-
Posts
1,106 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by micha
-
Cheers; saw that as well as SimpleStreamRecorder. Unfortunately neither are in the Debian packaging system and while I haven't tried them, the prebuilt binaries aren't for Debian either so will have to build from source one of these days. Eh.. what the heck; it's 2 hours later, and I've compile SSR and re-run my launch. Unfortunately the audio didn't work (I should have tested first!) but here's the video: http://youtu.be/zBWy8k2REpw The first launch (aborted) starts at 1:30. The second launch (success) starts at 05:00. Circularisation burn at 13:00. Burn for the Mun at 17:10. Munar encounter at 20:50. Munar capture burn at 21:40. Munar deorbit burn at 24:30. Munar final approach and landing at 30:00. All done in a single take with only a single revert!
-
Debian; mostly using KDE as the UI presently on my desktop machine at home although a big fan of WindowMaker, which I run at work. Headless for the server. - - - Updated - - - Yeah; somewhat disappointing. Ubuntu and Mint are "Debian-Based"
-
Thanks! The biome-hopping was purely luck - firstly I managed to land in an area which had 3 biomes close together, and then I wasn't really expecting to have enough dV to hop once, let alone twice! (I didn't really calculate dV, just built and prayed!) Mind you, there was quite a lot of F5/F9'ing going on! Eh, not all that difficult - but only with the tiny fins. The bigger fins are way too stable and shoot the rocket straight up. This design -almost- gravity-turns itself into space; turn a couple of degrees east after reaching ~50m/s, careful throttling, and a little bit of tweaking on the way up was all it needed. If I can figure out a way to record video on Linux I'll make a launch vid
-
Heya SpaceTiger; First of all, neat mod. I haven't really used the history feature yet, but instead of saving each rocket as it evolves with a new name, I just overwrite the existing one. The suggestion above of tagging a particular revision as a "major" revision (possibly with a very short note) would be awesome. However I have an issue with this mod - it prevents the stock "Merge Craft" functionality. Since you overload the load craft screen completely, the button to merge craft is missing. Any chance of supporting this? Cheers, - Micha.
-
Q: top 10 add-ons for a returning player ?
micha replied to dognosh's topic in KSP1 Mods Discussions
CKAN is brilliant - it will make installing, updating, and managing mod dependencies a doddle. IMHO essential if you have more than a couple of mods. In Windows, 32-bit. 64-bit is not officially supported and -may- cause all sorts of issues. If you DO decide to run the community-hacked 64-bit client, make sure you mention that clearly if you need support with anything. In fact, don't even bother - try to replicate the issue on 32-bit first and if you can, only then raise a support request. (NB: support request means you think you've found a bug, and not just a gameplay question). On Linux, 64-bit is officially supported and perfectly stable and usable. Or rather, as stable and usable as the 32-bit client. EDIT: eh; ninja'd -
Unable to land on Kerbal, parachute fails
micha replied to trexmkii's topic in KSP1 Gameplay Questions and Tutorials
As long as you slow down to 250m/s before 1000 meters you're golden, unless, of course, your craft is too heavy for the number of parachutes you have on it. -
How to reach orbit, and a (sandbox) rocket to do it with.
micha replied to Vanamonde's topic in KSP1 Tutorials
On the whole a nice intro, but you want to gradually turn all the way to space, not perform sudden turns when you hit special markers. With the new aero that is a very easy way to flip out and as you noted you'll be fighting atmospheric drag - which wastes dV. A good Rule of thumb is to be at roughly 45degrees when you're 10-15km up, and you'll be wanting to go around 300-350m/s at that stage. If you time everything absolutely perfectly, you never shut down your engines and circularise into an orbit just as you reach apoapsis. This is not easy. Also, your orbital velocity at ~72km altitude is ~2285m/s which you can also use to guestimate when you're reaching orbit. -
Sorry, I should have been clearer - it wasn't the CKAN download, it was the CKAN extracted files in GameData which lacked the source code. I didn't bother to edit my original post since the follow-on posts seemed to have clarified what the actual case is. I wasn't purposefully trying to blame CKAN; I just didn't think this thread was the place to keep going on about it. I really like the CKAN project and what it's done for mod management. I do find the term "unfounded statement" in your post a bit to my dislike though - even though my statement was incorrect I didn't just throw it out there; it was based on my initial look at the difference between what CKAN provided me with in GameData and what the original download contains. My fault was in not finding the CKAN download at the time and looking into that. Your points were well made but I'd appreciate it if you wouldn't include personal attacks like this in future, which don't add anything to the arguments. Thank you. - - - Updated - - - Yayy Sorry to have diverted your attention away from your work on your other mods to look into this.. but much appreciated
-
Looks similar to what the AntennaRange mod does.
-
Completed the Caveman challenge (to be accepted) - pics in the link: http://forum.kerbalspaceprogram.com/threads/127795-KSP-Caveman-Challenge%21?p=2074999&viewfull=1#post2074999
-
I had the same issue; hence the latest recompile. It -may- have just been fixed due to the recompile (mw-4). I also made a very minor tweak to the way the KEES experiment logic works on vessel recovery, which may also have fixed it. Regardless, it Works For Me (famous last words!) And yes, you can just extract the KEES download over the top of your install; make sure the dll is overwritten. - - - Updated - - - I haven't seen this myself recently (but haven't progressed to use them yet in my 1.0.4 save) - but there were reports of experiment containers causing slowdown many moons ago. Could you please add some info; ie, which containers (or all of them), which situations where the slowdown occurs (ie, on their own, docked/connected to the lab modules, on the launchpad, in orbit, ...?) and which, if any, experiments loaded into them? Thanks! - - - Updated - - - Hey nobodyhasthis; sorry for not replying earlier - for some reason the thread isn't notifying me. Anyway glad to see you got it working. As for the KEES experiments, you know that each Seat (ie, Kerbal) in a capsule has a KIS inventory as well, right? You can store KEES experiments and the KEES PEC in the Seats, although only 1 item per seat, so you'll need a 2-Kerbal capsule or rendezvous with something already in orbit.
-
This code seems to work ok (quick set of tests), although there's still oddities. Perhaps if one switches between scenes too quickly the system gets confused? [FONT=Monospace] [COLOR=#009695]float[/COLOR][COLOR=#333333]experience[/COLOR][COLOR=#333333];[/COLOR] [COLOR=#333333]experience[/COLOR][COLOR=#333333]=[/COLOR][COLOR=#333333]crew[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]experience[/COLOR][COLOR=#333333]+[/COLOR][COLOR=#3364a4]KerbalRoster[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]CalculateExperience[/COLOR][COLOR=#333333]([/COLOR][COLOR=#333333]crew[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]flightLog[/COLOR][COLOR=#333333])[/COLOR][COLOR=#333333];[/COLOR] [COLOR=#333333]crew[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]experienceLevel[/COLOR][COLOR=#333333]=[/COLOR][COLOR=#3364a4]KerbalRoster[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]CalculateExperienceLevel[/COLOR][COLOR=#333333]([/COLOR][COLOR=#333333]experience[/COLOR][COLOR=#333333])[/COLOR][COLOR=#333333];[/COLOR][/FONT] EXP - current Kerbal experience, CEXP - experience + current flight, LVL - new Kerbal level Flight1 (Jeb in orbit around Kerbin): Jebediah Kerman - EXP: 0 CEXP: 0 LVL: 0 Jebediah Kerman - EXP: 0 CEXP: 2 LVL: 1 -> On recovery, Jeb got +2 XP and levelled up Flight2 (Jeb & Bill planted flag on launchpad): Jebediah Kerman - EXP: 2 CEXP: 2 LVL: 1 Bill Kerman - EXP: 0 CEXP: 0 LVL: 0 Jebediah Kerman - EXP: 2 CEXP: 3 LVL: 1 Bill Kerman - EXP: 0 CEXP: 1 LVL: 0 -> On recovery, Jeb got 0 XP; Bill got 1 XP <- was expecting Jeb to get +1 XP Flight3 (Jeb orbited Mun & returned to Kerbin): Jebediah Kerman - EXP: 2 CEXP: 4 LVL: 1 <- was expecting CEXP to start at 2 here Jebediah Kerman - EXP: 2 CEXP: 6 LVL: 1 Jebediah Kerman - EXP: 2 CEXP: 7 LVL: 1 -> On recovery, Jeb got +3 XP. Flight 4 (Jeb & Bob just sat in a capsule on launchpad): Jebediah Kerman - EXP: 5 CEXP: 5 LVL: 1 Bob Kerman - EXP: 0 CEXP: 0 LVL: 0 -> On recovery, Jeb got 0 XP; Bob got 0 XP
-
Given this is a once-in-a-lifetime mission, would it have made sense to have carried a secondary probe which would split off shortly before the encounter to take pictures and science data of the other side? The idea being the secondary probe only needs to carry the science instruments and a (relatively) low power omnidirectional antenna to transmit its data to the main probe. I know, more complexity and more weight.. but still, seems like the cheapest option to get ALL THE SCIENCE, no?
-
Hey Slashy, Thanks a lot for this Challenge - it's the first Forum Challenge I've attempted Quite challenging with the weight as well as parts count limits! (I won't even mention the lack of KER, patched conics, and maneuvre nodes; argh!) I thought once I unlocked the Rockomax parts I could get Kerbals to the Mun but no, they're all too heavy. So most of the Science was collected by probes, although Jeb did manage to sneak a Mun Flyby in. I even got a probe to Minmus - although that took over 100 days. If that probe had gone to the Mun as originally planned I would have completed the challenge in 50 days instead of 160-ish. So herewith I'd like to submit my entry for the Caveman Challenge: Cheers, - Micha.
-
Thanks for the summary, 5thHorseman. Hmm, I'd still have liked to see a 1.0.5. No balance/aero tweaks, _just_ bugfixes. There are still LOTS of bugs, some of which are pretty annoying. Yes, Claw's awesome Stock Bug Fix Modules help out, but they really need to be rolled into the release. Apart from that glad the main thrust is on the rewrite for Unity5.
-
Just to say I've also hit this issue; is there a bug-tracker? And where is the source code? (Nvm; it's in the KerbalStuff download. Unfortunately not in the CKAN download! extracted GameData folder, hence I didn't find it straightaway. For clarification; it is in the CKAN-downloaded package as well, it just isn't extracted.) Having had a quick look at the code, it will constantly add to the Kerbal experience level on every Scene change if they have gained some experience during the current flight, which matches what I saw in the log file. crew.experience += KerbalRoster.CalculateExperience(crew.flightLog); crew.experienceLevel = KerbalRoster.CalculateExperienceLevel(crew.experience); Bill Kerman - EXP: 5 LVL: 1 Siglyn Kerman - EXP: 2 LVL: 1 Elike Kerman - EXP: 2 LVL: 1 ... Bill Kerman - EXP: 7 LVL: 1 Siglyn Kerman - EXP: 4 LVL: 1 Elike Kerman - EXP: 4 LVL: 1 ... Bill Kerman - EXP: 9 LVL: 2 Siglyn Kerman - EXP: 6 LVL: 1 Elike Kerman - EXP: 6 LVL: 1 ... ... Bill Kerman - EXP: 21 LVL: 3 Siglyn Kerman - EXP: 18 LVL: 3 Elike Kerman - EXP: 18 LVL: 3 ... Bill Kerman - EXP: 23 LVL: 3 Siglyn Kerman - EXP: 20 LVL: 3 Elike Kerman - EXP: 20 LVL: 3 ... Bill Kerman - EXP: 7 LVL: 1 Siglyn Kerman - EXP: 4 LVL: 1 Elike Kerman - EXP: 4 LVL: 1
-
Can't retract solar panels in 1.0
micha replied to RedsBone's topic in KSP1 Gameplay Questions and Tutorials
Arghs! Thanks for the answer - I must've missed this in the changelogs! Been wondering why I can no longer retract panels. -
In the stock game the DTS-1 is the only one which is affected by physics. I assume this to be an oversight by squad and always edit it to match the others. Alternatively one can assume that squad made a copy paste error for the largest one.
-
Wait, we're allowed to use KER?? That would make life so much easier! I temporarily gave up yesterday after accidentally pressing Alt-F4 just as I was reaching Minmus (I was wanting Alt-F5).. - I don't usually play on Windows so I was a bit flabbergasted to have the game disappear. So far I have all of the first 4 tiers unlocked and 2 nodes in the 5th level.
-
I can see the segregation being an issue; hadn't thought about that aspect of it. As for your other points, instead of saying "This is a moderator response" (which can be duplicated/faked as you said), have a "This is my own opinion" disclaimer for social posts, and leave un-disclaimed posts as the moderator-hat ones. Anyway, if it's been discussed before, then sorry for raising it again. It was purely based on the number of recent posts recently where people were confused following a moderator posting. Having many people here for whom english is not their first language (myself included) probably lowers the bar for confusion too. Cheers, - Micha.
-
Hi Mods, First off, thank you guys and gals for keeping the forum a great place to participate in! Takes a lot of dedication and, I'm sure, a thick skin. Just a quick comment/suggestion based on what I saw in a few threads recently. There sometimes seems to be confusion around when a moderator posts officially with his/her moderators' hat on, and when they do socially with just their own opinion to participate in the forum as any other user might. Could I suggest that you adopt a convention to make it clear whether you are posting as a moderator, or as a user? That way people would be in no doubt whatsoever how to interpret your posts. Many thanks, and keep up the great work, - Micha.
-
just a thanks to all mod creators out there
micha replied to hawk_za's topic in KSP1 Mods Discussions
+1 thanks to all the hard-working modders! The game wouldn't be what it is without you guys and girls! -
I always do a complete fresh install instead of an update. This is pretty much the first time I've used the Klaw - I didn't know this bug was triggered by it. I was EVA'ing the Kerbal to get it into the main pod - as I'm not convinced the Mk2 Lander Can she was stranded in will survive the fires of re-entry. Haven't unlocked Mk3 parts yet so don't have cargo bays large enough. Besides, I tend not to play with the spaceplane parts, but it's a good suggestion, thanks.
-
So I just spend most of the evening building and flying a rescue mission beyond Mun's orbit. After a long and difficult rendezvous and grab (With the Klaw), I EVA'd said Kerbal, pressed <space> to let go of the ladder, and.... my main ship staged! Noooo! There goes the engine & fuel for the homeward trip. Now I have 3 Kerbals and 2 capsules to recover from deep space. I don't mind if it happens through my own fault. But when it's because of (an allegedly squashed) bug I get a bit miffed.