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Jacke

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Everything posted by Jacke

  1. Tell 'em they screw up this one, they're all swimming and walking back to KSC.
  2. Symmetry-of-symmetry ?!? 'Ware Kraken !!! I remember using 4x 1.25m engines on the 2.5m tanks with the Quad-adaptor. Doing it on the 2nd stage as I built down was tricky. As I recall, it went like this: 1. 1x symmetry 2. 2.5m tank for 2nd stage 3. Quad-adaptor on bottom of 2nd stage tank 4. 4x symmetry 5. 4x 1.25m engine on bottom of Quad-adaptor 6. 4x Decoupler on bottom of 1.25m engine 7. 1x symmetry <-- switching to 1x vital here 8. Quad-adaptor inverted then on bottom of 4x Decoupler 9. 2.5m tank for 1st stage and other stuff 10. Strut the two stages together a lot because only 1 of those 4 pairs of joints (upper and lower) on either side of the Decouplers binds at all If I didn't switch to 1x symmetry at step 7, sometimes I'd get those clipped weirdly textured part (with lined moire pattern over usual texture) that indicated I symmetry-of-symmetry. At least here it and similar place it was always a problem sign.
  3. Just opened new NetKAN issue #6716 on GitHub: 'Overlapping current NetKAN's for "Extended information about scientific experiments in VAB"' https://github.com/KSP-CKAN/NetKAN/issues/6716 Details in GitHub issue.
  4. I'm just confirming that the typo reported by @linuxgurugamer in the .version file ("SituationModuleInfo.version"), a missing colon after the second "MINOR", is still present in the GitHub master as of today. The Spacedock download for the most recent version 1.3.1.2 in the same .version file has the missing colon typo as well saying mod version is 1.3.1.1. The corrected "SituationModuleInfo.version" file is as follows (same as corrected version linuxgurugamer posted above but with the version bumped to 1.3.1.2 which is current): CKAN has two NetKAN's for this mod and thus this mod shows up twice under this name. Extended information about scientific experiments in VAB The first one is the correct one, having the most recent version 1.3.1.2 (but with "SituationModuleInfo.version" have the missing colon typo and mod version 1.3.1.1, same problem as the release on Spacedock). (The second only has up to true version 1.3.1.1, but again has the missing colon typo.) Reported to CKAN as NetKAN issue 6716: https://github.com/KSP-CKAN/NetKAN/issues/6716
  5. I'll second @eberkain as can be checked by looking at the release info on GitHub for both of these @linuxgurugamer mods. Filter Extensions is version 3.2.2.4 released yesterday. Editor Extensions is still version 3.3.19.7 released 16 days ago.
  6. Irregardless, it stands. And is a word. (More irregardless stuff in the spoiler, including a link to the article "Yes, Irregardless Is a Word". Irregardless, I should get back to Kerbalism. After reading the discussion on radiation on the last page as well as the documentation, I'd like to be sure I'm understanding how Kerbalism currently handles ionizing radiation. The radial model produces a value from any radiation belts around the planet. To that is summed the effect of interstellar cosmic radiation and solar events like CMEs. And on top is added whatever contributions from Nerv engines. And the PB-NUK RTG's? And that total is matched against shielding of the crewed parts, without regard to the separation between the Nerv and PB-NUK's and the crew. And effectively, from what @lordcirth said, with Kerbalism as it is now, with the maximum shielding in the default setting, Kerbal crew can only stand a single Nerv engine. Is this correct? Does radiation affect uncrewed pods at some higher level? Can they be shielded?
  7. "000_ClickThroughBlocker" is the current directory for it. Changed back in May. Delete the "ClickThroughBlocker" directory and make sure you have the most current version of it, 0.1.6.5. EDIT: Oops, 0.1.6.5 was the version released back in May. Current is 0.1.6.7. For many mods, especially framework mods like ClickThroughBlocker, if you're modding completely manually (as opposed to using a mod enabler like JSGME or CKAN), you should delete the old directory in GameData and then install the new. Many mods will state this in their topic's original post as the method to use when updating the mod.
  8. It depends on what you mean by files. It also depends a little on whether you can still run the KSP 1.1.3 install. If you're on Steam and you ran the game in the Steam install directory, Steam will have auto-updated the actual KSP files from Squad. Your mods won't be updated. This will likely not run without moving the mods out as there's been 3 major version changes. There may be many issues trying to use savegames or even .craft files from 1.1.3 in 1.4.5 (as you may have already discovered). (If you copied Squad's stock game files from the Steam directory into another directory of your own and ran KSP from there (which you should do), then the KSP 1.1.3 should run. This can help in recreating what you did in 1.1.3 in a new 1.4.5 install.) You really want to make a KSP 1.4.5 install from scratch (in its own directory under your control, not Steam's, so its files, both Squad's and mods', will only change when you want them to). Once you have that (and make notes, especially on what you set the KSP config settings to so you can easily recreate it), you can think about recreating your previous game in current KSP, doing it all again from memory and screenshots. Or you can try porting in savegames and .craft files. If you mean porting a savegame from KSP 1.1.3 to 1.4.5, that's rather challenging and may be next to impossible. being over 3 major version changes. Many things changes behind the scenes, including some parts. If you mean porting .craft files from KSP 1.1.3 to 1.4.5, I'd strongly suggest you recreate them. You could port in the old ones and they may still work, but I'd just use them to get information to recreate them in 1.4.5 proper. I made a post in another topic about setting up video and audio enhancement mods. I mentioned most of the EVE config file mods, including SVE.
  9. Irregardless, it is a word and it has a definition. https://en.oxforddictionaries.com/definition/irregardless
  10. Hey @Ottomic, make sure you have the latest DR v7.7.0. And update 3 of its config files with these corrected ones @Starwaster has posted over September since its release, especially the first one.
  11. If it's not working, there's something wrong. But without more info, there's just too many possibilities. Look at my signature and follow the link. It'll tell you some troubleshooting steps and how to find your logs. Without logs and often more information, there's nothing that anyone can do to help. You also need to describe in detail how it's not working. Go to the first post and watch the Scott Manley video. Focus on the portion where he uses FMRS. Understand how it is used. Try to do what Scott did and see where things go wrong. Or make a simple rocket, two stage, with the first stage having a long burn, a control probe on it, and parachutes. Launch it, fly it up to first stage burnout, stage, then use FMRS to switch to the first stage and take it down in altitude and open the parachutes and land it. Then try to jump back to the second stage. Take screenshots. Then come back with links to the logs from your test on a file-sharing site like Dropbox. Post here and give a summary and tell where things went differently for you as opposed to what's supposed to happen. Without that level of detail, there's not enough information for anyone to help.
  12. I think all parts can generate lift. But it may not be a particular speed, as it could happen at lower speeds when the fuel levels get low and the mass of the ship is near minimum. What would be needed is perhaps low-fuel load testing. But that's all up to @Triop to decide. It is his show.
  13. It's another reason to use MechJeb partless by using ModuleManager to add the appropriate MechJeb MODULES to every Command Pod.
  14. @Triop, dude, that pic really needs to be followed with the "A few minutes earlier...." shot.
  15. Wow, this game is leaving a lot of hardware around Kerbin. 'Course, it's kind of amazing you can do all those rough-field landings and still take off from most of them. And it's too bad it wasn't Nike Kerman. Nothing wrong with having the personification of Victory. I'm still getting my mods into shape after coming back to KSP last month. (And seeing a pile of exceptions and taking the time to make good reports to send back to the mod authors.) But I'm a bit alarmed at the flexing just from fuel in Lucky Ferry II. Had flashbacks to the crazy rubbery joints of KSP 0.23 when I started with the game. Almost made me quit. (And some people liked them....<shudder>) Indeed. That's just over 64 knots. Now I'm wondering what speed you could get to with a proper hydrofoil.... EDIT: Oh. My. Damn.
  16. It's not quite what you want, but the mod ScienceAlert can drop out of warp and/or make an alert sound when there's available science for one of the craft's experiments when it crosses a biome or altitude boundary. I've used it in the past for Mun polar orbit science collection. And I see @DStaal said the same thing above.
  17. Err...with Kerbin, like Earth, rotating in the same direction as it revolves around Kerbol, solar days are longer than sidereal days. With Kerbin's calendar days being sidereal, that must mean the year is 426 days on the calendar (plus half an hour, apparently) but only 425 Kerbol rises.
  18. I started playing KSP with version 0.23, when the only time was Earth time. I can't remember exactly when, but the KSP Wiki article on Time says in the very next version, 0.23.5, Kerbin time was introduced. I've used Earth time for decades before KSP and I baulked at the shift. At least times could be stated in hours without confusion. But now I wonder about switching to Kerbin time, 6-hour sidereal days and 426 days per year, as opposed to Earth time's 24-hour solar days and 365 days per year. So what time scale do you use? The default Kerbin time? Or the more familiar Earth time?
  19. Well, what you expect? Of course, Bill going to be watching Netflix. Last few weeks have seen a 9th series for Archer and a 2nd for Iron Fist (which is actually quite good). Would you rather have him pilot? Fixed it for you Don't want to tempt the Kraken.... Aye aye, @Triop ! It's good to see planning in action. And it's good you play out the game without backing up with a revert or a quickload. (I'd still do quicksaves to guard against more series cheaty bugs and Kraken attacks.) BTW, speaking of the Bob Johnson's short flight, it does look like it lifted clear of the waves and then with high jet thrust and no water drag flew forward and pitched up. Getting rid of the lift might help. Or changing the hull to pitch down its pitch trim.
  20. To reduce the take-off speed, you'd likely need to tinker a lot with the design. The Correct CoL mod can help seeing the characteristics. If changing the aircraft, I think you'd need to test if you can change the design so you can get more nose up rotation (hopefully before you hit the stall) without tail-scraping. Still need the CoM to be just forward of the CoL (but always forward while the fuel tanks drain) and the rear undercarriage (which lift offs last) to be just behind both of them. That would require a lot of tinkering. Shortening the tail and shifting the engines as much as possible to shift the CoM. Then moving the main undercarriage. As to landing aircraft, I find the NavUtilities mod essential for that. Using pitch trim and throttle to get a steady glidepath, it gives you the information to line up on approach and the correct glidepath to land aircraft.
  21. Yeah, yeah. Blame the spectator in the cheap seats for everything. (We all know that you were fascinated by Lloyd Bridges' underwater adventures.) Cool pictures, dude. (Managed to resist breaking out the submarine film cutscenes. ) I think sending a sub down to examine the wreckage would be cooler still. And hoping that Bill can "EVA" from his cabin....
  22. Ran out of likes again. Jebediah Kerman. On land, in space, or at sea, danger is his middle name. Oh, BTW, is Jeb doing this solo or is someone else in the Cabin below-decks? 'I christen the "Lucky Ferry III" !!!' I figured from the shot of the Lucky Ferry II rounding Cape Horn that it would need refueling around where Val and Bill are. But then it would likely make it to the narrows with enough left to make the crossing. Assuming it doesn't decide to break free.... Guess you're going to need a bigger plane too for the refueling. [Soundtrack music intensifies] "Jebediah Kerman, using all his many skills, strives to rescue Bill from his watery tomb!"
  23. You can use the code tool "<>" to have a fixed pitched inclusion, like this. Part Commander Continued | Part Utility | 1.4.1 | Released | linuxgurugamer | Hunting for the part to activate? No more! This mod consolidates all the right-click menus from parts on the active vessel into a single interface. | | Part Wizard Continued | VAB/SPH | 1.4.1 | Released | linuxgurugamer | Part Wizard is a vehicle design utility plugin that adds a few conveniences when building your next strut/booster carrier. | | PartOrganizer | VAB/SPH | 1.2.1 + | Development paused, patch available | ShotgunNinja | This simple mod allow the creation of custom part categories in the KSP Editor.   | The mod is officially updated for KSP 1.2.1, but Jiraiyah has released a patch for 1.3.1, see the corresponding entry for download. | PartOrganizer (1.3.1 patch) | VAB/SPH | 1.3.1 | Patch released  | Jiraiyah | This simple mod allow the creation of custom part categories in the KSP Editor. | Unofficial 1.3.1 patch for the PartOrganizer mod originally by ShotgunNinja. | PartTweaks  | VAB/SPH | 1.3 | Released | Roovy | PartTweaks aims to improve the working in editor and making parts more realistic.   | |
  24. How about "Lucky Ferry #2"? 'Cause nothing says luck like a succession number.
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