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Everything posted by Kobymaru
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Of course, they will get homesick! They can spend only so much time in a can, even if the can is not wearing out, and they can spend only so much time away from Kerbin.
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Hi guys! I have been playing with KSP 1.0.5 for ... well, since it was released, actually. I continued my old career, and the save works mostly fine. Today I checked, and I still see this message in the debug menu after loading my savegame: I tried saving/loading *that* state, and sure enough, the message came again. I started poking around my persistant.sfs file, but so far, I cannot spot anything that makes it different from a fresh 1.0.5 file. The version of the Game is: version = 1.0.5, and in the SCENARIO ContractSystem, the version is 1.0.5. What could be the cause of that? Here is my persistance file: https://dl.dropboxusercontent.com/u/1414175/ksp/contract-updated-bug/persistent.sfs Here is my mod list: What's also weird is that I almost never have any Contextual contracts. I Timewarped through 100 days, stopping every 5 days or so to get refreshed contracts, but only once or twice was there a contextual contract. Is the probability really that low? Or is there something funky going on with my save?
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Kobymaru replied to TriggerAu's topic in KSP1 Mod Releases
Hi! I set my Display resolution down to a smaller value, used AlternateRessourcePanel and scaled it back up. Now, however, the ressource panel is awkwardly in the to middle of the screen, as opposed to the top right that I want to have. How do I reset that? Pic here: -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Kobymaru replied to Boris-Barboris's topic in KSP1 Mod Releases
That's even better. Happy coding! -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Kobymaru replied to Boris-Barboris's topic in KSP1 Mod Releases
Yeah, probably you're right. But altitude and potentially heading would be important for long-range cruises. Set altitude, heading, speed, and go to lunch. -
If I'm not mistaken, this is a more or less simplistic workaround for a previous bug. You *used* to be able to lock away supplies, but on high timewarp things got very messy and people lost a lot of supplies, so RoverDude decided to simply disregard the ressource lock. He can give you more details probably. On a more practical note: why would you need to lock supplies in the first place? You can just transfer them from one container to the other, just like any other ressource.
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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
By setpoints, you mean like altitude and/or climb rate? If yes, I'm really looking forward to it. -
At the moment, only several UKS parts and the Stock Science Lab provide recyclers. Dedicated and smaller parts should follow in future updates. The point of them is the "habitation" value. There are 2 mechanisms in place now: Kerbals don't like to stay hungry, but they also don't like to be cramped up in a tiny tin can for months or years. Recyclers reduce the consumption of Supplies, and the point of the Hitchhiker is that they have a place to "live", that prolongs the Hab time drastically.
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Bring enough supplies (and recyclers) for the crew so there's still a sufficient amount left after landing. Assume you are in space. Assume you have snacks for 15 days, but you know that there's plenty more locked away in a locker. After 15 days, you have eaten all your snacks. You get hungry. You wait a bit. You get even hungrier. You really, really, really wanna eat something. What do you do?
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Low FPS on different part counts?
Kobymaru replied to David104's topic in KSP1 Technical Support (PC, modded installs)
Guys, I don't think you're doing what you think you're doing. Max Delta Down -> Worse Framerate, More accurate Physics Max Delta UP -> Better Framerate, inaccurate Physics -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Kobymaru replied to Boris-Barboris's topic in KSP1 Mod Releases
About CKAN: Bad news is that auto-submission from KerbalStuff -> CKAN is broken. Good news is, manual submission is fairly simple (and I can do it for you if you like) Bad news is that the CKAN maintainers are inactive and no submissions get accepted at the moment I'll come back when I have good news. -
In the older versions, that's what it did mean. In the latest, recyclers have to be explicitly brought along. It's a 6h Kerbal Day.
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The ressource costs themselves aren't really well balanced. However, let's be honest: In a multi-launch mission where the costs go into the millions, just how important is a supply cost of 10k, 20k, 30k? I consider that negligable. It's all the more reason to bring along recyclers which reduce consumption and agroponics which produces supplies (by converting fertilizer).
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We all need stuff to get merged. There's a backlog of about 80 Pull requests at the moment. Some explanation can be found 2 posts above yours: http://forum.kerbalspaceprogram.com/index.php?/topic/90246-the-comprehensive-kerbal-archive-network-ckan-package-manager-v1160-13-dec-2015/&do=findComment&comment=2382964
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Hi. It seems, I might have found a bug. So I timewarped a bit too far, and poor old Lukin ran out of hab time. I was prepared for him to stage a mutiny, maybe even leave his post and go MIA. But no, he was raging even harder than that. https://youtu.be/Dq24i4hm0I4 He ragingly disassembled the whole vessel! The parts that were ripped off stayed still (0 m/s orbital velocity) in space. Additionally, most of the parts on the "rest" of the vessel were disconnected and started floating too. This is definitely depends on USI-LS, because if I set NoSupplyEffect = 0 and NoHomeEffect =0 , the vessel loads just fine. All UmbraSpaceIndustries mods were installed freshly from your download page in the latest version, not with CKAN. For better debugging, I repeated this with as little mods as possible. Some were still left, because the vessel in question requires parts from those mods (every Mod DLL can be deleted, however): Note that with this reduced install, parts do *not* stay frozen in space. However, the disassembly still occurs. I hope you can look into that. Should I create a GitHub Issue? Minimal save file: https://dl.dropboxusercontent.com/u/1414175/ksp/usi-ls-bug/persistent.sfs Logs: https://dl.dropboxusercontent.com/u/1414175/ksp/usi-ls-bug/KSP.log https://dl.dropboxusercontent.com/u/1414175/ksp/usi-ls-bug/output_log.txt Video of disassembly: https://youtu.be/Dq24i4hm0I4 Installed mods: http://i.imgur.com/nQwkEYm.png
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So... Does anyone know what's up with the huge backlog of pull requests? Why doesn't stuff get merged? There was one single merged PR 9 days ago, but the last bigger merge was 18 days ago :'( This is a bit of a problem since, you know, people can't find new mods and some mods get broken. Are you running out of active maintainers? Is CKAN dying?
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Ok, thanks, but the agroponics is already turned on. What about the Wear? Is a lifetime of only 2 years normal? Why is the hab time going down 3 seconds per second? Edit: I had 4 LS recyclers running, they ate away most of ReplacementParts. Now I get 4y of hab time. So... Recyclers produce wear???
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Question: how fast are the vessels supposed to get "worn out"? Since the update, I timewarped at most 150 days, and the wear on my base parts is already between 15% and 40%. Is it supposed to be that high? Currently, the hidden ReplacementParts ressource goes down 2.3 units/day, from a total of 1488. That makes for an awfully short lifespan of about 600 days. Is that by design, is there something funky going on? Here's an image of the base. 5 Kerbals in total (4 in this vessel, 1 in a nearby logistics rover), and there should be space for about 10-12 if I'm not mistaken. Also, the hab time is going down about 3 seconds per second. What I also find strange is that the mulch is going up although I have like 5 "Life Support" recyclers, and the agroponics running. No idea if that's by design, but before the update I was definitely consuming mulch instead of producing it.
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He has already mentioned that something is in the works. Meanwhile, you could turn off the increased consumption by setting EnableRecyclers = true (i think) in <KSP>/GameData/UmbraSpaceIndustries/LifeSupport/Settings.cfg
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Here's an image of the base. 5 Kerbals in total (4 in this vessel, 1 in a nearby logistics rover), and there should be space for about 10-12 if I'm not mistaken. Also, the hab time is going down about 3 seconds per second. What I also find strange is that the mulch is going up although I have like 5 "Life Support" recyclers, and the agroponics running. No idea if that's by design, but before the update I was definitely consuming mulch instead of producing it.
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Hey guys, I need a "telemetry" logger, and I found kRPC which seems like it would do what I need. I wanna script a simple Python logger, but the question is: has anybody done that already? I don't want to duplicate efforts. [edit] Ooookk, so here is a small script that can be used for logging a few values. I used some values that are useful for "reentry-debugging". I hope it's gonna be useful for someone: https://gist.github.com/fat-lobyte/4326afa551fa04dd028f
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Question: how fast are the vessels supposed to get "worn out"? Since the update, I timewarped at most 150 days, and the wear on my base parts is already between 15% and 40%. Is it supposed to be that high? Currently, the hidden ReplacementParts ressource goes down 2.3 units/day, from a total of 1488. That makes for an awfully short lifespan of about 600 days. Is that by design, is there something funky going on?
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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
Too bad, but thanks for your great work anyway! I use it on a regular basis, and your mod gets my heavy SSTO to Orbit and Back safely. Flying would be very very annoying without you Yay