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Everything posted by ioresult
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With rover mods such as Bon Voyage that really help doing long distances with rovers, is there a possibility of tweaking the contract pack to get longer distance waypoints? Edit: talking about the Rover Missions pack of course. Edit2: found this bit in the code: distanceFactor = @distanceFactorTemp / 2
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[1.0.4] Contract Pack: Rover Contracts by Whyren! v3 (July 22, 2015)
ioresult replied to Whyren's topic in KSP1 Mod Releases
With rover mods such as Bon Voyage that really help doing long distances with rovers, is there a possibility of tweaking the contract pack to get longer distance waypoints? -
I have a probe with both SIGINT and Soil Moisture Sensor, both of which act as antennas. After violently aerobraking in Laythe's atmosphere, I lost the SIGINT. The problem is that whenever I just want to upload one specific science experiment, sometimes it tries to use SIGINT instead of the soil moisture antenna, it fails, and then my experiment is lost. I lost several Goo experiments like that. I can right-click on the Soil Moisture Sensor and select Transmit Data, but it's going to try to send everything over the radio, but I want to keep some stuff in a Science Container to return at a later date. Is there a way to permanently deactivate an antenna? Or is that a bug?
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Of course, when you don't need the boosters, you're high enough in the atmosphere that the fins become useless. Worse, they're dead weight. Also, manual rocket gravity turn is not the most efficient way of controlling a rocket and I need all the aerodynamic help I can get, that's why I often put fins on boosters. But I've never seen them IRL before LM5. Ariane 5, the Shuttle, the Atlas heavy, the Delta, even Energya. None of them has fins on boosters. That's why I get such a Kerbal vibe off LM5.
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Man, this rocket's design is so kerbal! I myself am guilty of putting tailfins on boosters!
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[Subassembly] JRFB (Bearing used on Kinchook Helicopter)
ioresult replied to Jon144's topic in KSP1 The Spacecraft Exchange
Hey Jon144, I'm working on a rocker-bogie vehicle based on your bearing and it works remarkably well. Before I start a new thread, since I'm relatively new, I'd like to make sure I give proper credit to your talent. So how do you suggest I do that? Just mention your name? Link to this thread? I'd like to share the .craft file once it's more stable, should I make sure the bearings in it are signed or something? I still have to work with the stability of the joints, but the mechanism works it's incredible. The only problem is I can't control my vehicle and turn the wheels at the same time since they're on separate crafts once the decouplers are staged. I have to use the Wheesley engine with the reverse thrust for braking and use a huge number of gyros for turning. And the wheels ave a very good grip in 1.2 so they don't turn easily. Anyway, thanks for the bearing, it's amazing. Here, I'll try sharing a screenshot of my vehicle. The insert media thing doesn't work with google drive, so I'll paste the link here. I'll open an account on imgur later. I have to go to bed now. https://drive.google.com/open?id=0B6DEaYpYSrKAcFpZVmFvZnRUM28- 33 replies
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The images are rescaled to fit your screen, but if you click through to the sharing website, you can see the picture in full resolution. Problem seems that the hab timer depends on the proximity to an empty booster even if that booster doesn't have any habitable space.
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Hello RoverDude, There is a weird offset on the Nom-O-Matic 5000: PART { name = USILS_Greenhouse_Sm module = Part author = RoverDude rescaleFactor = 1 node_attach = 0,-.15,0,0,-1,0 node_stack_bottom = 0,-.25,0,0,-1,0 see the two node_* definitions with the fractional negative offsets. It makes the part float above the parent part. If I change both the -.15 and the -.25 to zero, it behaves exactly like the small cupola and the base sinks neatly into the parent part.
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
ioresult replied to blizzy78's topic in KSP1 Mod Releases
Hello Blizzy, can you add an option to prevent click-through? Thanks -
I made a few other tests, and Antenna Range Relays by itself seems ok. But it seems to get more and more computing intensive the more mods are installed. The mods I list is the minimal install on my computer that start producing stuttering. And I agree, the logs don't say much. I was assuming interference, but it may be just that the Antenna Relays pack runs a lot of checks as Kerbas_ad_astra says. Maybe I should install that mod that examines system resources while running?
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Notice that if I remove the contract pack only, then the game runs smoothly. Kopernicus and ContractConfigurator together are fine. I also have a game with the following list of mods (all latest) and it runs smoothly until I add the Antenna Range Relays contract pack: 000_Toolbar 000_USITools AllYAll AntennaRange AtomicAge BoulderCo CommunityResourcePack CommunityTechTree ContractConfigurator ContractPacks FieldResearch InterplanetaryMountaineer DistantObject DMagicOrbitalScience DMagicScienceAnimate EnvironmentalVisualEnhancements EvaFuel Firespitter FP_DPSoundFX InterstellarFuelSwitch KAS KerbalConstructionTime KerbalEngineer KerbalFlightIndicators KerboKatz AutomatedScienceSampler KIS Kopernicus KRnD KSP-AVC MakeItSmall MouseAimFlight NavyFish Docking Port Alignment Indicator Nereid FinalFrontier OPM OrbitalSurveyPlus PlanetShine PoodsOPMVO PreciseNode RealPlume RealPlume-Stock scatterer Sigma Binary SmokeScreen Squad StageRecovery StockFuelSwitch SurfaceExperimentPackage ToadicusTools toolbar-settings.dat Trajectories TriggerTech KerbalAlarmClock UmbraSpaceIndustries WaypointManager MagiCore.dll ModuleManager.2.6.24.dll EVAManager.dll
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I've found a minimal modded install that causes stutter:
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KSP: 1.1.2 Windows 64bit Problem: Antenna Range Relays contract pack interferes with Kopernicus Mods installed: Kopernicus 1.0.4 ContractConfigurator 1.11.5 AntennaRangeRelays contract pack v1.3 ModuleManager.2.6.24.dll Reproduction steps on a clean install: 1.Start new career game (named KopRelay) 2.Build minimal safe rocket: Mk1 pod, Mk16 parachute, RT-5 Flea booster 3.Launch 4.Stage What is expected: smooth launch What I get: extremely stuttering frame rate 5.Quit 6.Zip all .log files (contract configurator, kopernicus, output_log, ksp.log) Log: logs zip file on google drive
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Anyone has contract troubles when using remote tech? All my contracts disappear as soon as I enter the VAB, but only if remoteTech is installed. Strange.
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[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
ioresult replied to nightingale's topic in KSP1 Mod Releases
How do you do that?- 502 replies
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[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
ioresult replied to nightingale's topic in KSP1 Mod Releases
I just finished the Jool monolith and it was amazing! I almost quick loaded when my poor kerbal started moving away at a ludicrous speed. Also, I couldn't believe it when I could already see the monolith at 90km distance. Nightingale, you said you spent a lot of time on this mission, well I say well done. I was just sad my kerbal couldn't touch the giant monolith. That would have been fun. My Kerbal was catapulted as soon as she went on EVA. It would be nice to get to touching distance to the monolith and then you could maybe cycle a texture that animated a bunch of stars moving away or maybe towards each other like in 2010 so then it really would be full of stars. Also the monoliths orbiting altitude is a nice reference.- 502 replies
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Adapted a quick patch for Asteroid Day. Didn't test it yet: @PART[HECS2_ProbeCore]:FOR[RemoteTech] { %MODULE[ModuleSPU] { } %MODULE[ModuleRTAntennaPassive] { %TechRequired = unmannedTech %OmniRange = 3000 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } } @PART[HighGainAntenna]:FOR[RemoteTech] { !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 40000000000 %EnergyCost = 0.93 %MaxQ = 6000 %DishAngle = 0.06 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.15 %PacketSize = 3 %PacketResourceCost = 20.0 } } %MODULE[ModuleSPUPassive] {} } Feel free to try and give feedback.