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KSP2 Release Notes
Everything posted by Wiseman
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Oh, really? I figured it would be more complicated than that. Where would I look to find those flags? Discoverable planets sounds awesome.
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Yep, just tried it twice with your config. First time I had no stutter on breaching the atmosphere, and circularized okay. I brought my AP up to Munar orbit, and crashed when I reached it (I may have crossed into the SOI, but I was time-warping and I couldn't tell if I made it there before it froze). Second attempt I crashed on circularization, with the stutter on leaving atmo. I copied your config, saved it to a new KScale2.cfg, and deleted the old one before I moved it in, just in case. Are you starting a new career for each test, or using an ongoing one? I'm pretty sure the issue has to do with reaching progress nodes.
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This still crashed when I hit orbit, unfortunately. What did you change?
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Maybe "stuttering" isn't the best description. It kind of looks like when you drop out of time-warp, and some floating-point calculations are re-run: There's a single frame pause, then the ship jumps a dozen pixels to one side. It seems to be either contract related or related to "progress nodes", which I saw in the debug log right before the crash. If the game is trying to write to a progress node (orbit achieved: Kerbin) that doesn't exist or was renamed, maybe that could be the problem? Let me know if there's anything else I can provide to help! Edit: I tested with your setup, Kopernicus + KScale2 + OPM + Trans-Keptunian, and get the stutter on leaving atmo and the freeze bug upon circularization in a fresh career save. The last items in my log are: [Progress Node Reached]: Orbit [Progress Node Reached]: Kerbin [Progress Node Complete]: Orbit
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Did some additional testing of the auto-contract lockup bug. The testing was performed with a fresh install, no mods other than what's specifically listed, 32-bit KSP, on Windows 7: KScale2 only (using included Kopernicus): Game freezes upon reaching the edge of the atmosphere (697xx meters) Kopernicus only (installed via CKAN): No issue. KScale2 + OPM using stevehead's config and CKAN Kopernicus: Game visibly stutters upon breaching the atmosphere, then freezes when orbit is circularized. OPM only using CKAN Kopernicus: Game visibly stutters upon breaching the atmosphere. No further issues. When I say "game freezes", I mean the whole process locks up instantly. No error log or useful information is created, unfortunately. I haven't tested any other Kopernicus packs, but OPM at least seems to be working.
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Re-entry at 2km/s is never going to be particularly deadly, unless you go into your config file and turn the heat setting up to 2 or higher. Even then, it's not going to be all that spectacular, because 2km/s is not all that spectacular, in the grand scheme of things. Meanwhile, while return from LKO doesn't require a heatshield, aerobraking at 10km/s around Jool has become a bit more of a design challenge than it was.
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That's always been my issue with RO and other rescales. I love the idea of a scaled-up system, as it solves the majority of fiddly issues with reentry heating and engine balance, but those launch and burn times drive me crazy after having spent a year at vanilla scale.
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I was having the same issue, and spent an hour removing mods from a heavily modded install to try to figure out what the issue was. I figured it had to be a contract issue, but it never occurred to me that KScale2 was behind it. Thanks for the workaround, I'll have to try that out tonight.
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PSA: batteries V.S. fuel cells for general purposes
Wiseman replied to Jesrad's topic in KSP1 Discussion
This is a really interesting breakdown. Like Laie, I had always considered batteries to just be a buffer, and had never considered just bringing enough charge up from Kerbin and not worrying about constantly keeping my batteries full. Thanks for doing all the math on this! -
That announcement was on the 19th - for last Friday's Squadcast (which you can find in the past broadcasts on Twitch). I don't think there's going to be another one tonight.
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What will KSP's future be? (Warning: Flames Ahead)
Wiseman replied to RAINCRAFTER's topic in KSP1 Discussion
Yes, that. Also 1.1, but it's going to be Unity 5 and not multiplayer. -
Then why repeat them again? Most of the items on that top list are speculations based on ignorance, if not actively debunked by SQUAD.
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How Squad could have prevented the entire PS4 fallout
Wiseman replied to ShadowZone's topic in Kerbal Network
Every announcement since .90 has been met with vitriol, anger, wailing, gnashing of teeth, etc etc. I doubt any change in the presentation of the announcements would matter, the response from this forum would have been the same. -
If by "truth" you mean "your own bitter, bitter conjecture". You seem to have an entire scenario planned out in your head to be angry about that's based on a handful of words that do not support it. Why can't we be excited that this is going to bring more people into the game we all care about? Why does every announcement of literally anything need to be met by a torrent of vitriol?
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The more the merrier, I say. As for those concerned about keybindings not mapping, I'm willing to bet something like this will be utilized: Final Fantasy XIV plays great on both the computer and PS3/4, and I actually use my controller when playing on my PC occasionally. The way it works is you have shoulder toggles that remap all eight face buttons to your hotkeys (which are fully customizable), and you can set up to eight of these, giving you 64 buttons easily accessible on the controller. I can't speak to how well building rockets will work using thumbsticks, but people have made some crazy stuff in Minecraft on the XBox, so who am I to judge?
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Raidernick's Historical Rockets, Probes and Stations
Wiseman replied to Probus's topic in KSP1 Mod Releases
Awesome, thanks for getting those out! I was really bummed when I saw the original pages were all closed down and the download links pulled. -
Gonna need a source on that - everything I've seen has shown Windows 10 performing better. It's really pretty slick, and looks to be an upgrade in just about every way that's important to me.
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Yes, Moho and the Sun will do their darndest to cook your craft in orbit. I sent an LV-N powered orbiter/lander probe, and for once my issue wasn't delta-v but heat. I was able to leave orbit from Kerbin using the nukes without too much trouble, but braking around Moho was even more of a bear than usual. In addition to LV-Ns running really hot, the radiative heating coming from the Sun made it very hard to cool off. I wound up needing to space out my orbital insertion into three (still pretty big) burns, with 10 minutes or so to cool off in between, but I still lost most of my small radially-attached science equipment. To be fair, that was my fault, as they were radially attached to the fuel tank connected to the LV-N cluster inside of a cargo bay. I noticed that I was able to cool down reasonably well after the first burn, out at the edge of Moho's SOI; but radiative cooling as far less effective the closer I got to Moho.
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I've had pretty much the same experience as the other posters in the thread so far. I'm currently working on a large Jool operation with many ships and resupply vessels coming in every few years, and the first step is usually to either swing by Tylo for some free gravity-assisted slowdown, or a 190-195km aerobrake pass around Jool to get an apoapsis near Jool's moons. It looks harrowing, but checking the thermal colors after I left the atmosphere, my ship was cool as a cucumber. No heatshield, just used a Rhino to face the airstream, and it didn't change colors at all in the thermal overlay. Edit: I've had the same issue. It only seems to happen around Jool, too - I had to quicksave, load, and then dive to the space center and time-warp a few hundred kilometers away to get it to stop doing that.
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What small mistakes did you make that ruined your mission?
Wiseman replied to syfyguy64's topic in KSP1 Discussion
Just realized my Tylo lander doesn't have a ladder. -
I keep forgetting about the new inverse-square solar power curve. I had a probe orbiter + lander duo arrive at Eeloo triumphantly at year five of my career. I switch to it, marveling at the old technology I used to get there, and saw... a ring of four 2x3 panels powering it. Which is fine at that distance, so long as you don't actually DO anything, or move using reaction wheels. They had enough battery life to circularize the orbiter and deploy and land the lander, and I actually managed to transmit some science through a Communotron 16, but it emptied out the lander pretty quick. Fun fact: Over the course of an entire Eeloo day at 18^ north of the equator, two 1x6 panels (minus a HECS core) will gather up about 300 charge, which is aaaalmost enough to send a seismic scan in one go.
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[1.0.5]SKY - Scale-up Kerbalism for You - Kopernicus Rescale [v2.0]
Wiseman replied to SkyRex94's topic in KSP1 Mod Releases
Eudae55 - any chance you could upload that configuration somewhere? I've been itching for a system-rescale + OPM config, and it looks like this is the only rescale mod that's updated for 1.0.x.