

Sonny_Jim
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KSP2 Release Notes
Everything posted by Sonny_Jim
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Movable fuel pumps
Sonny_Jim replied to ImperialistPigDog's topic in KSP1 Suggestions & Development Discussion
What you've described is basically the fuel pipes of Kerbal Attachment System: http://forum.kerbalspaceprogram.com/threads/92514-0-24-2-Kerbal-Attachment-System-%28KAS%29-0-4-8-Fixed-for-0-24-2-x86-x64-%29 -
KSP doesn't need internet access at all, but the launcher (launcher.exe in the KSP directory) does not timeout if it doesn't connect to an update server (which is stupid). There's already a thread about it here: http://forum.kerbalspaceprogram.com/threads/117016-Launcher-not-working-and-stays-at-Checking-for-updates
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My ISRU convertor is stuck at 100% overheat, so I looked using the debug menu and it's temperature is 434. Is this too high for it to operate? It would be nice if the overheat figure went over 100% so I had some idea as to how long it's going to take to cool down. Also, does anyone else find it a bit strange that it's possible to overheat the convertor so badly that it's going to take literally months of game time for it to cool down? EDIT: Apparently this is another known bug. For now have a look in your save file for the following: And change it to 0.5
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I've got a miner on Minmus, the contract parameters are "Extract 1200 units of ore from Minmus". It gives me a message when I get past 75% complete, but when I get to 100% (ie 1200 units mined) the contract doesn't complete? EDIT: Screenies http://imgur.com/foot9pC,igHPsdB#1 EDIT2: Yes it looks like a rounding error, if you have exactly the same amount of ore capacity as the contract is asking for, you end up with slightly less when tanks are 100% full:
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1.0 missing graphics
Sonny_Jim replied to Ethanadams's topic in KSP1 Technical Support (PC, unmodded installs)
I've got exactly the same problem. It first started with the KSP update that had asteroids (can't remember the version number), all other textures seemed fine apart from asteroids, which were pitch black. The problem persisted in every version since then, affecting only the asteroid texture. Tried out v1.0 yesterday and there's a lot more textures that are broken now I guess it's because I've got a potato for a graphics card (Win 7/i945GM) -
Map icons cannot be toggled
Sonny_Jim replied to Renegrade's topic in KSP1 Technical Support (PC, unmodded installs)
Still happening in v1.0 :\ I don't have to alt-tab for the bug to occur. Just launch a ship, switch to map view (which starts with the navball hidden) and try to click the filter buttons. If I unhide the navball it lets me click the filter buttons properly. -
Chugga chugga chugga choo choo
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Choo choo
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Shmelta Vee and TWR readouts
Sonny_Jim replied to klgraham1013's topic in KSP1 Suggestions & Development Discussion
I'm in the "Yes we need dV readouts, No I don't want KSP to turn into a spreadsheet game" middle of the fence. The simple solution is to find somewhere in tech tree/building upgrades/kerbal stats to slot in just the two basic figures (dV and TWR) and it would make everyone a lot happier. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Sonny_Jim replied to erendrake's topic in KSP1 Mod Releases
SET SHIP:CONTROL:pilotmainthrottle to 0. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Sonny_Jim replied to erendrake's topic in KSP1 Mod Releases
The docs do say this: I'm not sure if it still applies as I've never run into it. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Sonny_Jim replied to erendrake's topic in KSP1 Mod Releases
I believe this is by design, you are supposed to copy scripts from volume 0 (ships/scripts/ AKA the archive) into volume 1 (the ships disk). Or you can just run everything from volume 0: SWITCH TO 0. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Sonny_Jim replied to erendrake's topic in KSP1 Mod Releases
http://ksp-kos.github.io/KOS_DOC/tutorials/quickstart.html#step-6-okay-that-s-great-but-how-can-you-make-that-happen-in-a-program-script-instead -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Sonny_Jim replied to erendrake's topic in KSP1 Mod Releases
Here's a couple of screenshots to show what I mean: This is what the output of "print tanklist" looks like when the bug hasn't been triggered, you can see it lists each item in the list, just by issuing "print tanklist" http://i.imgur.com/FvIgSD1.png Now this screenshot is after the bug has been triggered, you can see that it no longer lists each individual items via "print tanklist" and I have to setup a for loop to print them. http://i.imgur.com/tGvsOQr.png -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Sonny_Jim replied to erendrake's topic in KSP1 Mod Releases
Hmm, I've noticed a very strange bug, the symptoms are that "print somelist" only prints "LIST of X ITEMS" rather than each individual item in the list. This then screws up my autostager in very strange ways, as it relies on lists of fuel tanks/SRBs. As far as I can tell the lists are being created properly, just that somelist:REMOVE(x) randomly stops working. I'm not sure what seems to trigger it, apart from maybe reverting to launch (which I do often). When it happens the only thing I can do is to close KSP completely and restart it, going back to the main menu and reloading a save doesn't seem to fix it. I'll try and figure out what seems to be causing it. But anyway, here's another quick question. How can I display the same figure as orbital speed in the navball? I've tried this: print +SHIP:VELOCITY:ORBIT but obviously it's a vector whereas I'd like to show m/s. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Sonny_Jim replied to erendrake's topic in KSP1 Mod Releases
Is there a way for kOS to find out what biome the ship is in? EDIT: Ah ok, it looks like there is a branch that has it, but it's been forgotten about: https://github.com/erendrake/KOS/commit/b56c43ae6acb57d1e21460b4d73a953266dbbce5 EDIT2: If anyone is struggling to find a list of parts and partmodules a ship has, I wrote a handy script here: http://pastebin.com/qNpW8ryF -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Sonny_Jim replied to erendrake's topic in KSP1 Mod Releases
Thanks, although I found an interesting bug, where if you use ENG:SHUTDOWN on an engine that's running, the visual effects still run even though the engine isn't putting out any thrust. EDIT: Reworked my asparagus stager so it uses a lot less CPU so it'll work (with smallish ships) with 150 IPU http://pastebin.com/6j3XTnH6 -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Sonny_Jim replied to erendrake's topic in KSP1 Mod Releases
Quick question, how do I set my throttle so it stays there after my program finishes? Right now my autolaunch program switches back to half throttle after it's finished :\ EDIT: I came up with a hacky way to do it, which was to shutdown all engines. Oh and for what it's worth, this is what I came up with for an autostager that'll work with SRB/asparagus staging. It's a little CPU intensive though http://pastebin.com/gx0SpDSs -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Sonny_Jim replied to erendrake's topic in KSP1 Mod Releases
If you know how the syntax works and have an example to work from sure it's a lot easier. Thanks.