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Everything posted by tg626
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Ōsumi Challenge: Get to orbit, SRBs only, totally unguided
tg626 replied to Snark's topic in KSP1 Challenges & Mission ideas
Ill take this over here: -
I can say with certainty that the sounds you are hearing "sound_ambience_industrial" which is packed into one of the games asset bundles. One of your MODs plugins must be triggering it to play in it's code - I can't think of any other way you'd be hearing it and no one else seems to. Might also explain why it doesn't respond to any of the "channels" in the mixer. I did docking sound effects and you have to add lines of code to make sounds obey the volume of the mixer, which someone must have left out. If you find it, I'd love to know - I'd like to look at the source code for it...
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Nope. So far my mod remains relevant!
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Why RCS sounds? Game has them now - I'm truly curious to hear if it is adding something beyond what it's name says... Why u no have docking sounds? (/Shameless plug)
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Space Station wobbling
tg626 replied to KingPhantom's topic in KSP1 Technical Support (PC, modded installs)
Put a stack.of tanks on a launch clamps at a 45deg angle. Then revert and set rigid attachment on them, you'll see... -
There are multiple if somehow old warnings of hell krakens and possible save game corruption in the wiki.
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Ōsumi Challenge: Get to orbit, SRBs only, totally unguided
tg626 replied to Snark's topic in KSP1 Challenges & Mission ideas
I'm sure. I think it's Squad's "fault" - my perception is that moduleengine and moduleenginefx are NOT equal. That is to say, when you use the same parameters in each, you get different thrusts. -
It is less traumatic to slaughter cartoon characters.
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That's part of my point, they made DDSs for the model but they are still using the MBMs. Solution: delete mbm files, rename dds files to match. Delete tank.mbm, tank_n.mbm Rename model000.dds > tank.dds Rename model001.dds > tank_n.dds
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I don't get why in a V1.x game it doesn't have a legit mechanic for being a surface-less planet. Instead you get see thru planet and insta-splode, and threat of save game corruption.... insta-splode would be ok if it were written off as pressure or anything but "collided with cloud" and you didn't see the galaxy beyond.... (OK, I did a descent on 1.2.2 and it does say "Collided with Jool" now, but still...)
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
tg626 replied to cybutek's topic in KSP1 Mod Releases
Yes, happened last night, and again this morning, BUT when I loaded it a second time this AM, it worked FINE. Selecting a Kebin landed Kerbal as a target for rendezvous caused no problem. The sucessful logs, for comparison: http://sourcebox.federalproductions.com/KER Crashlog2/KSP.zip -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
tg626 replied to cybutek's topic in KSP1 Mod Releases
Yes, I switched vessels several times both by "[" keys and thru clicking "Switch" on the map. It froze, after a fashion windows popped up a dialog box stating "KSP_64.exe has stopped responding", etc. IMPORTANT UPDATE: I goofed, I *assumed* that it was a dead kerbal, as one had just died. I forgot about the 2 outside back on Kerbin. So what REALLY happens is, I'm controlling a ship orbiting Eeloo, and I choose a kerbal on Kerbin as my redezvous target, and then BAM crash. -
I will say whoever was in the Vader suit did not have David Prowse's strut. Also, James Earl Jones' voice while still striking, has definitely aged. I'm hoping the Han Solo movie lets us see him and Lando and maybe lets us in on Lando's "little manuver in the battle of Taanab"...
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
tg626 replied to cybutek's topic in KSP1 Mod Releases
BUG: I had an EVA Kerbal die, later on, I wanted to select another kerbal as a rendezvous target and saw the dead one's name in the list. For kicks I clicked the dead kerbals name and the game crashed - Logs -> http://sourcebox.federalproductions.com/KER Crashlogs/KSP.zip You'll also see a load of NREs related to maneuver nodes, which it wouldn't allow me to set or remove any more - and wheel colliders which I think was because of a lander crashing and exploding (landing legs destroyed) Before I am asked: The lander was out of fuel and going to crash, so I eva'ed the 2 kerbals to try and jetpack them to orbit. One hit the terrain and died, the other made it to orbit. -
On the CGI characters, there was just a hint of artificiality to them, but it's so damn close I don't care! It was amazing.
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I too thought there were obvious cues taken from US in the Pacific for the look of the rebels storming the beaches in R1. Can't really "fault" them on that one given the obvious not-z (seems the name of the National Socialist German Workers Party of WWII Germany is a censored word on the forum) inspirations in imperial costuming, and WWII dogfights being the inpiration for x-wings vs ties. Here's a thought I had tho... Those dark armored stormtroopers, who seemed to me to chatter somewhat like Droids? They look like they were at least inspired by, if not are supposed to be, Dark Troopers. Pre movie, early models were supposed to be clone troopers who were cyberized using the same tech that built Darth Vader, later models were straight up Droids... those later ones being the big badies in the video game Dark Forces. I wonder if it's just supposed to be an easter egg kind of thing, or if there's more to it... Obviously, Kyle Kataarn lifting the Death Star plans has been disproven / made non-canon, but I just wonder. Net searches yielded nothing.
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Osumi challenge, srb rocket to orbit with no active guidance. I did a replica mission:
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Bothins were mentioned in ROTJ.
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Ōsumi Challenge: Get to orbit, SRBs only, totally unguided
tg626 replied to Snark's topic in KSP1 Challenges & Mission ideas
https://kerbalx.com/TG626/SOSUEME Stats: Mass on launchpad: 22.265t Mass after achieving orbit: 0.080t Periapsis altitude: 78,261m Apoapsis altitude: 178,740m Orbital eccentricity: 0.07 Payload fraction: 0.36% Vessel was designed following the real world example of Osumi 5, although my "4th stage" is actually a retro-disposal burn of the last SRB. Here's a pic of the final satellite IRL and KSP. -
Ōsumi Challenge: Get to orbit, SRBs only, totally unguided
tg626 replied to Snark's topic in KSP1 Challenges & Mission ideas
I generally wait for the camera to stop sinking. And on angled launches, make liberal use of autostruts and rigid attachment. I also find that with CPU heavy enhancements (Kerbal Konstructs, EVE) that it actually matters a bit which way the camera is pointed during ascent. -
Ōsumi Challenge: Get to orbit, SRBs only, totally unguided
tg626 replied to Snark's topic in KSP1 Challenges & Mission ideas
@Snark Found it. It's "Real Plume". Examining it's files shows that it switches "ModuleEngine" to "ModuleEngineFX" but does not alter any parameters. The result is higher thrust, I get higher speeds (and therefore more weather vane effect, by which I mean the fins keep it flying straighter) and sometimes even loose 1 or more of the small fins at the top of the craft on ascent. If I remove only realplume-stock which is what applies the effects to the engines, I get the same flight as you did. I would suggest specifically forbidding Realplume since others may, as I did, assume "It's only a visual mod" and would have no effect on anything. FWIW, with RealPlume, your craft was pointing at 50o on the nav ball when the 2nd stage fired, without it's at 10o. The TRUE cause is that RealPlume triggers a reset of any limited thrust to 100%. It's stated in the release thread that RealPlume will cause this issue with in game tutorials and scenarios, but as it turns out it also affects saved craft. I assume, and I stress this is an assumption, that the issue arises when a player saves a craft file with thrust limited and without RealPlume installed and then shares that craft file with someone who DOES have RealPlume installed. But in any case, we should add "Check yo thrust" to the same list as "Check yo stagin'" as Mr. Manley says. I deeply regret and apologize for any dispersions I may have inadvertently cast upon RealPlume - I truly wish only that this thrust reset issue could be solved for all cases as I LOVE that mod and visual realism it adds to the game. -
My unstanding is that the file needs to have the same name. So if we had tank.dds and tank.mbm what you say is true, but it's not and the log at least makes it appear that it loads every texture it can get it's hands on. And if THATS true, the game may be stuffing textures it will never ever use into memory and therefore be using up memory pointlessly. I know that's a lot of maybes, that's partly why I made the post.
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I'd bye it was leftover garbage IF the model used the DDS and the MBM files were extraneous, but it's the other way around. The model uses the MBMs and the DDS are ignored. That's not bad housekeeping, that's a straight up... erm... loveup as this forum likes to say.