Temporal Wolf
Members-
Posts
25 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Everything posted by Temporal Wolf
-
Honestly, at this point I'd just love them to stick to whatever promise they make. 6 weeks since the last "monthly" KERB, 3 months since the last "every 6-7 weeks" update. These are self-inflicted wounds... figure out something you can actually do, and do it.
-
K.E.R.B. Report Update
Temporal Wolf replied to Dakota's topic in KSP2 Suggestions and Development Discussion
Disappointing that it's been 6 weeks since the last KERB and the change to "monthly" KERBs... in the same way that we're 3 months since the last patch with a stated 6-7 week patch cadence (two sprint?). Y'all doing yourselves no favors setting up expectations and then not meeting them. -
Flight SAS does not hold orientation during timewarp
Temporal Wolf replied to Vl3d's question in Flight
This seems like less a "does not hold orientation" and more a "craft can't rotate during time warp", which definitely seems like a double edged sword: If SAS works during time warp/craft can rotate, then heading instability becomes an issue while burning under time warp... which is not a good thing in my book. -
Parts & Vessels Heatshield Ablator Doesn't Deplete / is barely depleting
Temporal Wolf replied to Astroneer08's question in Parts & Vessels
Did a duna return mission, hit the atmosphere reverse to Kerbin's spin at like 4.5km/s, no ablator loss. There is definitely some weirdness going on with ablator. -
I've had the reverse happen: my current save has two Tim C Kermans, on separate missions. At this point I think the Kerbals might just be clones... which kinda makes sense, KSP isn't known for having a high survival rate...
-
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Temporal Wolf replied to Galileo's topic in KSP1 Mod Releases
I'm guessing this is probably not intended, and I suspect it it may not be your doing, but I thought you might find it interesting:- 7,349 replies
-
- galileos planet pack
- gpp
-
(and 1 more)
Tagged with:
-
It's definitely doable without landings. I've lofted ion ships with enough dV... just might have to wait a few years between each transfer to get a good window. It's just a grand tour without landings (or even orbits?). I think it would be a good challenge: lowest dV at launch for the completion... watch the 30 year journeys roll in.
-
For the sliding rover: I find it really useful to have gear to deploy when not moving. My rover is 6 wheels with 6 landing gear. If I'm sliding I just drop my landing gear... they have a lot better friction it seems. Also, braking is less effective than spinning the wheels in reverse. My rover will not stop via braking; it will stop by reversing. (and stop MUCH faster via landing gear)
-
Rover EDL questions...
Temporal Wolf replied to MaverickSawyer's topic in KSP1 Gameplay Questions and Tutorials
I finally broke down and installed HyperEdit to test Eve's new atmo before sending my very high cost mission... that's the only easy way to get a true test I know of. EDIT: Although you could start a sandbox, copy your craft, launch it with a mammoth engine and infinite fuel on and just blast it over... HE would be easier, but I guess that would work... just quicksave before you get there so you can test multiple reentries. -
Rover EDL questions...
Temporal Wolf replied to MaverickSawyer's topic in KSP1 Gameplay Questions and Tutorials
What does the payload look like? My guess is the drag on the payload is flipping it around, which means you may want to have airbrakes or a few drogues on the payload rear end deploy when you pop the fairing endcap. This might not be as easy as you might think, as it is not just the parachutes, but the entire drag of the craft that matters... and that is based largely upon the direction of travel... there may be multiple 'stable' decent angles depending on which direction the craft is traveling. -
Getting similar crashes recently. I also have DOE installed... just launched 3 satellites in one go, had all three near one another for burns to different SOIs. It's done this twice in twenty minutes when I'm switching between those craft... haven't had it happen before (my game is usually stable for several hours at least), so I don't think it's a memory issue... and I have a LOT more craft floating around. I'm gonna get them away from one another and see if it keeps crashing... if not, DOE might have to go
-
Some Relief for Memory Outage Crashes
Temporal Wolf replied to Moach's topic in KSP1 Technical Support (PC, modded installs)
Considering this takes a crash-every-ten-minutes mod load and turns it into a hasn't-crashed-yet... all the rep to you. I'll take the FPS drop over constant crashing. -
I built a solar observatory with enough dV to get to a stable 150Mm circular orbit around Kerbol (~20kdV on Kerbin escape on a retrograde path with periapsis at 150Mm)... with the new heating mechanics, my craft part-by-part explodes in the 750-600Mm range (during 'simulations', warp makes it much worse). I'm now looking to retarget my observatory at a safe distance (seemingly 750Mm), but this means I'll probably have 15kdV to spare once it's circular... maybe I'll try to put it in a polar orbit >89 degrees at 750Mm. Anyone have any experience with craft closer than that and surviving the new heating mechanics? EDIT: So for 16 of the 20kdV I have I can put it directly into a 800Mm circular polar orbit. I'll probably do that. Might have to build another with radiators and the like and see how close I can dive it before it burns up.
-
[1.1] RemoteTech v1.6.10 [2016-04-12]
Temporal Wolf replied to Peppie23's topic in KSP1 Mod Releases
Yes, that's it. And it's being worked on: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/388 -
[1.1] RemoteTech v1.6.10 [2016-04-12]
Temporal Wolf replied to Peppie23's topic in KSP1 Mod Releases
I'll check when I get back, but I haven't had issues with using the relative button (>) when queuing actions after nodes. What I would really like to see is being able to send it commands that will execute when there is no connection: right now the delay is until it sends the signal, not delayed execution (which is what I would much prefer) -
[1.1] RemoteTech v1.6.10 [2016-04-12]
Temporal Wolf replied to Peppie23's topic in KSP1 Mod Releases
I know it works for nodes, guessing it works for all queued actions: when you open up the flight computer and >> to expand it, you can queue the first action for like 3 minutes out... then if you hit the arrow next to it, it will set the signal delay to just after that node. Put in your next action, hit the > after that action, it'll set the signal delay to after that action... Give yourself the extra minute or two to queue up everything, then you'll actually have a real countdown to launch: launch when signal delay is 60s Also, I've been playing with 323 for awhile and had few issues. The bold text thing is annoying but not game breaking. Getting like 1 crash every 3 or 4 hours, which is acceptable to me (and I'm playing with a dozen mods, half of which aren't 1.0.2 compatible). I have a full comms network around Kerbin and a partial around Minmus. working on putting one up around the Mun, then it's time to start working toward Duna. -
[1.1] RemoteTech v1.6.10 [2016-04-12]
Temporal Wolf replied to Peppie23's topic in KSP1 Mod Releases
Science is failing to send for me through relays... experiment clears, but no science is sent (no "transmitting"/ no points) with dev 323. -
Captured an Asteroid, on track to put it in orbit around Minmus. Three things: -I setup to convert enrichedrock -> karbonite -> LF/O... but my asteroid didn't have any (I hit it with the probe first). I also couldn't figure out how to convert Rock into anything else (FrozenRock/CommonRock/etc), so I just vented it all. Not sure if I just didn't figure out how to do it, or something isn't working right. -While running the Jaw, I gain mass on my ship. I'm guessing Rock weighs more than what is removed from the asteroid. -I haven't hooked up a tank yet (That's the next bit once I get it into orbit around Minmus) but there seems to be a volume issue: my single tank ship can hold more than my considerably larger half empty asteroid. I did a little napkin volume calculation, and it's looking like there should be 3-5x as much space for LF/O(depending on how I ballpark the volumes). I'm not sure if there is a tank space ratio of some sort (as volume wise, 700 Oxidizer != 700 MonoPro != 700 Xenon, etc), but it would be cool.
-
Serious bug info: When I reloaded my save, the empty space remained the same (8002, which was beyond what it should have been able to provide), however, available rock was 600 and the asteroids full mass was returned... so now I have over-emptied the asteroid twice... It's worth mentioning that in my testing, the asteroids weight did not appear to be affected by the Jaw. Center of Mass for the vessel didn't change and it still pivoted as if the asteroid was still 45t Ridiculous picture section: How do you like them apples? Total vessel weight: 56kg. TWR: 311593.78 Capturing asteroid is easy peasy... shoulda sent an ion drive I'm surprised the game didn't crash...
-
Just captured my first asteroid, used the jaw to go at it... and it just kept going... remaining rock is -2000 something when I realized and stopped it. 45t asteroid is now 5t. I have to run some errands, but when I get back I'll see whether it'll let me have a negative tonnage asteroid (wonder what KSP will do with that).
-
Looks like it's time to capture the largest asteroid I have and put it around Minmus as a refueling center. I have a fuel depot on the surface and a fuel ferry to deliver processed fuel to orbit... and this is way better than just having a floating tank in orbit. Will the crew compartments take up space on the asteroid?