Deltac
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Everything posted by Deltac
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Probably best to just close this thread down before wild bears start sniffing the place. Crap, here comes one now. karolus10: big picture of "crapy" bear removed, link bellow. http://i3.mirror.co.uk/incoming/article801276.ece/ALTERNATES/s615b/Brown+bear+%28female%29+and+its+children+play+with+a+ball+in+Kamchatka+Peninsula,+Russia (useless post, but in a useless thread ;D)
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Imagine the possibilities... and then scream. (KSP/Dark souls Crossover)
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Getting any sort of PhysX issues? Unfortunately, KSP isn't as optimized as it could be. Either that or my computer is biased against KSP somehow. I'm going with KSP not being fully optimized as replacing my computer parts is more expensive than waiting for KSP to be optimized. At any rate, I'd be up for beta testing anything you create. I actually have the patience to sit there and relaunch something a hundred times all night. Did that with Bobcat's Buran and Mir to see if I could fix a bug.
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IF you had been following the newer thread while it was up, you would have seen that Winston and Kyle were/are doing work on it to update it to their newer style. Of course, Winston and Kyle are world renowned assassins, and thusly, only have a small amount of time for KSP. Speculation of course. And once again I'm in the old KW thread during a Hiatus by the creators. Let's hope they come back for .20
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let this be the last post.
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Step 1: Keep mechjeb 1 installed, but don't install mechjeb 2 just yet. Step 2: Load up game. Step 3: Remove ALL mechjeb 1 parts from ships. Step 4: Close game Step 5: uninstall all MechJeb 1 stuff (parts, Plugins, Plugindata) Step 6: Install mechjeb 2 (parts and plugin) Step 7: Load up game Step 8: Add the ar202 case to your ships Step 9: Realise there's a learning curve. Step 10: Take time to learn what each function does. Step 11: Fall asleep at 3 in the morning. Step 12: Wake up waffle faced on your keyboard. Step 13: There is no step 13. Step 14: Don't listen to Step 13, there is a step 13. Step 15: Bears on mun.
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[0.22.X] BobCat ind. Historical spacecraft thread
Deltac replied to BobCat's topic in KSP1 Mod Releases
Well, I set the affinity to one core... and then that core went to 100% load, and I lost quiet a bit of FPS. So I set it to 2 cores. I then went into my Nvidia control panel, and set the PhysX to CPU. The error still cropped up. I think I'm going to go ahead and take a break from KSP, since it is an alpha game after all. -
[0.22.X] BobCat ind. Historical spacecraft thread
Deltac replied to BobCat's topic in KSP1 Mod Releases
Downgrade to MJ 2.0.7 had no effect. Null Reference error still pops up. I'm basically going to blame my processor. -
[0.22.X] BobCat ind. Historical spacecraft thread
Deltac replied to BobCat's topic in KSP1 Mod Releases
Bug report time! So I loaded the Buran up with the Mir Core Module (Core module, Mir asas, 6 docking ports, 2 Mir solar panels), and after a rails warp (the warp that freezes everything from rotating), the Mir teleports out of the Buran, and the debug console is throwing out the same error. Errors! Here we see the core module has decided to break physics... Then again, the physics were already broken I'll go ahead and re-re-re-re-re-re-re-re-install KSP to see if the error will get fixed. Additional: Re-install of KSP did not fix issue... my CPU is an AMD phenom X2 955 quad core. Additional Additional: Looks like I'm the only who has this issue. Either that or everyone is asleep. Anyway, tried using unbreakable joints, and that didn't "solve" the issue. My next test is to see if the Kvant-2 has the same issue. Back in the day, the Kvant-2 was the problem child. I expect to see it break as well. Results from the Kvant-2 test: An error popped up after warp A few seconds into burn At 4:40, structural failure between the docking port probe and the Kvant-2 Notable differences with the Kvant-2 setup: Different docking port, and obviously, the Kvant-2. Changes this round: Didn't get the infinite error thing that prevents you from ending flight. Next test: Remove Mir docking ports and use stock ports. I almost forgot to add in that I did a couple of tests with the proton, and did not receive any errors. The set up was Proton decoupler, Pavillo probe collar from kosmos, TR-2V stack decoupler, Mir docking port drogue, Mir Core. I was testing the configuration to see if it would error out with the proton, and it did not. In fact, it's in orbit right now. This would lead me to conclude that the physics engine is in need of some attention that it might not get till later in the year. Final test conclusions: I replaced the Mir docking port drogue with a stock clamp-O-tron, same error popped up (mir core module in buran). This shouldn't be happening as I've done this same exact procedure before, and had no errors. I do not know what's different this time around other than this is the .19.1 update. I think I managed to get the Mir core in the buran into orbit back in .18.4, and perhaps .18.2 However, I can not remember. -
[0.22.X] BobCat ind. Historical spacecraft thread
Deltac replied to BobCat's topic in KSP1 Mod Releases
He made it this size for a reason. I don't remember the reason... -
[0.22.X] BobCat ind. Historical spacecraft thread
Deltac replied to BobCat's topic in KSP1 Mod Releases
I'm send bear to mun. Mission succeed. *pictures may have been heavily photoshopped. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Deltac replied to Tiberion's topic in KSP1 Mod Releases
Could you be a bit more specific as to when the game is crashing? -
No problem. I'm loving the Anvil IV design. Though for my Mun rocket, I had to make some tweaks. I uprated the Isp on the SRB-065B-1 (the green ones) to 300 for a longer burn time. Four of these SRBs are used on the rocket. On the CSB-412-1, I decreased it's base mass back to 16.5, increased it's thrust back to 5237, and increased the Isp to 310. Kept the fuel at the same levels. On the CSB-406-1, I decreased it's base mass back to 6.5, increased the thrust back to 1165, Isp stayed the same, and fuel stayed the same. (the same is referring to the latest version of Anvil) The payload on top of the Anvil IV is 71.93 tons in total. It doesn't achieve orbit with the Anvil IV second stage, but gets close enough so that the third stage doesn't end up using too much delta V circularizing. The second stage has troubles lifting everything up, but it doesn't stop ascending, and helps increase orbital velocity. The look of this rocket is reminiscent of the Saturn V Haven't done the math to figure out the payload of this Anvil IV D I have set up. Frankly, I'm not sure where to start calculating
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BobCat Ind. - Colonization, exploring and research vehicle
Deltac replied to BobCat's topic in KSP1 Mod Development
no, he wanted internals... WAIT NO DON'T DO IT. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Deltac replied to Tiberion's topic in KSP1 Mod Releases
Any news on the laggy leg front? I tried looking in the config to see if anything in there would be causing it, but to no avail. On a side note, you left the line for loading the sound for retracting and extending in the new leg's config, but the sound file isn't in the leg's folder. I was hoping deleting that line would fix this "bug." -
Not the same mod, but the same exact technique. Welcome to Compromise.
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Give us a few screenshots so we can see your rocket configuration.
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http://www.youtube.com/watch?v=x95Yyam68iA&feature=player_detailpage#t=146s You only have to watch for a few minutes. If you're using the old Anvil, please specify.