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KSP2 Release Notes
Posts posted by ThreePounds
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As far as I know, there isn't a community tech tree patch available for this awesome mod. I am about to create one.
Do you have a github page so I can make a pull request for that?
Or is it easier if I upload the patch and you'll bundle it with your next release if it's to your liking?
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7 minutes ago, Vaxuality said:
Every single mod I look at, I find source.
I've been playing since around 0.25, never joined the forums. But I did use the forums a lot. Mostly for mods and troubleshooting.
But, WHAT IS SOURCE?
Thanks.
It refers to source code. These are the files and assets the mod creator has used to create the mod in question. Last time I checked, the forum rules require every mod author to make these available somewhere so other users can check if the mod is malicious or can modify / refactor the code themselves if the license allows it.
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Yes, you need adequate batteries on your space craft to transmit larger chunks of data. If you find yourself running out before the transmission finishes, you may disable "require complete" in the context menu. It will resume the transmission rather than discarding the results.
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Here a few of mine. Hope you enjoy them as much as I do.
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58 minutes ago, Voodoo8648 said:
So basically I'm asking if I can make contracts appear with the unlocking of a new tech in the R&D building.. If not, could you help us make it work?
Yes. One if the requirements a contract can have is a check if a certain tech had been researched. Just set and it'll hide the contract until the player researches that node. For example, in the stock antenna rebalance contracts, the tier 2 contracts check if Precision Engineering is unlocked.
Here is some sample code:
REQUIREMENT // must be have researched tech{name = TechResearchedtype = TechResearchedtech = precisionEngineering // RA-2} -
26 minutes ago, Nertea said:
-snip-
Stop! I can only get so ... excited!
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5 minutes ago, MaverickSawyer said:
I've had the funky MET display, too, but since the issue doesn't persist after liftoff, I've largely ignored it. It's not impacting gameplay, so why make someone fuss over chasing a non-issue?
I causes Historian to do wierd things and sometimes crash all together. It's easy to avoid though: don't touch it until after lift off.
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Just now, trias702 said:
Awesome release!
Unfortunately, I'm now experiencing a strange bug with KSP 1.3 where my MET is no longer working, it stays stuck on all zeroes, or occasionally just shows year=999. It started happening today after I updated to the latest releases of all of your mods: KA, CryoTanks, DBS, DeployableEngines, NF Solar, NF Propulsion, NF Electricity, and Far Future. I have tried removing just Far Future, but the bug remains, so it might be in one of the other mods. I'll try to selectively disable one by one to see if I can find it, but due to all of the inter-dependencies, it may be a hard one to catch.
Is anyone else experiencing messed up MET?
Yes. I have seen the MET timer show just 9s during prelaunch before. Although it's always fixed by launching. I was also unable to track down the source though.
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You guys are underestimating the aesthetic appeal of those items. They make for great decorative pieces.
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I just made a simple test craft that I cheated into orbit to play around with the engines. While testing the "'Polaris' Z-Pinch Fusion Engine", I found that I am getting no thrust. It consumes EC and Fusion Pelets and is visible firing, but no net force is applied to the craft. I tested it the other Z-Pinch Fusion Engine and it works fine.
Here are some screenshots, a craft file and a generic log file.
LOG: https://drive.google.com/file/d/0B6KLmRpYz5AlOXp3Rmw2UnE5WXM
CRAFT: https://drive.google.com/open?id=0B6KLmRpYz5Ala2VyTWtFMmFBQTQ
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You could create a mining ship and park it at the KSC and force yourself to build all your crafts with empty fuel tanks. KAS/KIS will help you create fuel tankers that can pick up fuel at your mining facility and fuel launching space craft.
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May I ask, why are you posting this now?
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Thanks @Nertea! You are simply amazing.
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I have made this spreadsheet to help you calculate. You can download it and modify it to do your calculations.
If you have questions about how to use it, just ask. I'll be glad to assist.
LINK: https://docs.google.com/spreadsheets/d/1PLS1UkVRR-qqUluIlyEweaqRFZqAJjp4sLgIiixqdFY/edit?usp=sharing
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12 minutes ago, Badie said:
We are working on an updated version of the demo, which will roll out along with the 1.3.1 update of the full game. We don't have and ETA for this at the moment
We will let you know
Thank you! I originally bought the game after being convinced that's it's good by playing the demo. It's an uncommon but very welcome sight these days and should hopefully be worth the investment.
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I'll guess @Nerfclasher again.
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23 hours ago, Arrowstar said:
Ill try to take a look after work. What version of the software are you on?
1.5.7
The particular file isn't strictly worth saving as it's just 5 events or so. I was just afraid this might happen again so I wanted to investigate it. Can you tell me more about the file format? How can I open it?
EDIT: another corrupted file: moho_flyby2. I'm starting to get worried.
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I have another question. Is there a way to salvage corrupted mission architect files? If I try to open this one, I'll just hear the windows default notification sound but the file won't get loaded (no events listed). It would be good to know what caused this corruption so I can avoid it in the future. I'd hate to work on a flight plan for several hours only to lose all of it.
https://drive.google.com/open?id=0B6KLmRpYz5AlUnN6SlVfa1MtR3M
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2 hours ago, Phelan said:
I have a bit of a problem with reactors whose vessels haven't been loaded for a long time, the moment I switch to those vessels, the cores instantly overheat and shut down, taking some damage. Yes, they've got enough radiators to runn at full capacity, they're running at 1-10% (depending on the vessel), and some of them were out near Jool (so no issues with heating from Kerbol).
It really only seems to happen to vessels that haven't been loaded for a long time (like a year or so or longer), and it's pretty consistent. Anyone got an idea?
It's apparently a known issue and is being looked into right now, I guess:
On 2017-7-27 at 7:27 PM, Nertea said:This is hideous. I spent some hours (3 in fact) attempting to track down the exact origin of this.
It certainly has nothing to do with my code, so I'm going to be forced to create some kind of ugly, ugly hack to stop this. All updates delayed x days, where x >= 3 .
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1 hour ago, Voodoo8648 said:
@Streetwind, @Nergal8617 I un-installed all NFT mods using CKAN and KSP runs just fine. I installed just Near Future Propulsion version: 0.8.7 from Spacedock and manually installed into my gamedata folder. I tried to load KSP and the game crashed while trying to start.
Output: https://1drv.ms/t/s!AvUWxjgM4SuQhc5xdR3DYGahlxF00A
Error.log https://1drv.ms/u/s!AvUWxjgM4SuQhcECAEi_ZfJ1cKJW1g
Does the problem persist if you install just NFP on a fresh install? If not, just keep adding mods one by one until you find the offending combination. Using CKAN and an "unclean" install makes this all the harder to debug both for us and for you.
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There seems to an incompatibility between the manoeuvre execution assistant in KSPTOT 1.5.7 and KSP 1.3.0. You can see the error occuring here:
I imported both the orbit and the manoeuvre node using rightclick -> read from vessel (KSPTOT connect plugin) directly from the game. The plugin seems to read values from the game differently than KSPTOT expects. Namely: SMA, ECC and true anomaly of the burn.
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1 hour ago, darwinpatrick said:
Quick question-
Are there additional detectable anomalies on the OPM worlds than the monoliths? I found one on Wal and I'm wondering if it's worth it to go down and investigate.(I have a full tech tree, nothing left to unlock)
If someone is going to answer this, please be sensitive and put in spoiler tags.
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Nertea, you bundled an outdated version of Module Manager in your latest NFS & NFP releases. The current version is 2.8.1.
[1.4.x-1.8.x] Airplane Plus - R26.4 (Fixed issues/Github is up to date) (Dec 21, 2019)
in KSP1 Mod Releases
Posted · Edited by Three_Pounds
I have just finished the patch and hope you’ll bundle it with Airplane Plus in the future. Here are my thoughts behind it:
Motivation: Community Tech Tree adds three aircraft related nodes. While Airplane Plus is technically compatible with CCT due to its non-intrusive nature, it doesn't take advantage of the additional nodes provided by the plugin. This patch aims to reassign some of parts added by Airplane Plus to new research nodes to facilitate meaningful decisions by the player. The modified position of these parts within the technology tree is based on the location of stock parts and parts of other mods. It preserves the research pacing by not altering the assigned research level of any part.
Modified research flow with CTT installed:
Download: The patch can be found here. As with all MM patches, it may be placed anywhere within the GameData folder that is not a PluginData folder.
License: is patch operates under the CC0 Free-Culture-License.
I will keep an eye on this mod in the future to keep updating this patch. You may also contact me about changes to this patch and give feedback – I’d like to know how you feel about the implications this has for your career games.
BTW: if you bundle this patch with your mod, you can add this badge to the OP to let people know it supports the mod: