kipar
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Yes, i did. I tried deleting KCT folder and even editing formulas for RP-0 plugin, but it didn't helped, it's like all typed formulas are ignored. KSP: 1.0.4 Windows 32bit Problem: formulas aren't read from plugin Mods installed: The list of installed mods is pretty long: http://codepaste.net/kp4p98 (and also not mentioned there RP-0 v0.34 as its not in CKAN) Reproduction steps: Start a new game with hard difficulty. And after that (i don't know how to make spoilers here, so link to pictures): only one symbol differ in RP-0 from default template. http://s21.postimg.org/padmpehrr/screenshot4.png http://s21.postimg.org/bffc6xncn/screenshot5.png Log: log is pretty big, but if you need it, it's here: https://yadi.sk/d/go_ula6hiCkVe (click "download" button at right)
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Well, yesterday I installed RP-0 and KCT and everything seems almost working, even the absurdingly powerful Research was disabled.... There was some strangely looking numbers, but who cares. The happiness was so close. But today i updated KCT via ckan and everything is broken again. Research gives ~57 science for building a small rocket, Development is 1 sci\day for 1 point, simulation cost is horribly broken (it's difficult to describe, but it's horrible).
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[1.0.5]SKY - Scale-up Kerbalism for You - Kopernicus Rescale [v2.0]
kipar replied to SkyRex94's topic in KSP1 Mod Releases
Mechjeb calculates it nicely, if you use not porkchop mode, but fixed time of arrival (about 20 days or so). -
Hello All. I've tried playing RO with RP0+Kethane+KSPI on 0.25 and everything was right (maybe something is over or underpowered, e.g. the only way to use kethane is NERVA engines, because it can't be converted to anything else useful for restartable engines, but who cares, while it is still fun). I was almost ready to start mining kethane at Moon, but then discovered then docking don't work. Well, docking with "NASA Docking Port" part is successful (you can't use timewarp because it adds random offset to poisition and speed, but i don't care and dock without timewarping at last stage), but when i try to undock two ships remains connected and even extreme rotation or throttle can't break their link. And that's a problem. I don't even understand how to disconnect them "manually" by editing savefile, because structure of total vehicle is pretty complex. Ok, i decided that maybe problem is that i'm playing 0.25 while many mods already switched to 0.90. So i installed 0.90, found a couple of new problems (saving vehicles with procedural SRB is impossible because they have wrong mass after loading and kethane is pretty much incompatible, so i switched to carbonite). But the main problem remains - undocking is impossible, i've tried it in sandbox game. Sometimes after undocking one of the docking ports explode, and vehicles are displayed as separate "probes", but they are still connected in physical sense and i can't break their link. Does anybody have same problem with undocking or have ideas of what can cause it? I'm going to try throwing KSPI off to see if it is casing the bug, but this is unlikely, because vehicles don't have any parts from it. --- Nevermind. The problem was in Kerbal Joint Reinforcement mod, and was fixed after updating to developer version (that is mentioned on last pages of its thread). Thanks for the great mod!