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undercoveryankee
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Everything posted by undercoveryankee
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In real physics where surface area is not proportional to mass, a denser object of the same shape will have a faster terminal velocity. The Wikipedia page has a derivation of the equations that show terminal velocity varying with mass. Or if you would rather test for yourself, find a place where you can drop an empty plastic bottle and a full plastic bottle from fairly high up and see which one falls faster.
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The best alternative we have so far, Alternative Tree Configurator, is able to rename and rearrange existing nodes, including the 1000-science reserved tier, But no one has found a reliable way to create new nodes in current KSP. If we have to do without new nodes for long, using ATC to shuffle the reserved nodes from one 1000-science tier into two or three tiers will help a little. Or Squad could give us a recommended way to create new nodes, or someone could stumble across a solution and contribute it to ATC. So it's annoying, but I wouldn't call it the end of Interstellar.
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I've been experimenting with my own build of RealChute trying to isolate the problem with stock chutes. I may be making some progress, but whenever I try to open a window that displays the version number in my build, I get this exception and no window: ArgumentException: There must be 2, 3 or 4 components in the version string. at System.Version..ctor (System.String version) [0x00000] in <filename unknown>:0 at RealChute.RCUtils.get_assemblyVersion () [0x00000] in <filename unknown>:0 at RealChute.SettingsWindow.OnGUI () [0x00000] in <filename unknown>:0 I'm building with Mono's command-line xbuild on OS X. Any pointers on how to get my build to report a valid version?
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There is intentionally no way to use stupid_chris's releases on Windows 64-bit because distinguishing people who need help with the mod from people who are just having bad luck with the experimental build causes modder burnout. If you're comfortable building RealChute from source, there's nothing stopping you from compiling a version without the checks for personal use. Just respect stupid_chris's license decision and don't redistribute.
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I took a few minutes to write up a ModuleManager config to move all of the upgrades from TreeLoader nodes down to stock nodes. I move some of the parts' initial unlocks from the 1000-science reserved-for-mods tier down into stock nodes so it makes sense to have upgrades in the 1000-science tier. Copy and paste from here or download a file that already has the right extension from https://www.dropbox.com/s/9cvtczz58x06qx3/KSPI-0.13-no-treeloader.cfg?dl=0 . @PART[AntimatterReactor*] { @TechRequired = advScienceTech @MODULE[FNAntimatterReactor] { @upgradeTechReq = experimentalScience } } // Since I moved the AM reactors up to make room for their upgrade, I need to // move the tanks as well. @PART[AntimatterTank*] { @TechRequired = advScienceTech } @PART[FNFissionFusionCatReactor] { @TechRequired = specializedElectrics @MODULE[InterstellarCatalysedFissionFusion] { @upgradeTechReq = experimentalElectrics } } @PART[FusionReactor250,FusionReactor375] { @TechRequired = metaMaterials @MODULE[InterstellarTokamakFusionReactor] { @upgradeTechReq = nanolathing } } +PART[FusionReactor250] { @name = placeholder_fusion_upgrade @TechRequired = nanolathing @category = -1 @title = Tokamak Upgrade } @PART[NuclearReactor*,FNPFissionReactor*] { @MODULE[InterstellarFissionMSRGC,InterstellarFissionPBDP] { @upgradeTechReq = metaMaterials } } @PART[FusionReactor0625,FusionReactor125] { @techRequired = specializedElectrics @MODULE[InterstellarInertialConfinementReactor] { @upgradeTechReq = experimentalElectrics } } @PART[*MPD] { @MODULE[ElectricEngineControllerFX] { @upgradeTechReq = experimentalScience } } @PART[ThermalTurbojet*] { @MODULE[FNNozzleController] { @upgradeTechReq = hypersonicFlight } }
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[1.1] RemoteTech v1.6.10 [2016-04-12]
undercoveryankee replied to Peppie23's topic in KSP1 Mod Releases
Here's what I do: Once I have a ring of satellites set as close to the same period as I can get with the thrust limiters on the engines and Mechjeb/KER readouts, I hand-edit the save file to give them all the same semimajor axis. I wouldn't mind a mod that would allow me to right-click the probe core and say "copy the SMA of my target", but to get around rounding error when the vessel goes on rails you would have to do the orbit editing after the player switches away from the vessel. Are there any existing mods that adjust the orbits of inactive vessels? -
[1.12] Extraplanetary Launchpads v6.99.3
undercoveryankee replied to taniwha's topic in KSP1 Mod Releases
If you get the EPL->Karbonite conversion and its dependencies, you'll have ore extraction using the same modules that Karbonite uses. Heads up that the conversion needs an unofficial update for the last couple of Karbonite versions (http://forum.kerbalspaceprogram.com/threads/89774-24-2-%28V-16-7%29-ExtraPlanetary-Launchpads%28EPL%29-Karbonite-Adaptation-%289-10-14%29?p=1446360&viewfull=1#post1446360 ) -
Thanks for the report! Good to know things still at least look sane. Honestly, I thought the Interstellar uranium fuels would have more restrictive flow modes than the EnrichedUranium. When I saw that Interstellar uranium was ALL_VESSEL, I didn't see any need to worry about NO_FLOW uranium on my end. I'll work on adding Interstellar fuels to the portable transfer cans in the next update, but you are no worse off with an MKS lab producing UF4 than you are with a KSPI refinery producing UF4. And since USI doesn't actually have a Uraninite drill until the next update, the important part at the moment is that Interstellar and SCANsat are using the same maps, and I'm reasonably confident that we have that. Conversions and refueling will be polished once I can test them without having to configure my own drills and tanks first.
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[0.25] 6S Service Compartment Tubes - "Design smooth!"
undercoveryankee replied to nothke's topic in KSP1 Mod Releases
You still need to have the current version of Firespitter. It complains about compatibility for now, but the animation module that the 6S parts use is reported to work adequately. -
I've posted a new version at https://www.dropbox.com/s/dxpl5o85th7jd5l/KSPI_CRP_20141011.zip?dl=0 that merges uranium maps and allows the MKS/OKS science lab to produce Interstellar uranium fuels as well as EnrichedUranium. Tested on KSP 0.24.2 with Interstellar 0.12.2 and the USI_ALLMODS_2014.10.06 combined distribution. Testing on 0.25 with Interstellar 0.13 is waiting for an update to Active Texture Management. The first time I tried Interstellar and a full USI_ALLMODS package together, I found that I needed ATM.
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parts [1.12.x] Asteroid Recycling Technologies
undercoveryankee replied to RoverDude's topic in KSP1 Mod Releases
Researched parts becoming unresearched can be a symptom of having duplicate parts installed. Make sure you have only one copy of anything in the ART package. -
To clarify: FAR 0.14.2 disables itself on 64-bit. FAR 0.14.1.1 does what @wingnutspeed says: attempts to run on 64-bit, warns about not being tested on 0.25, but tries to run anyway. Even if the results appear promising at the moment, running long-term under a compatibility warning means accepting the risk that a mod will eat your save at the worst possible time.
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There's an Apple guideline that logs go under ~/Library/Logs that Unity decided to follow and didn't really give their users like Squad much of a choice in the matter. Would be nice if they made it per-app, so I can keep my last KSP log around even if I run another Unity game, but that's Unity for you.