lodestar
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Posts posted by lodestar
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5 minutes ago, Donziboy2 said:
Double check and make sure you have it installed correctly, I had no issues using the Rovemate or adding a cfg for some of the smaller probe cores.
Yes, of course I have it installed correctly.
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Both containers seem to have a minor syntax error in the initialResourceAmounts field of the FSFuelSwitch. The 3000 container uses commas instead of semicolons, the 6000 container uses semicolons but has only 3 values instead of 4.
edit: I moved the MKS related issues to the MKS thread.
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Not sure if this is a stock bug or some weird mod interaction, but whenever I revert a flight to the hangar (Revert to Vehicle Assembly) everything seems to work normally, but the ship remains in flight. If I try to relaunch it immediately, I'm asked to clear the launchpad. If I exit the hangar, the ship remains in flight. Is anyone else experiencing something similar?
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The idea has great potential, but I just can't get this mod to work at all.
1st attempt: I built the simplest rover I could to test it (rovemate body, 4x rovemax wheels, solar panel and antenna) and launched it from the runway, but as soon as I clicked the "start AutoRove" button in the Rovemate right-click menu I got a spam of UnityEngine.GUILayoutGroup.GetNext errors in ExceptionDetector and the UI is all messed up. I can't even revert flight because the only button visible in the escape menu is "Resume Flight" and it also isn't working.
2nd attempt: After restarting KSP, launching the same rover again and struggling with the controls, I finally got the dialog with the coordinate input fields but even then I can't get the target to appear in the list and the rover just sits there.
3rd attempt: Now the target appears in the list and the rover moves, then after a few km the target disappeared from the list and the rover stopped.
Edit:
The exception mentioned in the 1st attempt is:
[Exception]: ArgumentException: Getting control 1's position in a group with only 1 controls when doing Repaint.
Aborting
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21 minutes ago, RoverDude said:
Would need significantly more info than this, this is the first I have heard about crashing tho.
Sure, but I'm not reporting a bug right now :). I'm just asking if someone else experienced the same thing. It happened twice right after updating USI-LS from 0.3.1 to 0.3.2.
I couldn't find anything unusual in the log file. The game simply crashed like it was killed by the OS. I'm running it from a terminal now in the hope of getting some info.
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I'm getting some random crashes when switching from a manned ship to the Space Center since the last update, 0.3.2. Anyone else with the same problem?
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Whenever I'm recycling something, I get a spam of "[Log]: [RESOURCES] Invalid flow mode: Both." Is that something to worry about?
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1 minute ago, linuxgurugamer said:
I've asked this question before, apparently there isn't a way to do that.
There's no way to do exactly that, as there's no clear memory boundary between add-ons, but maybe it's possible to count instances of add-on classes and figure out who is responsible.
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3 hours ago, charfa said:
@lodestar, Sorry for late reply, I must have missed your post. I think that putting airbags on a lander might have it's merits even without explicitly telling Landertron to stop at some altitude above terrain. It would make fragile cargo safe from being dropped from too high when you're coming in at high speed. So I don't really see a benefit from being able to tell Landertron to stop at least x meters above surface. I'll look into reimplementing that tweakable, but you haven't convinced me it's worthwhile
That's fine. I added the extra height and recompiled it for myself.
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I have the plugin loaded but I'm having trouble getting the key bindings to work on Linux. I already disabled all OS key bindings to Alt+F1 and Alt+F but nothing works. Any ideas?
Edit: Figured it out. The plugin actually uses KSP modifier key, not necessarily Alt, and I had it changed to the right Shift long ago because of the bug with keys triggering commands when typing in UI.
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Why does it put the engine in the same stage as the previous decoupler? The engine always activates when the previous stage is too close to the exhaust, creating an explosion.
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16 hours ago, Drastyy said:
Hi, when I´m playing and want to scan for resources, progresion completed but the done message doeasn´t show and the resource map neither. I read in internet that this could be for science alarm mod or remotetech mod. Is this true?
Thanks
Same here, and I don't have science alarm, so Yes.
The workaround by FancyMouse worked for me though.
https://www.dropbox.com/s/j7rnm3n2l8k2iqt/RemoteTech.zip?dl=0
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Charfa, considering that you removed the throttling and there's a chance we end up stopping above the ground, is there any chance you add a feature to let us choose the target height instead of assuming zero all the time? That was a feature in the original, it was removed but I've always missed it, for the possibility of stopping a few meters above the ground and landing with airbags, Pathfinder/Spirit/Opportunity style. It's an interesting alternative to LFO+Mechjeb for getting a soft touchdown.
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Maybe I'm mistaken, but I have a feeling that when considering whether inflatables can be built or not, the workshop is considering the inflated volume. I'm trying to get some UKS MK-V parts built on site, and even with the fabricator module with 4000L volume, the only parts available are the utilities, non-inflatable modules.
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So one of the core elements (no pun intended) of maintaining a civilized society is have natural resources available so growth can continue.
I guess that depends on what you mean by "civilized". Growth and technology aren't essential to what I would call a civilized society. In fact, a society that's mainly concerned with growth and technology as ends in themselves are going through a civilizational crisis.
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Neuromorphics would get around that: why have a digital turing machine simulating an analog neural network when you could just build an analog neural network directly copying an analog neural network?
http://www.21stcentech.com/wp-content/uploads/2013/12/SyNAPSE21.jpg
Assuming the brain can be reduced to a purely quantitative model... good luck with that.
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Nice idea. I always wondered if the contract system could be used to create a branching story/campaign. Trying it right now.
But I feel obligated to point an inconsistency. The X-Files were named like that because the mysterious unsolved case files were filed in the X letter, the one with the least files. K is probably the most used letter in the Kerbal universe.
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He probably doesn't have the pre-requisites, either. If he started in the United States, say, with a bachlors degree and an average GPA, he'd have to first spend about 2-4 years taking classes full time and taking and retaking the MCATs just to get his numbers high enough to even be considered for med school. (with no guarantee of success, either - all the schools might just reject him every time, it's a dice roll)
Then your priority is being financially successful, not being a medical doctor. If what you want from life is being a doctor, 29 years-old is far from being too late.
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29 years-old and you think you're too old for medical school? Are you kidding?
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Think 20 years of study in mathematics, then 20 in physics, then 20 in sociology, then 20 in geology, then back to the new stuff in pyhsics, and it goes along for an eternity
I think that's exactly what Randazzo meant by ironically short-sighted. You're assuming all those years of study wouldn't change your perception of your own existential condition even one bit.
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How does the laws of physics allow something to be created from nothing?
It depends on what you mean by "something" and "nothing". If you mean nothing as the absence of everything, they don't. The so called laws of physics only deal with quantifiable aspects of reality, whatever can be reduced to mathematical language. If the laws of physics apparently allow something to be created from nothing, that means whatever physicists left behind when they reduced an ontological entity to a quantity and called it "nothing" is what really allows something to be created.
A simple analogy is a fisherman who believes fish in a lake are created out of nothing because one day he catches nothing while fishing with a net, and the other day he catches something. He's missing the obvious fact that you can't catch fish smaller than the holes in the net.
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I wanted to use this mod and since I noticed that it's not quite bug-less and the code is rather messy I went ahead and just rewrote it from scratch.
Since I achieved the level of functionality that I'm happy with I decided to share it with you, do what you please with that code.
I haven't played KSP since 0.90 and this is one of the mods I missed the most. I'll give it a try too. Thanks.
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I discovered what the problem was. Those rigid tubes that come with the mod are NOT the ones to use on the field.
I don't use flexotubes at all, only the rigid kerbitrail tubes. As @Badsector just explained, you have to use the R key to change nodes. You can assemble everything on site from parts shipped in KIS Kontainers if you want to.
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1. Mine Karborundum, which by default is found on EVE, Eeloo, or a band around the sun.
Where exactly around the Sun? I remember it used to be very low, but it's impossible to get that close without exploding now.
[1.0.5]AutoRove - autonomous rovermovement in the background
in KSP1 Mod Releases
Posted · Edited by lodestar
But it wasn't driving over water. it was on the plains next to KSC. It might be working perfectly for you, but even the UI doesn't work for me. In fact, the UI gets corrupted to the point that I had to kill KSP and restart.
I'm running the Linux 64 KSP, heavily modded. Maybe it's some mod interaction, maybe it's something wrong with running it on Linux 64 bits, but it's simply unplayable.