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About me
Curious George
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Québec, Canada
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Payed a little visit to a beach far far away. https://imgur.com/gallery/2IrfjWv
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That's what I did!
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Went through Dres's surface and almost got spaghettified by the singularity in the center. My rover survived whipping around the singularity at a distance of 3km.
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Since Dres has rings and a cool equator mountain range like Iapetus, my very first rocket I launched was transporting a rover there. -The mission planner was very good for telling me the amount of delta-v needed to land on Dres, thanks. -Couldn't figure out how to push a manoeuvre node further than the current orbit. Not too bad, it just took me 7 years to get an encounter. -Lost contact with my probe on route, couldn't figure out the range of antennaes. (deactivated that option, had to reload a quicksave for it to take effect) -The rings are simple lines with no depth and no collisions like we see in the latest trailer. -The rings are at zero degrees tilt, so they appear very dark up close. -Dres's surface doesn't have collisions. My lander went through the surface at 2m/s and then I decided to let the singularity whip me around a few minutes later. I'll be watching the updates to see when Dres's surface gets solid.
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
ioresult replied to JPLRepo's topic in KSP1 Mod Releases
Hello, I have a bug with Tac-ls and SSPX greenhouses running in background. When I turn on the greenhouse and go back to the KSC, the food depletes 60x the normal speed. One minute of food disappears each second. If the greenhouse is turned off, then the food goes down at the right pace. When I have the greenhouse loaded, then the food doesn't even deplete. Just the water and minerals very slowly. I have three kerbonauts inside a greenhouse capable of sustaining about 3.2 kerbals so everything is balanced nicely. Except when the greenhouse is unloaded. Then food depletes 60x the speed when greenhouse is turned off even though it's on. To reproduce: started a normal difficulty sandbox game with SSPX, TAC-LS (with dependencies) and Module Manager and nothing else. Slapped a 3 people capsule to the PXL-R4NCH-3R greenhouse with batteries, gigantors and a couple hex cans of supplies, teleported the thing to a 1000km orbit and let run. That's all. Very easy to reproduce. To stop the food madness, I need to cut off background processing completely. Both in the BackgroundResources and TAC-LS mods. Can you look into it @JPLRepo? Thanks. PS: I don't see the need for logs, it's very easy to reproduce. -
[1.12.*] MOAR [x] Science! - KSP Science report and checklist
ioresult replied to linuxgurugamer's topic in KSP1 Mod Releases
Ooh new version coming? Nice! -
[1.12.*] MOAR [x] Science! - KSP Science report and checklist
ioresult replied to linuxgurugamer's topic in KSP1 Mod Releases
URL http://ksp.spacetux.net/avc/X-Science says current version is 6.0.0.10 but on github, it stops at 6.0.0.9. What's going on? -
Hello Maja, I'm using the optional Decaying RTG in Near Future Electrical. It replaces the "ModuleGenerator" module for RTGs with its own module named "ModuleRadioisotopeGenerator". Could you possibly also support this module? It would make it more realistic. For now, I'll disable the decaying RTG. The file responsible can be found in the Near Future Electrical zip download under "Extras\DecayingRTGs". For RO users, I don't know the patch in RO but just do a text search in all .cfg files for someting like this: !MODULE[ModuleGenerator] {} I beleive that's the patch that disables the default electical generator that Bon Voyage looks for to determine the amount of power available for a rover/ship.
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[WIP] Nert's Dev Thread - Current: various updates
ioresult replied to Nertea's topic in KSP1 Mod Development
[Off topic] Hey congrats, man! I've been playing KSP since my kids were babies still (2014)! I love your mods, get some sleep when you can! -
[1.9.x] Contract Pack: Bases and Stations Reborn
ioresult replied to linuxgurugamer's topic in KSP1 Mod Releases
Woohoo! That was the last mod I needed to move my game from 1.8 to 1.9! -
[1.9.x] Contract Pack: Bases and Stations Reborn
ioresult replied to linuxgurugamer's topic in KSP1 Mod Releases
I'm not sure that this contract pack is compatible with 1.9, since Contract Configurator doesn't work in 1.9. @nightingale seems to confirm this here: No word since. -
ioresult started following nightingale
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Kerbals are little green Von Neumann probes in and of themselves.
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I need to make a correction here: Wrong. The exhaust plume, if a result of hydrocarbon or hydrogen combustion, already contains a lot of moisture. We see cloud-like trails when the exhaust gas cools down and the moisture condenses. If the atmosphere is very dry, then the moisture won't be able to condense because the dry air will dissolve the moisture and the trail will disappear. If the atmosphere is already humid, then the exhaust moisture will saturate the air and that is when condensation happens and we see a trail. Attaching the picture of a plane contrail passing through a patch of drier air (I seem to recall rockets plumes doing the same but can't find pictures for now). Wow look at this: Source: https://contrailscience.com/why-do-some-planes-leave-long-trails-but-others-dont/