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Everything posted by Kowgan
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Kowgan replied to Claw's topic in KSP1 Mod Releases
Thank you for the continuous support, Claw. I'd like to show my appreciation here once more. Other than that, is anyone else still having trouble with cargo bays and parachutes (realchute, actually) remaining shielded, and thus, not working? The ModuleCargoBayFix has been deprecated, but the bug seems to keep happening to me. Thanks. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kowgan replied to stupid_chris's topic in KSP1 Mod Releases
Damn, I forgot about that cargo bay bug which won't unshield parts that leave the area. Then, I somehow borked KSP. Funny thing is, I don't know what are the exact triggers to make it work or not. I've tested it many times, but couldn't find a pattern. Sometimes the chutes work, sometimes they don't. Too bad (and weird) the StockBugFixModules decided to deprecate that fix, since the bug still happens. Why am I writing this here? -Update- Well, seems like the problem isn't the cargo bay. I tried to reproduce the issue in order to get logs, but everything worked as they should. Now, when the problem first occurred, I quickloaded several times, trying to solve it. And I noticed the chutes inside the cargo bay would deploy and revert for a split of second, right after the quickload. Even though they haven't been staged before the quickload. I suspect this is something related to the "deployed chutes disappear on quickload" problem, which was fixed on RC v1.2.5. This needs further testing, and logs. Until then, I'm just writing this as an observation, in case someone else experience the same issue. This is not a fix request. -
Taniwha, could I request a staging function at the Action Groups, for the probe? I also noticed lots of other action group, movement functions there, and I'd like to know if they're really necessary, since the probe doesn't even have reaction wheels. Thanks.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kowgan replied to stupid_chris's topic in KSP1 Mod Releases
The RealChute parts are added to the "subject to test" club through a module, and the flags/companies are choosen randomly by KSP. Realchute itself doesn't generate any contracts; all is done by stock KSP. You got lucky on that contract. -
Vardicd, this is one of those mods you didn't know you needed until you start using it. Then, you can't run away from it. It's more like a container to put science (or other stuff!) in and drop it somewhere. As the OP said, it's great for survey contracts. You don't need to land a vessel at the contract location. Instead, just drop the science there! Now, to those target practices...
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I've noticed I never stopped here to show my appreciation for your work, RoverDude. So, thank you so much for making this! Your effort is much appreciated, really.
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[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Kowgan replied to alexustas's topic in KSP1 Mod Development
I don't know about the Vanguard dependency, but I'm running Stack Inline Lights without that. The parts themselves won't change color, but the lights do. I'm fine with it! Thank you so much for the effort, Kolago. Have some rep! -
[1.0.5] Gryphon textures for Procedural Fairings v1.4
Kowgan replied to Ravenchant's topic in KSP1 Mod Releases
This is beautiful! Keep up the great work, Ravenchant! -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kowgan replied to stupid_chris's topic in KSP1 Mod Releases
I hope things get better for you soon, Chris. Best wishes. -
You go, Mathew! Smooth and steady talk, easy to understand. My introduction to KSP would've been way easier if I had watched this by the time. Keep up with the good work. Here, have some rep.
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For the Minmus transfer, don't forget to add the plane change maximum-required delta-V, which can go up to 340m/s. For a direct Minmus-Mun transfer, I'd use Alexmoon's window planner. It can give you a proper direct transfer (about 241 m/s in ideal conditions). Lastly, you don't need all that 860m/s in the very end, to return to Kerbin. Return + aerobrake costs about 280m/s from the Mun. Everything else is correct.
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[1.0.x] CrewQueue - Crew Rotation and Vacations
Kowgan replied to enneract's topic in KSP1 Mod Releases
Good observation, Greghorst. But activating that would make KIA kerbals respawn as well, right? -
NikkyD: Here and here. And for in-game consultation, you have this and this.
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[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
Kowgan replied to Stavell's topic in KSP1 Mod Releases
I hope things get better to the server soon, Stavell. Can't wait to have this again. Thank you so much for your effort! -
I wouldn't go with 0.5%. Actually, I wouldn't choose statistics out of the blind. What I've decided to do is to pick something next to the most efficient ways. Just like all the previous, most notorious delta-V Maps we had prior to this one. And by doing that, I'm not trying to exclude a portion of the players who currently can't be that efficient. Rather, I'm trying to show them it's possible to be more efficient. And if I can do it with 3300m/s, I bet you can do it too. In any case. There is a link in the OP containing the master file, in case someone isn't satisfied with my version. It's pretty easy to download a trial version of the software I used to remake this and put your own values there. I'm open to questions regarding the software usage.
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Alshain, have you read the "Atmospheric ascents" disclaimer, and the two previous pages? We've had a discussion about it. I'm sorry, I can't please everyone. Many people can reach LKO with 3000m/s, and many other need 4000m/s to do it. I had to pick a value. Hence the disclaimer.
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Squadcast Summary (2015-05-30) - Mu Joins In!
Kowgan replied to BudgetHedgehog 's topic in KSP1 Discussion
Thermodynamics? It has been fixed, according to Squadcast. Should be out in 1.0.3. Exploding fairings? They didn't say they're gonna "fix" it. -
Go figure, it was a question, after all.
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Squadcast Summary (2015-05-30) - Mu Joins In!
Kowgan replied to BudgetHedgehog 's topic in KSP1 Discussion
Oh! I'd be so happy if that's what's going to happen! Shuttle Orbiters gliding back home, heck yes! -
Squadcast Summary (2015-05-30) - Mu Joins In!
Kowgan replied to BudgetHedgehog 's topic in KSP1 Discussion
Here we go for another aerodynamics storm! I'm really curious about this one. Thank you for your effort, Obsessed! -
[1.0.x] CrewQueue - Crew Rotation and Vacations
Kowgan replied to enneract's topic in KSP1 Mod Releases
Well, some users already reported the continuous hidden crew issue while using version 1.0. Unfortunately, I got that as well. Enneract; By "hidden roster status", do you mean that crew not showing up at the astronaut complex (9001 issue)? Or is it something else? Thanks. -
I'm glad I could be helpful.
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@pacbard: Vaccum values are for vacuum Delta-V. Atmospheric values are a mix between atmospheric and vacuum. Of course, there is a transition when going into orbit. The percentage of each dV amount depends on your orbit altitude. But for the ones listed on the map, I'd say they are ~80% atmosphere and ~20% vacuum. On my tests, I've recorded the "Amount of Delta-V Expended" through MechJeb. This data doesn't differentiate between atmo and vacuum. So, those are the values in the map. Now, this isn't about "better or worse" players. One isn't a better player than the other for going into space more efficiently. As you've read in the disclaimer, there are more and less efficient ways to reach space. The values are there to point that it is possible to do so. And more importantly, the values are there to serve as a base to your missions. So, If you know how much dV you need to bring, even if you need to add or subtract from the map value, then the map is fulfilling its objective. Sorry for the long blabbering. And if you want an example of a less-than-3000dV-to-orbit, check the video at the previous page.