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Everything posted by Drew Kerman
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[1.12.x] Far Future Technologies - October 9
Drew Kerman replied to Nertea's topic in KSP1 Mod Releases
well, you know the old refrain... "152 bugs on the wall, 152 bugs.... take one down, patch it around, 221 bugs on the wall...." -
Launch vessels while the launch pad/runway aren't clear?
Drew Kerman replied to kerbnub's topic in KSP1 Mods Discussions
Launch the vessel, exit to space center. Go into your save file with a text editor, search by “VESSEL” (case sensitive) and if you have the option reverse search from end cause it’ll be the last one. Change situation to LANDED and remove the value for “landedAt”. Save. Reload the save in the game. Now when you launch a new vessel the game won’t detect any other vessel on the runway (or launchpad using same technique). After launching the new vessel and returning to space center tho this will revert and both vessels will be removed upon launch of a third vessel, so you have to do it each time. Best to create a separate save you can reload with whatever you want to remain out there and then launch anything new.- 1 reply
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
Drew Kerman replied to Dunbaratu's topic in KSP1 Mod Releases
He's talking about this feature to work with AGE: http://ksp-kos.github.io/KOS_DOC/addons/AGX.html <- @garwel this is your answer- 1,364 replies
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that's fine, I actually forgot I tend to go back to 1.6.5 anyways to get those nice anti-aliased plot lines. I just hate jaggies
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Anyone know what the axis of Kerbin's magnetic poles are set to? Jool's is noted in the cfg file but I can't find Kerbin's noted in the cfgs or wiki. Not sure how to calculate the degree of tilt based on the lat/lng position nor is it clear how the offset property affects this.
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Yup, I do this already for plots on my Ops Tracker, it just would have been easier in some cases to do it this way. No biggie just wondering Nice! Thx Well as you said and as I mentioned it not being a big deal, the whole concept of the textured sphere in MA is a bit useless when it comes to conveying orbital plots. If I'm posting something like this: There's just no point to it being textured and actually could make people wonder if I'm inferring something about the bodies textured orientation. It's just unnecessary really. that being said... I have no problem whatsoever manually reverting back to older versions to get the untextured spheres. I just figured I'd ask in case it was something easy to implement you could just throw it in with whatever actually cool stuff you do next If not, then again - no biggie
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@Arrowstar is it possible to bring back the 2D Mercator plot option for LVD? Now with the surface texture it becomes more useful! Also here's an LVD and MA file using the same SFS data and MA doesn't seem to rotate Kerbin properly. I know this isn't a big deal for the main MA display but the Mission Animator also does not properly set the rotation Actually can we also get the option to use just shaded spheres in MA?
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
Drew Kerman replied to Dunbaratu's topic in KSP1 Mod Releases
good luck getting anyone who actually uses this mod to agree with you there, bud- 1,364 replies
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PEGAS - Powered Explicit Guidance Ascent System - devlog
Drew Kerman replied to Reddy's topic in KSP1 Mod Releases
Nice to see work still being done here. It's def a thing I'm considering for future missions with more advanced designs that will benefit from something like this -
auuuugghhhhdffdweydfwjqefdwe I'm sorry you even had to think about that LOL I get it tho - I kinda ran with your joke about rewriting the atmo model and made it seem like it was a serious request. It most certainly was not heh heh. You're more than welcome to wait until I (or someone else) actually start using the mod... just never heard back from you regarding this suggestion about possible LVD support in the KWP thread
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Not sure where this is coming from - I did not think that is what I was asking for. I was wondering if you'd make an additional dialog for changing temp/press curves but I personally have no problem just editing the .ini myself. It was more of a general user request
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@Arrowstar the latest Kerbal Weather Project update has been made to work with FAR so that the pressure and temperature changes are put into effect. Does my suggestion about manual input for weather data in LVD make sense? I feel this should be more upon the user to handle if they want to deal with it
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The Kerbal Space Agency: To Be Continued...?
Drew Kerman replied to Drew Kerman's topic in KSP1 Mission Reports
If you need something to look forwards to in 2021, I got 4 things for you! KSA's Q1 flight operations kick off next week but it's really February when things go into high gear with the Mk3 and Mk8, two pivotal missions that will set the stage for how we proceed through the rest of the year. The final launch will determine whether we are ready to send a kerbal into orbit. Exciting times! Save the dates! Each image links to the vessel on the Ops Tracker for more information -
there's a problem here, !@MODULE should be just !MODULE. I copied this to use for a similar purpose for another mod and found numerous false positives until I made this change
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[1.8x - 1.11x] Kerbal Weather Project (KWP) v1.0.0
Drew Kerman replied to cmet24's topic in KSP1 Mod Releases
maaaaaaaaaayyyybeee? actually tho it may just be good enough to provide a new dialog in LVD that lets you set custom weather parameters to override anything it may have imported from the game. That way users can be in charge of gathering their own weather data, as they should using this mod, and inputting likely weather information for launch day based on those observations when planning their mission. actually that may be a cool extension to this mod by the author or someone using the API for a companion mod - after a certain length of making observations the mod can start to provide forecasts, the quality of which improve over time the more measurements are taken on a regular basis with balloons, or done from orbit. Since the simulation has already been determined, creating the forecasts is really just looking ahead in the data and making slight modifications to make them less accurate at the beginning -
[1.8x - 1.11x] Kerbal Weather Project (KWP) v1.0.0
Drew Kerman replied to cmet24's topic in KSP1 Mod Releases
No, seriously my heart skipped a beat when I saw this thread. This is exactly what I've always expected a weather mod to be - someone actually interested in climatology (likely from an educational perspective as you are as well) running an external simulation that feeds data into the game. Magnifico, amazing to finally see it come to be. I need a moment here... phew... what's not clear tho is if this is just the current state or a permanent conflict. Have you spoken to @dkavolis, the current FAR maintainer at all? Can FAR be modified to accept the values of KWP or does it somehow rely too heavily on the values it uses? I'm also pinging @Arrowstar to make him aware of this, since his Launch Vehicle Designer models atmospheric pressure and temperature that would be affected by this mod I look forward very much to testing this out, and seeing how close or far I've been in my own very very general & basic modeling of Kerbin's weather for my KSA roleplay the past 4 years. Hoping I don't have to make too many obvious retcons my use of weather has become more of a story aspect tho - I create weather events to delay launches I need more time to prepare, for example. I've never felt comfortable causing launch delays solely due to weather I've been forced to "make up" on my own. Having the game tell me conditions are not good for launch will add a nice new aspect to dealing with missions I've been missing for years -
The Kerbal Space Agency: To Be Continued...?
Drew Kerman replied to Drew Kerman's topic in KSP1 Mission Reports
It's been a while so I started out in 2016 with i7-4790K (but not OC'd) 16GB RAM R7 250X then in 2018 I bumped up to an RX 460 (cause it was the only decent card I could find at a decent price on short notice when my older card burnt out, stupid bitcoin) early last year I moved up to a 2060 Super and 24GB of RAM (didn't go full 32 cause I can't carry it over to my new mobo this year when I upgrade my CPU) graphics card may seem the best upgrade of course, finally decent frames on scenes with lots of ground scatter but that's never really been an issue since I actually fly with graphics as low as possible to increase sim rate. All photos/video are recreated and taken after the fact so FPS doesn't matter. Really looking forwards more to a new CPU this year and 32GB RAM. TBH tho I didn't really suffer any regular stability issues with 16GB of RAM but I did have to take many extra measures to ensure I was only loading parts I was using to keep memory usage down -
ok that's fine, just wanted to know if it was something I needed to keep in mind possibly using
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will try to take a closer look this week but cool stuff and I can def attempt to apply it to my next orbital mission launching in Feb
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The Kerbal Space Agency: To Be Continued...?
Drew Kerman replied to Drew Kerman's topic in KSP1 Mission Reports
Happy new year! 2021 is looking exciting and here is a look back at all that was accomplished in 2020. Full res images in this flickr album For the first time an entire year was spent by our crew mostly in training, with the fewest amount of actual missions carried out - such is the complex nature of space flight! KerBalloon missions were as numerous as last year and mission time was nearly doubled on average as surface expeditions became more far-flung & long-lasting. The successful use of orbital comms tested this year has everyone excited to really open up surface exploration in 2021 we got in a few flights this year before the Genesis program was shuttered. Fixed-wing aircraft development remains alive with C7 Aerospace Division and missions like those previously flown by Commander Valentina & Captain Jebediah are now handled by a growing pool of commercial aviators although we did have a shutdown of the rocketry programs early this year, there was no shutdown of the entire Agency at any point and we at least got off one mission each month in 2020, continuing the streak that went through 2019 as well. Planning to keep it alive in 2021! Even though overall launch count was down from last year, the missions were much more complex, including our first ever orbital missions launched from the Ascension Mk2 and getting the rest of our crew up into space via the Mk1. The Mk7-B helped qualify the reusable boosters for the upcoming Ascension Mk3 as well as paving the way for the Progeny Mk8. Ironically, our Progeny Mk6 missions, technically the easiest, did not fare well For the first time we get to look at some stats from missions that circled the planet multiple times, something we plan to do a lot more often in 2021, and we have confirmed the Ascension Mk3 can take us interplanetary! -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Drew Kerman replied to Nertea's topic in KSP1 Mod Releases
if you mean the pads under the habs, that's from Luciole