jmbailey2000
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Everything posted by jmbailey2000
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[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
jmbailey2000 replied to NecroBones's topic in KSP1 Mod Releases
I was pretty much thinking the same thing. Sure would be nice (and significantly cut down on part in the VAB list) if you could select the tank you want to use, select the color and then the fuel type (or the color of the tank auto changes based on the fuel type). That would be really slick. I cannot count how many times I wanted to use a specific tank for aesthetic reasons but couldn't because it wasn't the right fuel type! -
Has anyone started having the textures for the Docking Ports not load? The parts load, but come out pure white. I have no clue what it could be. I've removed mods I thought I loaded that caused it to no avail. I've also reinstalled the ports. Sometimes the textures load and sometimes they don't. Really weird. I know I removed ATM, could that have something to do with it? I reinstalled the ports after ATM removal, still no luck. Any thoughts? Thanks!
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I kind of do the same thing. I've been spending a lot of time "testing" and "learning" in sandbox mode in "unmanned" scenarios. Once KSP goes GA and stable, I'll have the knowledge and the designs of how I wish to explore the universe!! - - - Updated - - - I was doing that until about 3 weeks ago. In fact, I never went to .25, too many issues with my existing saves and craft files. Continued with .235 until about 3 weeks ago and finally fired up .90. Found major issues with all mu craft files, but combed through everything and updated them as necessary because I wanted some of the new features fro .90 and some updated mods. Scrapped all pre-0.90 stuff just yesterday!! Will do the same for 1.0 when it arrives to give 1.0 a chance to settle.
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[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
jmbailey2000 replied to NecroBones's topic in KSP1 Mod Releases
You da' man!! Thanks!! I'll check out the update!! -
[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
jmbailey2000 replied to NecroBones's topic in KSP1 Mod Releases
Anyone having issues with nose cones having extra oxidizer left when fuel runs out? When MechJeb is in play, this breaks the auto staging. Tanks seem to be fine, but a couple of the cones (at least the ones I've tried) don't drain at the same rate or have more oxidizer than fuel (ratio wise). -
I partially agree. I have several lifters that when I tried .90, just flat out wouldn't work. Also had large stations in orbit that when selected and the physics hit, they would explode in a massive (albeit gorgeous) fireball. After some searching the forums, found that some of it was attributed to Kerbal Joint Reinforcement. Then, someone suggested I load each ship from .2x and save it in .90. So, when through the whole inventory, load each old ship and saved it in .90. This process (and removing KJR temporarily) has solved 85% of my issues. The remainder are issues I found were poor design, forgotten struts, etc. Once I cleaned those up, I have about 95%-98% of my entire fleet is solid in .90. Just my $0.0198373748
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I don't know who.......I don't know how........I don't know why........BUT, SOMEONE PUSHED THE WRONG BUTTON AT LAUNCH!!!!!
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What happened?
jmbailey2000 replied to Lieutenant Hargrove's topic in KSP1 Gameplay Questions and Tutorials
I've have several that happened in space, but he is one for unknown reasons that occurred on the pad.....good visual...... -
While transitioning some ships from .2x versions to .90 (having to load and save each one otherwise when physics loads, the ships go boom), I decided to try out a couple of my early boosters when I was first learning (and didn't know a whole lot about KSP in general) This first shot is actually a normal stage separation, violent but, beautiful..... And then another version didn't fair so well.....It is amazing how much I've learner since then!!! - - - Updated - - - Tested out the Karbonite mod.....built a Karbonite Driller and a Karbonite Fuel Dock/Refinery platform. Here is the fully load driller docking with the refinery platform......
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Offset mostly. I use re-root quite a bit if I decide to tweak a ship and need to add something close to the original root part. Sometimes it is easier to set another root part for a while during the "new versioning" (putting something on that was originally forgotten by stupid me) phase of building....
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If it was a plane, it would be nose heavy, so the engines are causing down thrust. Not terribly significant but it definitely won't fly in a straight line without help. Groups/pods of engines run out of fuel at about 60 sec, 90 sec, 120 sec, etc. This was after about 2 minutes (and the spin on the craft was about 5 revs per minute).
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It was okay. Nothing fancy and if I remember correctly, became boring after a while. But, it did what it said it did and worked.
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Well, loaded fine and looks great!!! Doesm't hurt my I7 and GTX 760 too bad!!
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Played around with this for a while in .2x. http://forum.kerbalspaceprogram.com/threads/24594-0-25-%282014-10-12%29-Telemachus-%E2%80%93-Telemetry-and-Flight-Control-in-the-Web-Browser?p=302775&viewfull=1#post302775
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I would love to give it a try. I have a new I7 rig with GTX 760 I just fired up and have been getting back in to 0.9.
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Well, I was able to load some of the big ships/platforms and added a very non-important part and then saved them. Was able to successfully HyperEdit several of them in to orbits with no ill effects of the physics engine. Ahhh, everything was right with the universe again.........but wait.......what is this..... Built a new driller to send on an adventure. Decided to check in with one of the platforms via the Tracking Station. Selected a platform and 5 seconds after it loads, BOOM!!!!! My brand new Nvidia GTX 760 shows me the tremendously detailed explosions that only a new generation graphics card can provide!!! Yep, I'm done. Time to start everything from scratch. Oh well, at least I can start with the last generation of ships without having to spend all that time in learning mode again!!!
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There is a tool out but it has been relinquished due to the developer having no time. It worked pretty well for some things, but had major issues with others. Would be a god-send for large ships to help reduce part counts. The author has opened up the license free to anyone who wants to take the source and move forward with it. http://forum.kerbalspaceprogram.com/threads/38577-0-22-UbioZur-Welding-Ltd-2-0-Dev-STOPPED - - - Updated - - - And I go and read through the whole thread and lo and behold, someone has picked up the development of the welding mod!!\ New .9 compatible version. Still has a few issues but is being worked..... http://forum.kerbalspaceprogram.com/threads/38577-0-22-UbioZur-Welding-Ltd-2-0-Dev-STOPPED?p=1640892&viewfull=1#post1640892
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Performance of game is.........
jmbailey2000 replied to lextacy's topic in KSP1 Gameplay Questions and Tutorials
I too noticed a tremendous slow down in .2x as more ships were added and debris created. I eventually pulled the plug on debris and set it in settings for there to be no debris maintained at all. Helped a lot (until I added more ships/bases!!!). I'm hoping a new Unity engine will takes things to multi-threaded, especially since I just fired up an I7 PC! -
Well, after a brief break from KSP (due to tons of large ships, stations, platforms, etc. in .235 and a VERY old, slow PC) I fired up a new I7, 16gig, GTX 760 and re-visited KSP .90. Decided all was now right with the universe and updated a few mods I use and copied over my pinnacle of a save file (containing months of work). All was well as I fired up KSP, all flights still going strong. Checked in with 3 or 4 Kethane drillers diligently working away gathering the oh so great elixir for the multi-fuel conversion platforms I have floating in space. Decided to take a peek at one of the platforms. Did a Switch To and in all its glory, there it is......and 5 seconds later, the physics kick in and I get to witness the greatest and most detailed explosions I've ever seen in KSP (thanks NVidia GTX 760!!!!). Ok, just a fluke I thought. Needless to say, after an hour of switching to each station or platform I have, they all have met with the same great fiery excitement of the first. WTH???? Decided to load one of the saved ship craft files. Looked beautiful in the VAB. Even better on the launch pad. Decided to not waste time with the launch and HyperEdited it in to orbit. About 5 seconds after displaying on the screen...yep...to oblivion!!! Mot sure why .90 doesn't like the .235 ships that are over 100+ parts, but at least it is consistent!! I'd really rather not have to recreate everything from scratch. Has anyone seen anything like this or have an idea why the physics is tearing them apart in .90? I can build the ship from scratch in .90 and it works fine. But anything copied over from .235 gets obliterated. Thanks in advance!!!
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Well, after a brief break from KSP (due to tons of large ships, stations, platforms, etc. in .235 and a VERY old, slow PC) I fired up a new I7, 16gig, GTX 760 and re-visited KSP .90. Decided all was now right with the universe and updated a few mods I use and copied over my pinnacle of a save file (containing months of work). All was well as I fired up KSP, all flights still going strong. Checked in with 3 or 4 Kethane drillers diligently working away gathering the oh so great elixir for the multi-fuel conversion platforms I have floating in space. Decided to take a peek with one of the platforms. Did a Switch To and in all it glory, there it is......and 5 seconds later, the physics kick in and I get to witness the greatest and most detailed explosions I've ever seen in KSP (thanks NVidia GTX 760!!!!). Ok, just a fluke I thought. Needless to say, after an hour of switching to each station or platform I have, they all have met the same great fiery excitement of the first. WTH???? Decided to load one of the saved ship craft files. Looked beautiful in the VAB. Even better on the launch pad. Decided to not waste time with the launch and HyperEdited it in to orbit. About 5 seconds after displaying on the screen...yep...to oblivion!!! Well, not sure why .90 doesn't like the .235 ships that are over 100+ parts, but at least it is consistent!! Guess I'll wipe everything out and spend some serious time rebuilding everything from scratch.....
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Looked around and didn't see anything about this but see issues with the .24, .24.1, .24.2, etc. Is the latest MJ supposed to still be compatible with .23.5? I have tried the last couple of versions (from Curse and the dev site) but KSP says MJ isn't compatible. However, the functions I've tried still seem to work in .23.5 so I'm guessing maybe it is just a "number mismatch" type issue? Thanks!
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Did the same thing only his EVA wouldn't work. But, I camera followed him all the way down. He landed right next to the VAB and BOUNCED all the way to top and then came back down. Bounced a little once more then settled in. KSP said he survived, but from the look on his face, it was VERY painful!!!
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Sticking a fuselage to a radial attachment point from the side.
jmbailey2000 replied to PTNLemay's topic in KSP1 Discussion
I've had these same issues on and off in the SHP. SHP seems to be pretty finicky about attachment points (my opinion). I build my stuff in the VAB and have no problem attaching the radial mounts to the sides of tanks. I build vertically, and then when ready to launch, I grab the root part and turn it horizontal with WASDEQ. -
If not adverse to mods, try Infernal Robotics. It has several styles of hinges that might fit your need.