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KSP2 Release Notes
Everything posted by AbacusWizard
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
AbacusWizard replied to Gameslinx's topic in KSP1 Mod Releases
Which older version? I’ve been having similar problems and I’d like to try fixing them.- 1,650 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
AbacusWizard replied to Gameslinx's topic in KSP1 Mod Releases
Which Scatterer version should I be using? I’m pretty sure I have the one linked from the first post in this thread, but Kohm is a pale red/pink color. I’m having this problem as well. I can see (and use) the secondary space center on Lua and some ruined buildings nearby, and I found but I can’t find anything else but rocks and trees. I tried installing ScanSat and scanning Lua, but even at 85% scanned, no “anomalies” show up on the map at all.- 1,650 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
AbacusWizard replied to Gameslinx's topic in KSP1 Mod Releases
I'm not sure if this is a Beyond Home issue or a Kerbal Konstructs issue or what, but I can't see any way to activate the extra launchpads (I recall from a few years ago that there should be one on a mountaintop near the Space Center and one somewhere on Lua); in fact I can't find them when flying around either. There's also no Kerbal Konstructs button appearing in the interface anywhere. I just (re-)installed the latest version of Kerbal Konstructs, still nothing. Should I be using an older version of Kerbal Konstructs with Beyond Home? Is some other mod needed to make them work together? Or do I just need to change some settings somewhere? UPDATE: It's working now! Turns out I had not realized I needed "Custom Prelaunch Checks," a dependency listed on the Kerbal Konstructs main thread.- 1,650 replies
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Jeb's Life: A Kerbal Novel
AbacusWizard replied to Disparia Books's topic in Making History Missions
I also am unable to complete Chapter 2. I've finished all of the mission goals, landed my jet splendidly on the west end of the runway, taxied around to get my latitude and longitude EXACTLY the same as the requirements listed in the final mission goal, parked it... and still nothing. The mission has been going for 40 minutes, if that's relevant. Any idea how I can trigger endgame here? Update: I've also now finished Chapter 3, and am running into the same problem: after landing (and going on EVA as instructed), the script isn't recognizing that I have done so. Other than that it seems to work fine. -
I've been playing with the missions built in to Making History, and while some of them are fun challenges, the whole mess is filled with problems. The big one is that on two occasions I've encountered sudden out-of-nowhere "FAILURE" messages just before succeeding in the final mission objective. • Munar 1: I designed an excellent replica of the Saturn V, flew it all the way to Mun, landed my LEM, re-orbited the top half, docked with the Command Module, transferred crew, flew the Command Module back to Kerbin, started re-entry, disconnected from the Service Module, and everything seemed to be going fine, when suddenly FAILURE pops up out of nowhere. I closed the message, continued airbraking, deployed parachutes, and landed safely. Why the sudden FAILURE? My only guess is that the no-longer-needed Service Module (not even part of my vessel anymore) had just blown up from re-entry heat, and the program thought "oh wait, a required part has just blown up! FAILURE!" • Acapello 13: orbited Kerbin, went to the Mun in spite of the setbacks, landed Jeb in the lander, got Jeb back into the Command Module, returned to Kerbin atmosphere, got the "oh noes your parachutes have failed and you'll have to bail out and use personal parachutes" message, had all three of the crew bail out and deploy personal parachutes... and then suddenly got an "I told you you should've bailed out!" message from Gene Kerman and the FAILURE message out of nowhere. Again, I closed the FAILURE message and continued playing... Valentina (the one I was controlling at the moment) landed safely; the other two kerbals seem to have vanished into thin air (in spite of their parachutes having already been deployed); the crew capsule, ironically, made it to the ground completely undamaged! And yet FAILURE anyway. No clue why. I've also been having problems with the Service Module part that is required to be used in the Munar 1 mission. I loaded it up with fuel tanks (of the 1.25m variety), and discovered when I reached the appropriate stage that they weren't feeding fuel to the engine (connected directly to said Service Module) at all. I started over, discovered that the tanks were attached to the ceiling of the SM, and tried attaching them to the floor of the SM instead--the "fuel overlay" view confirmed that they should both be feeding fuel to the engine. When I actually flew it, though, only half of the tanks (either just left side or just right side; I forget) fed fuel to the engine; the other half remained full and untouched throughout the entire mission--and untouchable, too, since apparently the "transfer fuel from one tank to another" ability has been disabled?? By some miracle of engineering and the Tsiolkovsky equation I made it back to Kerbin anyway, but, well, FAILURE; see above. I hate to complain here, because KSP is such an amazing product and as a physics teacher I get so much use out of it both personally and professionally... but I'm getting really tired of these bugs. I'd expect to see this sort of problem in a hastily assembled mod, not purchased DLC that was in development for so long.
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I have tried deleting the entire directory, re-downloading the zip file, and re-installing. Tried restarting the computer; tried running KSP while no other programs were open. Still gets the same result every time: it goes to a black screen, turns the mouse pointer into the KSP-specific mouse pointer graphic... and then doesn't proceed to the usual progress bar and loading screen images. It respond to command-tab and command-Q, but doesn't produce a log file. I am using the non-Steam version downloaded directly from the KSP store.
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I tried downloading version 1.4.2 on my MacBook laptop (a couple of days ago) and my Mac Pro desktop (just now), under OSX 10.12 (Sierra). However, when I try running the program on either one, I get the same result: the usual black screen (and switch to the in-game mouse cursor image), and then nothing. The screen just stays black. No progress bar, no Squad logo, no funny pictures of kerbals, no witty descriptions of what's loading. I can still switch back to Finder with command-tab, and I can still quit with command-Q, but the game never moves on beyond the black screen. I've tried leaving it running in this state for over an hour, and nothing changes. This surprised me a great deal, because 1.4.1 worked just fine (if a little slow). Any idea what's going on?
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So I finally got around to updating to 1.2.2 (on a Mac Pro running OS 10.7.5), loaded it up, and immediately saw this... In-game, many animated objects (EVA kerbalnauts, the klaw, mining drills, some jet engines) display the exact same problem. As far as I can tell it doesn't affect gameplay directly; it just looks utterly awful. I haven't changed the graphics settings from default (other than making it fullscreen, and it was already having this problem before I made it fullscreen). I have already tried quitting and restarting--no change. Any idea what's going on? Has anyone else seen this problem? Are there some settings I should change to stop it?
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Gaps in the runway, graphics issues, wheel glitches, etc.
AbacusWizard replied to Fireheart318's topic in KSP1 Discussion
Augh, really? I had been hoping that 1.2 would fix those issue specifically so I could use large vessels without problems. I guess I'll just have to continue using 1.0.5 for a while longer. -
Traveling Across the Kerbol System
AbacusWizard replied to planet-creations's topic in KSP1 Discussion
There is no such thing as "not a good conjunction"; there is only "ship was not designed with sufficient delta v." -
Etiquette of moving to a game new version
AbacusWizard replied to Martian Emigrant's topic in KSP1 Discussion
I'm thinking about starting a completely new career save... but copying my one favorite interplanetary flagship (empty, of course) from the old persistent file and pasting into the brand-new one, in orbit around (for instance) Minmus or Gilly or something. That way my new space program can have the thrill of discovering a high-tech ancient alien derelict, attempting to get to it with just the low technology they have so far, refuelling it, and taking it out for a test drive... -
I haven't even gotten a chance to play 1.2 yet, but just from looking over the options menu, I know I'm going to love it. I can set navball in map mode to be visible by default? I can choose to see predicted trajectory over more SoI changes? I can decide for myself what my launchpad throttle level should be? Magnificent!
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I'm still playing 1.0.5 because of certain problems in the 1.1 line. Looks like I should be able to play 1.2 just fine though... just as soon as I'm done with a few more missions using my awesome xenon-drive flagship.
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Etiquette of moving to a game new version
AbacusWizard replied to Martian Emigrant's topic in KSP1 Discussion
By the time a new version comes out, I usually have a big interplanetary flagship going on a mission of exploration that I don't want to abandon... so I keep playing the old version until one of two things happens: 1) I do all the exploring I wanted to do, bring the flagship back to Kerbin orbit, return the heroic crew triumphantly home, declare the ship to be an orbital museum, download the new version, and start a new career from scratch 2) flagship undergoes some sort of catastrophic failure, I stare at the screen in horror for a bit, then quit, pretend the whole thing never happened, download the new version, and start a new career from scratch -
Also useful for ejection seats.
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Did somebody say... SPACE DISCO?
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What is the most HORRIBLE way one of your kerbals died
AbacusWizard replied to 322997am's topic in KSP1 Discussion
During the descent of one of my first Duna landings, I decided to have the pilot hop out of the cockpit for a quick EVA report. At the time I had no idea that air resistance could knock the poor guy right off the ladder. He tried to slow down with his jetpack but at the speed he was going there was no chance. *paff* The mothership had a spare lander (I was overbuilding everything back then) so the mission was able to continue, but it was a sad day for kerbalkind. -
Share your Most Colossal Ship/Plane!
AbacusWizard replied to KerbalKyle45kk's topic in KSP1 The Spacecraft Exchange
I like that ring of Mk2 cockpits about halfway up; the pointyness and the symmetry make it look like an art deco skyscraper. -
Very 2001-ish.
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First skill any action hero needs to learn: outrunning the explosion!
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I'm gonna have to go with Unity. It has its flaws, but right now it's all we've got, and... ...Oh! You mean rocket engines! I am very fond of the Poodle, Terrier, and Aerospike for all my orbital infrastructure needs. They're a good compromise between strong thrust and high efficiency, and don't require the extra attention (liquid fuel only, radiators, etc.) that nuclear engines do. I also really like the idea of ion engines, but I don't think it'll really be practical in-game unless and until we get the ability to leave the thrusters on when not focused on the vessel in question. Looking forward to trying out the bigger ion engines from Near Future Tech though!
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Which is better to mine, Minmus, or the Mun
AbacusWizard replied to Alpha 360's topic in KSP1 Discussion
I do all my mining on Minmus because my engineers like the scenery there better. Besides, it's even in the name... Mining... Minmus... can't argue with that!