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SaintWacko
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[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
SaintWacko replied to tobyb121's topic in KSP1 Mod Releases
I'm having a bit of an issue with the ChemCam. Granted, I am in .90, so that may be the problem. Somehow when I installed this I didn't notice it hadn't been updated. I point the Chemcam at the ground and fire, but it doesn't get me science. What could be causing this? -
Ah, here's the problem: [LOG 12:36:21.786] [00:01:37]: TT-38K Radial Decoupler collided into the surface. [LOG 12:36:21.789] [KSP Interstellar] Handling Impactor [LOG 12:36:21.793] [KSP Interstellar] Impactor: Impact registered! [LOG 12:36:21.795] [KSP Interstellar] Handling Impactor [LOG 12:36:21.811] [KSP Interstellar] Impactor: Ignored because this vessel's impact has already been recorded. [LOG 12:36:21.814] FF: EventObserver:: collision detected for active vessel Seismic Barrage Debris Because all the decouplers have the same name, it won't register it. I should be able to fix that by changing the name of the Seismic Barrage vessel between each launch. Going to try it now. - - - Updated - - - Hm, or not: [LOG 12:52:35.447] Unpacking Seismic Barrage 1 Debris [LOG 12:53:30.453] [CurrencyConverter for Fundraising Campaign]: 0 Reputation taken, yields 0 Funds [LOG 12:54:15.635] [00:01:42]: TT-38K Radial Decoupler collided into the surface. [LOG 12:54:15.636] [KSP Interstellar] Handling Impactor [LOG 12:54:15.638] [KSP Interstellar] Impactor: Impact registered! [LOG 12:54:15.642] [KSP Interstellar] Handling Impactor [LOG 12:54:15.683] [KSP Interstellar] Impactor: Ignored because this vessel's impact has already been recorded. [LOG 12:54:15.684] [KSP Interstellar] Handling Impactor [LOG 12:54:15.686] [KSP Interstellar] Impactor: Ignored because this vessel's impact has already been recorded. [LOG 12:54:15.687] FF: EventObserver:: collision detected for active vessel Seismic Barrage 1 Debris It has a new name, but it still thinks the impact has already been recorded. It's not a huge issue currently, as I mainly needed it for contracts, although I now know that that's the other kinds, which I can do since updated Boris' patch, but it feels like a bug.
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I'm having a bit of an issue with the Double C Seismic Accelerometer. I have a small lander on the surface of Minmus, and a ship in orbit above minmus with radial decouplers on it. I jettison a decoupler and switch to it, following it down to the surface. When it impacts, I get the message that seismic data is available, but when I switch back to the lander and hit "Collect Impact Data", nothing happens. - - - Updated - - - It's listed on the Alcubierre drive page on the wiki, here.
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Would there be any way to make it so MechJeb takes staging into account when calculating when to begin a burn? It knows how much time and dv is left in the current stage, so it should be able to take into account the differing TWR between the two stages and, for example, start the burn earlier if the TWR of the next stage is lower.
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Another bug I ran across last night: If you have a ship sitting on the launch pad (and probably in storage as well) and edit it so the edit makes it too heavy for the launch pad, when you hit Save Edits it will give you the message about it being too heavy, and the editor will close, but the ship will no longer be in storage, it is just lost.
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
SaintWacko replied to Thesonicgalaxy's topic in KSP1 Mod Releases
What causes these strange double clouds? The effect is really jarring. I see there's one other mention of it in the thread, but I'm not quite sure what happened with that. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
SaintWacko replied to stupid_chris's topic in KSP1 Mod Releases
Wow, that's awesome! Thanks for sharing! -
Hooray! I'm helping! I'm loving this mod. I wish I had added it to my roster earlier. I used to just fly one flight at a time, because nothing happened back home while I was gone. Now that I have build time, I actually go back and do other things while a craft is coasting. It's added a whole new level to the game.
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I'm having an issue with ScienceAlert and the Universal Storage science modules. I have multiple mystery goo US wedges, and multiple materials study US wedges, and I have ScienceAlert set to let me know as long as an experiment is not maxed. It works just fine the first time, I click on the buttons and they activate the first mystery goo and materials study wedges, and the buttons stay there, as they should. However, when I click them again to run experiments with the other wedges, it says something about that no more data can be collected. I ended up manually activating the wedges, but even once they've all been used, the ScienceAlert buttons are still there, even though there are no more available experiments.
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Oh, that would work too! And it would be a lot easier to do. I like it. Another thing I realized would be cool, but I'm pretty sure is also impossible, would be to show the rockets rolling out/back. I really don't think there's any way to do that, though. At least not until Squad makes it so vessels show in KSC view.
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HotRockets! Particle FX Replacement + Tutorial
SaintWacko replied to Nazari1382's topic in KSP1 Mod Development
Yes, I applied those at the same time as I added the community configs, and they still don't have any effects. -
Yeah, that seemed like it would be a massive undertaking, essentially making KCT rewrite the universe for each simulation, but it would certainly make things interesting if you could only simulate what you knew. I'd really like to see the science one, though. I've only launched with KCT a couple times now (ran into an issue with HotRockets) but I'm really enjoying it. Oddly enough, one of my favorite things is that it shows what Kerbals are in the rocket before launch. No more accidentally launching Bill, Jeb, and Bob! Usually I end up sticking them in a little rocket and lobbing them on top of the VAB to wait for eternity.
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HotRockets! Particle FX Replacement + Tutorial
SaintWacko replied to Nazari1382's topic in KSP1 Mod Development
I'm on .90, and I'm having an issue where none of the stock rockets have *any* effects. Engines added by mods seem to have their effects, although I haven't checked all of them, but the stock engines show nothing. What could be causing this? Edit: Wups, I added the community configs and now *nothing* has an engine effect. -
I'm just starting to use KCT, and I had an interesting idea for calculating simulation cost. What if the cost was decreased based on the fraction of science reports you've completed on that body, showing that the more you know about a body, the easier it is to simulate it. This would make it so running simulations around a body would be quite expensive when you first visited it, and, as you got more used to visiting it, simulations would become cheaper. It would be really neat if you could use the Kittopia terraforming tools to make it so the simulations became more accurate as you did more science on/around the body. For example, at first, before you've visited a planet, all you could do is simulate the size of the planet and its gravity. In the simulation, the planet would have no atmosphere, so it would really only allow you to simulate getting a craft into orbit. As you collected more data, the atmosphere would become available in the simulation, although you could make the simulation cheaper by not having the atmosphere present. Once you began entering the atmosphere and gaining science there, the atmospheric makeup (for air-breathing engines and resource collection mods) would become available. Once you collected science on the surface, surface resource collection would begin to be available in the simulation. I'm not sure this is at all feasible, but it would add a lot of depth to the simulation process.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
SaintWacko replied to stupid_chris's topic in KSP1 Mod Releases
Good to hear that things are going well! This is the last major mod I'm waiting for before I actually upgrade to .90. I can't go back to playing without Realchute anymore. This is one of the mods that needs to be in the vanilla game! -
Oh! That's good to know, I wasn't aware of that. Thanks!
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I noticed yesterday that the "other" action groups (brakes, lights, abort, etc) cannot be set from the VAB/SPH. Is that something that can be fixed? I'm working on a VTOL, and I'd like to not have to add the airbrakes every time I launch after tweaking it.
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I found my way to your git releases page and found the 1.17 full download. Great mod, very useful! It's so nice to not have to revert to VAB when I realize I've forgotten to set an action group. Is there any way to make it so action groups set mid-flight persist back in the VAB, and in future launches of the same craft?
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Is the only file I need the dll? The installation instructions mention a zip file, but the only downloads I'm finding are dll-only.
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