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KSP2 Release Notes
Everything posted by Starstrider42
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Starstrider42 replied to TaranisElsu's topic in KSP1 Mod Releases
It's one of the most hotly debated topics in the thread. I think there was another discussion of it a few weeks back, but I don't remember who, if anyone, won. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Starstrider42 replied to Cilph's topic in KSP1 Mod Releases
1. There are a few. The RT2 overlays won't show up in the tracking station, though map view works just fine. The new NASA engines also don't work with the flight computer. Both issues will be fixed in the next version. 2. There are no new patches available, but we're polishing up a new, 23.5-compatible release. I'll let somebody with more authority than me comment on the release date. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Starstrider42 replied to Cilph's topic in KSP1 Mod Releases
Can you check if GameData\RemoteTech2\Plugins\RemoteTech2.dll exists? If not, can you try re-downloading from https://github.com/RemoteTechnologiesGroup/RemoteTech/releases/tag/v1.3.3? Sorry, don't have an answer for that one. There seem to be a lot of RSS compatibility problems, though. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Starstrider42 replied to Cilph's topic in KSP1 Mod Releases
It's on the to-do list, but I don't think it will be in the next release. Sorry! -
Now-defunct-thread-that-should-not-appear-in-google-search.
Starstrider42 replied to Cilph's topic in KSP1 Mod Releases
From left to right: Toggles display of the path your current ship's signal takes to mission control. No effect if you're out of contact, of course. Toggles display of fields of view of dish antennas (on any ship, not just the current one) that are pointed at planets or moons. Cycles through display of any omni-omni connections between satellites, any connections involving at least one dish, and all connections. Displays a list of all dishes on your current ship. The first of these displays is really the only one that's interesting while you're just starting out, the rest are more useful once you have multiple satellites in orbit. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Starstrider42 replied to Cilph's topic in KSP1 Mod Releases
Minor correction, I did not create the new repository, Cilph did, and a pretty big team of people is running it. I'm sure you didn't mean to imply otherwise, but credit where it's due. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Starstrider42 replied to Cilph's topic in KSP1 Mod Releases
The next version will have a manual, including a "getting started" tutorial. But it's not quite ready for release yet. There are three ways to get a signal while on the launchpad: Use the Reflectron DP-10, which, as Alewx said, is active by default. Use any other antenna, but activate it by right-clicking on it in the VAB (but with an important catch, see below) Use a launch clamp, which in addition to the stock benefits acts as a land line. The catch to the second point is that about half the dishes, and all omnidirectional antennas except the DP-10, will break off in the atmosphere (Alewx is not quite correct here; this will happen whether or not you have FAR installed). If an antenna has "breaks under high dynamic pressure" in the extended VAB description (the one you get by right-clicking on the regular description), then you should only use it while landed or while above about 35 km. Since dishes require a bit more micromanagement to use, I suggest you stick to the Reflectron DP-10 for your first mission. If you're launching into low Kerbin orbit, and aren't building a satellite network yet, then that one antenna will suffice for all your needs. Good luck, and don't get too discouraged by the learning curve. -
Awesome, was hoping for something like this to come along. Two questions: 1. Is this compatible with Custom Biomes or with mods that add new experiments? 2. Can there be a Library option that hides biomes that don't have any experiments yet? I feel the option would add a nice element of immersion if you had to "discover" a biome (by attempting at least one experiment for it) before it got added to the to-do list.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Starstrider42 replied to TaranisElsu's topic in KSP1 Mod Releases
Yes, it does, but Module Manager shouldn't be causing you any lag. It runs only during startup. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Starstrider42 replied to Cilph's topic in KSP1 Mod Releases
Five posts up: http://forum.kerbalspaceprogram.com/threads/56399?p=1187321#post1187321 -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Starstrider42 replied to Nereid's topic in KSP1 Mod Releases
If you mean in FF format, then check the halloffame.ksp.# files -- those are backups of the main halloffame.ksp. You can also recover at least the times of various "first" achievements by looking in your save file. Search for "ProgressTracking". -
Now-defunct-thread-that-should-not-appear-in-google-search.
Starstrider42 replied to Cilph's topic in KSP1 Mod Releases
I've never heard of that one. Please post on the issue tracker, with a description of when it does/doesn't happen, persistence file, modlist, KSP_Data/output_log.txt, etc. Anything that will let us reproduce the problem. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Starstrider42 replied to Cilph's topic in KSP1 Mod Releases
Unfortunately, no, those will have to wait for a later version. Cilph's new features were a little too ambitious to put together on short notice. However, the new release will have full 0.23.5 compatibility, along with a ton of bug fixes. That said, the old version of RemoteTech is now available for download from the new repository. This is not the new release (seriously, I was asked to make that very clear). We're working to have version 1.4 out in about a week, but it's not here yet. Cilph, can you please update the OP? Thanks! -
Now-defunct-thread-that-should-not-appear-in-google-search.
Starstrider42 replied to Cilph's topic in KSP1 Mod Releases
Hi Raven, We're already working on the 1.4.0 release, which will hopefully be out soon. I've asked the others if they're ok with reposting the 1.3.3 release in the meantime, I'll know one way or the other later today. -
Even this would be pretty handy; we can get a rough estimate from v_inf and the escape speed. But really, since the two-body calculator (with porkchop plots, etc.) includes arrival v_inf, it's only natural that the flyby calculator should include it as well.
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[1.12] Extraplanetary Launchpads v6.99.3
Starstrider42 replied to taniwha's topic in KSP1 Mod Releases
Version 4 makes many, many changes to Extraplanetary Launchpads (hence the new number). One of those changes is that recycling bins now produce metal, not rocket parts. The metal can be converted back into rocket parts using the workshop, which is highly recommended for building new ships anyway. Depending on what storage parts you're using, you could go into your save file and retcon the rocket parts containers into the corresponding metal containers. That's what I did with my own salvage ship when I upgraded to version 4, and it works fine. -
[1.2] Procedural Fairings 3.20 (November 8)
Starstrider42 replied to e-dog's topic in KSP1 Mod Releases
Sometimes KSP gets confused when mod updates move already-researched parts around the tech tree. Have you tried this fix? -
[1.2] Procedural Fairings 3.20 (November 8)
Starstrider42 replied to e-dog's topic in KSP1 Mod Releases
How about the following Module Manager config: @PART[KzProcFairing*]:HAS[~TechRequired[]] { %TechRequired = start %category = Utility @title ^= :^:[Deprecated] : } @PART[KzInterstageAdapter]:HAS[~TechRequired[]] { %TechRequired = start %category = Utility @title ^= :^:[Deprecated] : } (Warning: I haven't actually tested it myself) This won't auto-convert your ships, but it should at least let you see old designs in the VAB without having to do a bulk copy/edit. The category = Utility is just to make sure that you don't mix up the old and new fairings; you can put them in category = Aero if you prefer. -
Asteroid Spawn API?
Starstrider42 replied to Starstrider42's topic in KSP1 C# Plugin Development Help and Support
A request for those of you with some background in parts and modeling. A ModuleAsteroid has three persistent fields: name, random seed, and a "prefab URL". Save file editing has confirmed that the seed and the prefab URL are the only pieces of information needed to specify an asteroid body -- change the URL, for example, and you can change the size of the asteroid model. The problem is I don't actually know what prefabBaseURL means. I know it has one of the following five forms: Procedural/PA_A Procedural/PA_B Procedural/PA_C Procedural/PA_D Procedural/PA_E but I have no idea what kind of entity the URL points to, or even where the "Procedural" directory is supposed to live (apparently, not in the file system). In short, I need help. Challenge: Locate the resources linked by prefabBaseURL. They must exist somewhere in the KSP install. Emulate the existing resource format to create a new size class and/or texture for an asteroid. Show that prefabBaseURL can be told to point to the homemade resources. Reward: 5 rep Credit in the first Custom Asteroids release to incorporate custom prefabs My eternal gratitude -
[1.12] Extraplanetary Launchpads v6.99.3
Starstrider42 replied to taniwha's topic in KSP1 Mod Releases
Yes, it works for career mode. Most of the mod's capabilities are unlocked when you research Advanced Construction (the tech that gives you the Rockomax decouplers and the small Rockomax fuel tank). And module manager *is* for editing purposes -- specifically, Extraplanetary Launchpads uses it to edit pods to have workshop capabilities. If you don't like module manager, you can still play EL, it's just that only EL's official workshop part will have any effect on your build rate. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Starstrider42 replied to Cilph's topic in KSP1 Mod Releases
I'm waiting for the repository ownership to get sorted out, I imagine the others are too. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Starstrider42 replied to Cilph's topic in KSP1 Mod Releases
Probably not. RemoteTech was going to be placed under new management, but both the old and new managers seem to have vanished. Odds are that, by the time we have everything polished and ready for a release, 0.24 will be available.