version updated to latest and use it mainly to see what Squad has thrown down the pike. Since I refuse to play without my chosen mods, the newest version doesn't always play nice with mods (as in this case) until the mods get updated (if they do). So for the ones that do, I'll patiently wait cause I gotta have em. For my main squeeze, I still have my trusty copy of 1.4.3 that remains my favorite. That is the one I still play (and don't touch) for the best stability and speed (and it plays well with all my mods). No other versions I've played play as smooth as 1.4.3 so I'll keep it forever.
  15. Gaba_Kerman

    Make a wish... and have it horribly corrupted!

    Granted. The shark eats your hair. I wish to have my wish horribly corrupted.
  16. Pds314

    No Cockpit SSTO Challenge

    Not quite orbit but it's pretty high speed and altitude.
  17. Cavscout74

    What did you do in KSP today?

    I spent a lot of time tinkering with my mod setup yesterday & today. I'm still waiting on a few updates, but I'm pretty happy with what I have finally. I also played around a little in sandbox with a few odd designs: First up, loosely based on an old drawing I saw somewhere of a DC-3ish aircraft with a pair of turbojets in the belly in place of the props. I threw it together, glanced at CoL & CoM & then flew it. By some miracle, it actually flew quite nice & landed smoothly, with no bounces & no lost parts Then I played with a design for a single-launch Mun/Minmus base. By some miracle it flew more or less where it was supposed to, so I didn't need to use the questionable abort procedure I put in place. Here, I'm shedding the fairing as I clear the upper reaches of the atmosphere: Since I didn't need to try out the abort system, I reverted & launched again to intentionally abort & see how it went. As it turns out, it doesn't work well at high speed - lots of explosions, including the lander can with Jeb at the controls. At lower speeds & altitude, it did work. The abort sequence was to deploy the fairing, shut off booster engines, decouple the lower stages, decouple all the base except the center section & skycrane, activate the skycrane engines & once clear have Jeb exit the lander can & use his personal chute. On the ground, standing on a piece of fairing, watching more debris rain down WEST of KSC somehow. This started off as a normal launch (liftoff then start my gravity turn to the east around 100 m/s, etc), and I aborted around 2km altitude, so I'm really confused how a cloud of debris (the specks in the background) managed to turn the opposite direction. Finally, back to my new career and I performed the first LKO rescue of this career, pictured here getting ready for reentry:
  18. I'm getting the same. All my parts are not advancing in generation numbers. Their stuck at Gen 1, so my launches are getting a lot of failures. Nasty problem if its a booster rocket, which can really screw up a launch. Scrap yard is updated for KSP v1.7.0, but Module manager isn't. I imagine once Oh Scrap! is updated to KSP v1.7.0, these problems will vanish.
  19. Today
  20. Honestly, I have no idea how it can be addressed at all. The missied types thing is about KSP, C# and Unity. It's not related to the mod, which is not loaded in this case. Try raising this issue on the KSP bug tracker. Given you can provide a clear case, they may choose to act. A note unrelated to my suggestion of addressing it via KSP bug tracker. I'd argue that this error is supposed to throw only once. Every time you try to get a type, which is not known to the runtime domain, you must get an exception. It's perfectly fine to me, as a C# programmer. If your code may end up not finding a type, it must stop requesting it after the first failure. If it didn't, then there will be an error each time it tries.
  21. As long as no actual engines have the issue, I am pretty sure the problem is the RCS fx plume. Now on that log you posted, you do show these two folders: RealPlume-RFStockalike RealPlume-Stock ModuleManager is definitely detecting plume configs. There are hundreds of RealPlume entries all throughout your log. I am going to need another KSP install to test because I realized that you're running 1.6 and I've already updated to 1.7 but I'll keep working on figuring this one out. Update Along with that Windows re-install I had to deal with recently, I also had to upgrade to a new version of Maya. unfortunately, the NSUV plugin I used for UV editing now no longer works. While Autodesk has thankfully overhauled their UV editor and it's quite good now, I still had to relearn and get used to where tools are located now. I think I've got it figured out but not without slow progress and frustration so I've moved on from working on finishing UVs on Mariner 9's engine and back to modeling. Viking has some pretty weird dimensions and offsets that have been tough to nail down. I first worked out the outer dimensions of the Aeroshell using a lot of math, but I think its fairly accurate. I needed to use it to help me model the lander within its size constraints. Viking is packed tight in there since the aeroshell has its own propulsion system along with the parachute and some other structure bits. The bus is the right size and the landing gear and engines are mostly done (Minus textures). The hydrazine tanks are roughly in the right location but the RTG wind covers are just a block-in. RTG dimensions are iffy to get since even old schematics are in the wrong measurement system so I don't know how accurate they are. I could not find accurate dimensions for the MR-80 engine so those were eyeballed. All in all, there's been a lot of reading and looking over hundreds of Viking images and figuring out how much detail I wanna put on there since I do have to texture them later. On texturing and potential future art changes, I've been looking at incorporating a change in the color palette to better match along with the Re-Stock mod and Porkjet's style in general. Some older parts will thus need a remake eventually. I'm debating if I should go ahead and sacrifice craft realism in favor of a more stock aesthetic, especially with Viking. Feedback on that regard is appreciated. Thank you all!
  22. Starlord Kerman

    Flat-Bottom Shuttle Systems

    It looks like the module manager is needed for 1.7, otherwise there are B9 part switch errors.
  23. A very bouncy landing but I managed to one-up chargan's plane. My camera is glitching out because of positional errors, i.e. the Kraken, due to BDArmory.
  24. I'm looking to create something that can change the stats of multiple engines (i.e. ISP, thrust). The way I'm trying to do it right now is to create a PartModule, attach it to all of the parts via a ModuleManager patch, and try to have this PartModule modify the engine stats at load time, but I'm not sure if I am going about it properly. I created an OnLoad override, and I am able to get the Engine module that is attached to the part, and I am iterating through the 'Fields' property of the engine module, but, the atmCurveIsp field has zero points, and useAtmCurveIsp is false. I understand I can accomplish this through ModuleManager alone, but I wanted to write some more complicated algorithms to calculate the updated engine stats. If anyone can point me in the correct direction, I would greatly appreciate it!
  25. 5thHorseman

    Kerpollo - A Full Science Career In 9 Parts

    Yeah it would adapt to pretty much any planet pack though any add-on packs would end up just being "go to these other places with maxxed out tech trees." I'd definitely watch someone do it though
  26. My macbook goes from 100% to dead in less than half an hour, even when just running chrome
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