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Everything posted by Kobymaru
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parts [1.2] Karibou Expedition Rover [0.3.0]
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
In order to reproduce bugs more or less 100% of the time, sometimes one has to exaggerate the conditions where they occur. Rest assured, it happens without timewarp as well, it just takes longer and is less reliable. A longer period is something between 3 and 10 minutes. Also note that while it was "subtle" in @goldenpsp's case, in my case it tore the Karibou apart. There's something about the ISRU that makes the whole thing less stable. Same goes for me, this thing has been bugging me (heh) long ago. I'm reporting now because I finally have a reliable way of reproducing with a stock+karibou craft. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Kobymaru replied to cybutek's topic in KSP1 Mod Releases
This is kind of a stupid question, but since "The key to the left of the 1-Key" (^ on mine, ~ on US, I think?) was taken over by Stock, what hotkey do you guys use to bring up KER? And where can I set that? -
parts [1.2] Karibou Expedition Rover [0.3.0]
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
Ok, so I did some further experimenting - and I simplified the craft substantially. This thing here still shakes itself to death, albeit after a longer period and with less probability than the craft I posted previously. Launch craft AG 9 for landing legs, AG-Gear for retracting wheels Physics timewarp to 4x Observe wheels twitching for no reason After about 3 minutes, the craft starts shaking, the flatbed wheel bed becomes lopsided, you see a cleft between the cockpit and the wheeled storage bay. After another minute, the joints between the ISRU and the rest break The craft below also causes the same issue, but it is less likely to happen and if it does, it takes longer. -
parts [1.2] Karibou Expedition Rover [0.3.0]
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
Removed the drills completely, still shaky. Breaks joints on physics timewarp, and also sometimes after a while without physics timewarp. I think there's something funky going on with the (retracted) wheel colliders. I saw them twitch for no apparent reason, while being retracted and without ground contact. Note that this still with the wheels attached to the suggested attachment points. -
This is GitHub Issue #76. Hi! It seems that although some Life Support Recyclers work, some of them simply don't. Here's what works: - Mobile Processing Lab - UKS Pioneer Module (Orbital) - UKS Kerbitat (tm) (Orbital) - MK-V 'Scout' Command Pod - UKS Pioneer Module (Surface) - UKS Kerbitat (tm) (Surface) - MK-V Habitation Module, albeit the recycling rate is very low. Here's what doesn't work: - UKS Aeroponics Module (Orbital) - OKS Agricultural Module - OKS Habitation Ring - UKS Aeroponics Module (Surface)
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parts [1.2] Karibou Expedition Rover [0.3.0]
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
That doesn't help. The reason why they are there is because I already tried "debugging" the craft. They were at the attachment points originally, and the craft started shaking. I thought that to prevent clipping, I should move them outside - nope, still shaking. Are there any mods that help debug or visualize clipping? -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Kobymaru replied to Boris-Barboris's topic in KSP1 Mod Releases
Just tried your rocket mode in space with an asymmetric craft. Perfectly steady, no drift, no oscillations. AA is now officially better than stock SAS. I wish AA would go stock. -
Yup, you're right, Mr. Editor. That's exactly what I wanted to do.
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parts [1.2] Karibou Expedition Rover [0.3.0]
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
Hi! So I am loving this mod, and I constructed my first Karibou here. Here's pics and the craft file: https://dl.dropboxusercontent.com/u/1414175/ksp/karibou/To%20Death%20Shaker.craft I have a problem though: when I extend the Landing legs (Action Group 9), and retract the Rover wheels (Actiong Group Gear), then the whole thing starts shaking more and more until one of the joints break. Usually between the ISRU and the rest. I assume that this is some kind of clipping issue, but for the life of me I can't figure out where, and why it only happens when it's standing on its legs. This is reproducible with only USI mods installed. What's wrong here? -
I actually like Gilly landings. Because I don't do them in the classical "airless body landing" way. Instead, I just kill my orbital velocity, thrust towards the ground and then break at the last moment. I always feel super overpowered on Gilly But yeah, the rotation is crazy-fast compared to its gravity, so "landed" isn't so much landed, as it's like... brushing your landing legs against a rotating asteroid.
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Kobymaru replied to Boris-Barboris's topic in KSP1 Mod Releases
Alright, that makes sense. Ok, thanks. -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Kobymaru replied to Boris-Barboris's topic in KSP1 Mod Releases
So I have to "train" the craft on ascent? Are there recommended maneuvers? Maybe a way to store training between flight? Also, does training from Fly-By-Wire carry over to cruise? -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Kobymaru replied to Boris-Barboris's topic in KSP1 Mod Releases
Not sure if you care, but maybe you like data. Just a little Testing. Using this craft: I climbed to 21000m manually with Fly-By-Wire enabled, then I slightly leveled of (not completely). Exactly when reaching 21km, I turned on cruise control. The result was a bit rolling around (pic here and here), I assume that's because I wasn't exactly on 90° heading. He obviously overshot but then he caught himself and levelled off at 21 km nicely (pic here). Then I set the cruise altitude to 22000 km, and he climbed slowly but nicely (no overshoot!) to 22 km (pic here). Here's a plot from my own flight logger: Raw data is here: https://dl.dropboxusercontent.com/u/1414175/ksp/aa-cruise-dive.csv Sorry for spam. Still love your mod. -
The link with the changes you posted. I think nobody except you can actually look at that.
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You better watch out handing out session keys. You don't wanna pull a Manley, do you?
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What's new?
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Click on the green Cube in the VAB, the total supply time is listed there. Note that with recyclers ("Start Life Support" in the Mobile Processing Lab) this number drops down to about 5. If you click on the green cube in flight, the current consumption is listed as well.
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Another issue, #73: tl;dr: Even if your net production of supplies on a vessel is positive, leaving it unfocused and timewarping long periods depletes the supplies storage when you come back to it.
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This is GitHub issues #72, just posting here to generate some attention: Please consider the following two pictures: Here you see, that in the 10 seconds that have passed between the screenshots, the remaining habitation time has gone down by 31 seconds. It seems that when the Recyclers are enabled, they produce "Wear" (consume ReplacementParts), that reduces the vessels maximum habitation time which in turn reduces the kerbals current habitation time, faster than the game time. I'm not sure if the Wear produced by the Recyclers is a feature (why would recycling cause wear on the parts?). Either way, the habitation time readout should show the actual time that the Kerbal has currently left, not "a time if no recyclers were running". This should also be reflected in the VAB in order to reduce surprises.
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Well, for starters, i would suggest updating, because you are running an ancient version. The current one is 0.3.11 The good news is that this bug was fixed (I think). The bad news is, EVERYTHING IS DIFFERENT. Or close enough. I can't find RoverDudes posts ATM (thanks, gigantic forum thread without subdivisions like in a subforum), but here's the bottom line: - Consumption is up 4-fold. Yep. - Recyclers are available that reduce the consumption by 4 times, (so to the old level). Those are now in the stock Mobile processing lab and in some MKS parts. - kerbals don't like being cooped up too long, they get homesick. Bring more space than needed, and bring multipliers. Those would be the cupola and the hitchiker. - everything is configurable. If you have MKS, you have to configure it twice, once in the USI-LS settings, once in UKS/USI-LS.cfg -not all the bugs are out just yet Happy life supporting.
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Just a little curious note on the recycler issue, that might help debugging. I have 2 disconnected vessels in space. Turning on the Recycler on one vessel causes the consumption on the other vessel to go down: Also, (but this is a seperate issue), as you can see from this picture, the hab timer from the one vessel with only a Mk-3 Cockpit has "copied" the habitation value from the whole interplanetary ship with all of the habitation stuff. Do you want GitHub issues for these things or am I misunderstanding stuff?
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1. You need turn on life support recyclers. You can do so by clicking "Start Life Support" in the right click menu of the Mobile Processing lab. This will reduce the consumption by 70%. 2. No, it's not possible without extracting ressources from the ground. You need Gypsum, Substrate and Water, to produce an output of Fertilizer and Supplies.
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I don't think alle the bees are out just yet, This issue still persists in 0.3.8. I created a GitHub issue here: https://github.com/BobPalmer/USI-LS/issues/66 Also note that the issue where opening the preview in the VAB kills all vessel LS-states is also still present in the latest version, and @Kowgan already created a GitHub issue here: https://github.com/BobPalmer/USI-LS/issues/59
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Why would anyone get rid of kerbals? They're super expensive, and if you play with mods (like MKS) you need a lot of them to keep your bases running.
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Why isn't biological immortality a trait?
Kobymaru replied to WestAir's topic in Science & Spaceflight
Except even with intelligence and memes going around, simply sticking around the longest is not the most advantagous thing in my opinion. I don't know if you have made the experience, but I find old people to be consistently... stubborn. They have formed opinions in theiry youth, and rarely ever change them. This extends to ideas or attitudes in societies, that don't actually "change" in the minds of people but simply the people that harbor those ideas die out. Think of racial separation for example: it's not that old people "realized" that they were wrong, they simply got less and less compared to young people who learned that from the beginning.