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Everything posted by Targa
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This is the second time I'm noticing a discrepancy between what R&D Archives says I've done, and what I can get science points for on the Mun. According to R&D Archives, I have science from two places: East Crater and Farside Crater. My ship is now in the "East Farside Crater" (which is unrelated to the above two, supposedly), and all science experiments are coming up with a value of zero. I have no mods installed. Anyone know what's going on? Edit: So I landed in the East Crater, even though the R&D Archives said I'd already been there, and yet I was able to get science from it. Now when I look in the R&D Archives I have two separate entries for "East Crater". It appears as though the game is recording science experiments done in the East Farside Crater as "East Crater" in the R&D Archives. Does anyone have an entry for "East Farside Crater" in any of their saved games?
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Not sure if this is meant to scale correctly with difficulty, but I installed this mod today and my first mission was "First flight (unmanned)" or some such (launch your first unmanned rocket), and the reward was 600+600. On hard difficulty, that just about covers the cost of my rocket engine, so I'd lose money. I'm playing with the Engineering Tech Tree, which doesn't start you with SRB's. Even so, IIRC in the stock game a Flea cost around 450-600? Then the cost of your probe core, etc...
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Is there still no way to stop the game from automatically sticking Jeb in the pilot seat of every ship I launch? (other than manually editing the crew in VAB)
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I'm starting to think that the surface scanner and narrow band scanner are pretty useless for ore mining. Here's what I tested: Put an M700 scanner in orbit over several planetary bodies. Scanned for ore, and adjusted the cutoff to the highest I could and still be able to see at least one spot of ore. Landed my mining ship in one of the bright pink spots and started mining. A bit later, I had enough science to get all the necessary parts to build a rover and mount a surface scanner on it. I landed the rover close to my mining ships and did a surface scan, then drove around all over the ore deposit area(s) to check for better concentrations. What I found on both planets is that there was no appreciable difference in ore concentration after narrowing it down with the M700's "cutoff". For example, at my mining ship, ore concentration was something like 4.78%. Driving the rover with the surface scanner all over that area revealed that the highest concentration was 4.79%. The same thing for the other planet. It only varied by .01%. Which leads me to believe that the narrow band scanner would be just as useless. Simply scan with the M700, adjust the cutoff as high as possible, and land in a bright pink spot. So my question is, am I somehow missing something, or misinterpreting something? Or is it possible because of my high difficulty settings that there's very little variation in ore deposits?
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Squad: Please fix some annoyances
Targa replied to Targa's topic in KSP1 Suggestions & Development Discussion
As I said, they can't be adjusted. Setting "spacecraft" volume to zero does nothing for either flaming reentry or "wind" sound on launchpad and before splashdown. The flame sound is obviously not associated properly with the spacecraft, otherwise it would get quieter when you zoom the camera out from the ship. As for the rocket engine sound in map view... my main complaint is that if I zoom the camera away from the ship to make the engine sound quieter, then open the map, the volume goes back to the default volume of having your camera right at the ship. -
1. "Wind" sound when a craft is about to splash down on Kerbin. The volume of this sound cannot be controlled by current in-game settings. This wind sound is also prominent on the KSC Launch Pad, and cannot be adjusted. 2. "Flame" sound when a craft is burning during reentry. This sound does not get any quieter if you zoom out away from the craft, like rocket engines do. 3. Rocket engine sound when in map view. Really loud, and usually only comes out of one speaker (left speaker, most of the time). Should be subdued.
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I'm wondering if there's a list somewhere of which moons rotate fast enough to have night/day cycles, and which ones always have the same bright side and dark side. Thanks!
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Hi all. I recall a mod that allowed you to switch between buildings in KSC without having to go back to the "outside". Like if you were in the Tracking Station, you could go directly to the VAB. Anyone know which mod this is/was? Thanks!
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Distant (and not so distant) vessels are not rendering at all for me. I've tried turning on "Distant vessel rendering" on numerous occasions when attempting to rendezvous with other ships, and I still can only see ships that I have targeted, and only by the colored box that brackets my target. Doesn't work when I'm controlling a ship, nor when I'm EVA and looking for a nearby ship. And I'm talking real close, like 400-1,000 meters away they're still impossible to see on the dark side of a planetary body.
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Haven't played KSP since before the integrated satcom thing. I've read just about everything I can find on the subject, but can't figure out what I'm doing wrong in my current game. I have 2 comsats orbiting Minmus with HG-5 relay dishes on them. I have a probe orbiting Minmus and using a communotron 16. My tracking station is upgraded to level 3. The comsat is 1,872,000m away from the probe, which should be in easy distance for the communotron 16 (max 353Mm). The probe has "not connected". http://imgur.com/gNub9bX Any help or advice is appreciated! Edit: No problems directly communicating with Kerbin when the probe is on the near side of Minmus, so it's just not relaying to the comsat with the HG-5 for some reason.
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Yeah, the half of a hex. I *love* those for refining/refueling operations. Makes it so, so easy to build a refueling ship, like this: Photo Album
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@RoverDude, can you please add Kontainer MK2 to this download? I love that kontainer for a side-by-side LF/OX refinery. I thought it was originally part of FTT, but I downloaded that also and can't find it...
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Thanks Sebi, that was the answer. Apparently Landing Guidance is hardcoded to not be available until you've upgraded the Tracking Station to level 2.
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Hi all. Back after an extended hiatus. I did a fresh install of KSP v1.1.3 and installed the latest MechJeb v2.5.8. Seems to have installed OK, and the MJ menu is there and a bunch of modules, but "Landing Guidance" is missing. Tried everything I could think of to get it to work with no joy, including modifying the AR_202 part.cfg file so all the tech requirements are "start". Anyone have any ideas? Thanks!
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Targa replied to nightingale's topic in KSP1 Mod Releases
I can do better than a screenshot. Here's a short video of the issue. Watch the Contracts window, especially right at the start, and again at the very end. You'll see at least 4 green check marks flashing on and off. Another thing to look at in this video is the MET clock. You'll see it's constantly flickering from green to yellow, which it normaly only does when the game is having trouble keeping up with physics calculations. Unfortunately I don't think there's going to be anything helpful in the log files. I looked thrugh the KSP.log as well as the output_log.txt, and don't see anything that strikes me as out of the ordinary. The output log simply started to get lots of "out of memory" errors right before the game crashed. If you see errors related to Contract Configurator and RT_PlanetMoonRelay, that's because (as the error states) I uninstalled it, as I mentioned in a previous post. At any rate, here's the KSP.log: http://wikisend.com/download/456080/KSP.log- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Targa replied to nightingale's topic in KSP1 Mod Releases
Got the "InnerSystemSat" contract. I have a satellite orbiting Duna at about 6,250,000 meters. I have a dish pointed back at Kerbin (with contact), I also have a dish pointed at Duna. The contract requirements keep flashing rapidly between not being fulfilled, and green check marks. All except "In range of Duna", which I don't know why isn't also going green, since my dish has more than enough range. So I don't know what's up with this contract... Also, it's a very simple satellite consisting of 2 dishes and an omni antenna, a stock squad fuel tank and the terrier engine, with a battery and a couple of solar panels. Yet if I "fly" this satellite for more than about 2 minutes, the game crashes to the desktop. If I don't fly this satellite, I can play for hours. I actually have 3 of these around Duna, and flying any of them crashes the game. After looking at the crash log, I found that it's an "out of memory" error that is causing the game to crash. So I started Windows Task Manager and looked at memory usage. I then ran the game and went to this satellite. As I sat there doing nothing, I watched as memory usage kept going up and up until the game crashed. I then removed this contract pack from my game install and did the exact same thing. This time memory usage did not change. I therefore conclude that this contract, "InnerSystemSat" is causing some kind of memory loop that eats up all the available memory until the game crashes. As a final test, I re-installed this contract pack and just deleted InnerSystemSat.cfg from the install folder. I then loaded up the same quicksave I'd been using to test with (as you know, persistent saves will change every time you do something), I then went back to the same satellite and had no memory issues at all. SO it's definitely this particular contract that is causing the issue.- 557 replies
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In the VAB, always attach a Reflectron DP-10 to your ship, then right-click it and make sure it says "start deployed". Then, when you launch your ship, use a steeper angle than you normally would for the most fuel-efficient launch trajectory (something like be at 15,000 meters at 90 degrees or so). Also try to go a bit higher than minimum orbit (rather than 71-72k altitude, go to 78-80k or more). These two methods will give you a longer time within LoS of Mission Control. Actually you don't even need to do those, but they make things easier. As you ascend, switch to map view to keep an eye on your apoapsis. Once your apoapsis is where you want it to be, immediately turn on your flight computer and click the GRD + button so the FC keeps the nose of your ship pointed in the right direction. Now create a maneuver node at your apoapsis for a circularization burn. Quickly click NODE then EXEC on the Flight Computer. Then sit back and let the FC do the rest. If you do this quick enough you should still be well within LoS communication range of Mission Control. Coasting to apoapsis and trying to do the circularization burn yourself is a recipe for disaster. It also helps to add a Communotron 16 to your ship and assign it to Action Group 1. You can then press 1 as soon as your ship hits 50k altitude. Same goes for later when you get deployable solar panels. Mun Flyby probe needs to have a dish targetting Geostat 3. Geostat 3 needs to have a dish targetting either Mun Flyby probe, or "Active Vessel". Sounds to me like your Mun probe has a dish pointed at Geostat 3, but Geostat 3 doesn't have a dish pointed back at the Mun probe.
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That's a game bug with the shaders used for the seats that make them invisible in the VAB. You need to put the container next to the VAB inventory window and "guesstimate" when you pick it up on your mouse pointer and drag it to the container. Then hover your mouse over the container's seemingly empty spots and see if the seat is in there.
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The game will always crash after a certain amount of time playing if you do a lot of scene changes, especially if you enter the VAB, launch, revert to VAB repeatedly. There's an ongoing issue with the game utilizing more and more memory until it crashes. I don't know enough about Unity to know if this is an issue with Unity itself, or with the way KSP is programmed. If you can start the game and launch/fly a single ship for a long period of time without crashing, but always crash after a number of scene changes and/or reverts, it's this "out of memory" error that has plagued the game for a long time. I think what KSP does is when you start the game, it loads everything into memory (which is wasteful). It also has no "cleanup" method (this may be a limitation of Unity, or not) of removing things from memory on scene changes. So even though you're only looking at one scene during play, everything else that you've done/loaded is still taking up memory. Make sense? In other words, you enter the VAB, the VAB scene is loaded into memory. You exit to the launch pad, the launchpad scene is loaded into memory (but the VAB scene is still taking up memory), your ship crashes so you revert to the VAB, now the VAB scene is loaded a second time (now you have the first VAB scene, Launchpad scene, and the 2nd VAB scene taking up memory). At least this is the way it seems to work to me. I can reliably crash the game by going to VAB, launching, reverting to VAB a number of times. How many times it takes depends on the number of parts in the ship. The only "solution" I've found is to regularly quit the game and re-start it.
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mechjeb landing guidence
Targa replied to gmcr70's topic in KSP1 Technical Support (PC, modded installs)
I've used MechJeb since last year and the only time I've ever encountered this behavior is when I started the landing procedure myself and was descending too rapidly. Turning Landing Guidance on at that point usually ended up with MechJeb slamming the ship into the planet surface. You need to enable Landing Guidance from a stable orbit for best results. I've used "land somewhere" as low as 20 meters off the ground and never had an issue. It's great for those "uh oh" moments when you've botched a manual landing, or are moving a ship short distances across the planet surface. The main thing to remember is that MechJeb can't perform miracles. If your descent speed is greater than your available thrust, nothing can save your ship. Lastly - always, always F5 before deorbiting. Use "pick a spot to land", "enter coordinates", or "land somewhere" from a stable orbit and report back the results. -
Here's the real issue (for me) that I see with this tech tree mod. While the technology is laid out in a very well thought out manner, if you're using MKS, the majority of the parts are available very late, or at the end of the tech tree. Maybe this is RoverDude's categorization as well as this modified tree, but the issue that I have with this is that it makes the entire point of colonization moot. What I was looking forward to was the ability to colonize other planets/moons, set up resource extraction sites, as well as science-collecting sites, to further my expansion in the solar system. However, since the required technology to do all this is at the end of the tech tree, this means that by the time I can do all this, there will be no point in doing it, since I will be finished with the tech tree and have no further need of science. At that point it just becomes sandbox play. This goes back to the original difficulty curve in collecting science in this game, where you could finish the tech tree before ever leaving Kerbin's SOI. For many players (myself included), this results in a loss of motivation for further exploration. Upon reflection, I think that in order to play the game the way I envision it, I'm going to have to come up with my own tech tree that allows base-building and mining earlier in the tech tree, while moving a number of the science-gathering instruments to later in the tech tree. This will encourage base-building on the Mun/Minmus to create a refueling station, and a slow colonization/expansion into the rest of the solar system. Unless someone knows of a mod that already does this?
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I'm trying to fulfill the station contract, "Kerbin Orbital Station!", which says "...consisting of at least one station part (eg Mobile Processing Lab)". So I built a ship which includes all the specified parts (docking port, crew of 2, Mobile Processing Lab) and put it in orbit. The contract then says that I have no "station part". I see in the cfg file that it actually says for the parameter, "vesselType = Station". Yet in looking at the Squad part file for the MPL (largeCrewedLab.cfg), it says "vesselType = Ship". So it's not possible to complete using the MPL. Are there any actual stock parts by Squad that are of vesselType = Station?
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Regarding the transmission of science reports and not having a RT network for your manned missions: You can store all your science data in the command module. You simply need to EVA to remove crew reports, then store them back in the command pod. Using a scientist you can collect goo/Jr experiments, restore the experiments, and store those in the command pod also. There's no need for a communication network back to Kerbin unless you never plan on returning. I play hard mode career, with science gains at 20%, rep and money gains at 50%. I use RT and TAC-LS, along with a bunch of other mods.