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Spheniscine
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Everything posted by Spheniscine
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Ever since 1.0.x and the aero changes, I've become too dependent on Procedural Parts and TweakScale for perfectly-shaped-and-sized rockets. (Pre-1.0 I'd just stick extra tanks and engines in a monstrously un-aerodynamic fashion if a single Swivel isn't enough, but a Skipper was too large)
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Spheniscine replied to Nils277's topic in KSP1 Mod Development
More Career mode weirdness: If a kerbal to be rescued spawns in a deployable part, it will first appear retracted. Scene switching, however, automatically deploys it, which can cause some trouble if you need to recover the part and only brought enough heat shield for the retracted base. (not tested what EVA does; I expect that the Kerbal might be "locked out" until the part is deployed) Workarounds: Avoid scene switching (could be difficult in long missions) Bring a bigger heat shield Bring a crew pod that you can store the kerbal safely in while keeping the part retracted -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Spheniscine replied to Nils277's topic in KSP1 Mod Development
Issue: Contracts don't detect crew capacity change upon deployment of e.g. the 4-kerbal habitat, greenhouse, or science lab. This also affects the auto-deployment upon vessel load if those parts are crewed. Workaround: Scene change to Space Center or another ship and back, or quicksave and quickload. May be difficult/impossible to fix, but probably worth a note as "known issues". -
[old thread] Trajectories : atmospheric predictions
Spheniscine replied to Youen's topic in KSP1 Mod Releases
IIRC that was actually worked on by Bahamuto; not sure what became of it -
[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
Spheniscine replied to nightingale's topic in KSP1 Mod Releases
You may want to ban the "Plant Growth" science point from the Planetary Base Systems mod - the greenhouse part is heavy and can be quite unwieldy for return missions.- 470 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Spheniscine replied to ferram4's topic in KSP1 Mod Releases
I believe that KJR might have a bug/oversight: The Advanced Grabbing Unit (aka the "Klaw") seems to be too stiff when the pivot is freed; I can hardly get it to budge so that I can center asteroids right. (On the other hand, stock klaws wobble too much when the pivot is locked :p)- 2,647 replies
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- kerbal joint reinforcement
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There was a point of time I was naming my rockets after bad puns of real-life missions, e.g. "Fastok", "Appallo"... (I was inspired by the "Stayputnik" probe core)
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Question: I installed CRP just for the USI Exploration Pack and now it adds a whole bunch of resources that I can't mine or use to the resource scan results... would that negatively affect things, like the amount of usable Ore I could mine from asteroids?
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[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Spheniscine replied to tajampi's topic in KSP1 Mod Releases
lol Funniest known issue ever. "Enjoy your NEW SUN!" -
[1.2] NavHud - a NavBall inspired Heads Up Display - 1.3.3
Spheniscine replied to Ninenium's topic in KSP1 Mod Releases
Question: is there a way to increase visibility of the NavHud against ice? When flying toward the poles of Kerbin, the markers are extremely hard to see. -
Hm there seems to be a side-effect of this mod, where rescue contracts can sometimes spawn with Kerbals in command seats. I even got one to claw it; I'm not exactly sure if that will break anything. Will update once I find out. Guess if things do break there might be the workaround of EVAing the kerbal into a proper command pod, then clawing the seat.
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[1.0.5/1.1.x] Contract Pack: The K-Files 1.1.1.2 (29/04/16)
Spheniscine replied to severedsolo's topic in KSP1 Mod Releases
Great work. One small suggestion; perhaps have a special agent, like "KBI" or something... some of Nightingale's contract packs like Anomaly Surveyor and Field Research have special agents that are only used for that contract pack. Seeing the K-Files contracts offered by random companies like "Maxo Construction Toys" is somewhat immersion breaking (these things are supposed to be all hush-hush from the general public right?) -
I am having trouble with this mod; it was making my rover on the Mun shake slightly (making it more difficult to control) even while braked. When I uninstalled the mod the shaking stopped. I also experienced some other weird issues, like Mechjeb's position-hold going wonky, but I'm not sure if this mod is the cause.
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
Spheniscine replied to nightingale's topic in KSP1 Mod Releases
Bug: I got a contract to do a seismic scan on the Minmus Midlands, Greater Flats, and Flats. When I landed in the Greater Flats and did the scan, the contract objective for Flats was also fulfilled.- 470 replies
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[0.24.x] Ideal SCANsat Altitudes v1.0 [Aug 16]
Spheniscine replied to technogeeky's topic in KSP1 Tools and Applications
Kerbin values need updating, now that its rotation speed has been adjusted so that 6 hours is its solar day, not its sidereal day. -
[1.0.5/1.1.x] Contract Pack: The K-Files 1.1.1.2 (29/04/16)
Spheniscine replied to severedsolo's topic in KSP1 Mod Releases
This idea reminds me of the "Conspiracy Theory Contract Pack" idea I mentioned in the IRC as a joke. "Spray chemtrails over Site OX-8" "Fake a Mun landing" "Cover up evidence of alien artifacts" (i.e. monoliths and other Easter eggs) -
For space maneuvers it is generally sufficient to multiply all delta-v numbers by √2. Atmosphere is more complicated and may require testing... but from my experience, launches to LKO take around 4300~4500 m/s.
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[1.0.x]Contract Pack: Base Constuction [v0.2.3]
Spheniscine replied to CosmoBro's topic in KSP1 Mod Releases
I have encountered a bug. It is possible for the "scan a new body" mission to appear alongside the "land a rover" mission. Completing the scan mission fails the rover mission for an unexplained reason. And I only discovered it after completing two other missions; I had to go through past saves just to piece together what happened >.< -
Suggestion for QuickSearch: have it accept quotation marks (") as well. Searching for the "Ant" engine comes out with a lot of chaff due to it being a common English letter-combination, and I couldn't remember its numeric designation...
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Spheniscine replied to ferram4's topic in KSP1 Mod Releases
I wish to report an unfavorable mod interaction with FAR and BahamutoD's Critter Crawler. Seems that FAR is treating its claws as extended: http://forum.kerbalspaceprogram.com/threads/82341-1-0-B-Dynamics-Retracting-vectoring-engines-etc-v1-2-0-%28May-6%29?p=2204547&viewfull=1#post2204547 .- 14,073 replies
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- aerodynamics
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Workaround found for the Critter Crawler node issue: edit GameData/BahaSP/Parts/CritterCrawler such that on the line: node_stack_bottom = 0.0, -0.5483629, 0.0, 0.0, 1.0, 0.0, 1 Add a minus sign to "1.0" so that it's now: node_stack_bottom = 0.0, -0.5483629, 0.0, 0.0, -1.0, 0.0, 1 As for the FAR thing, the only workaround I know of right now is to make fairings wider (2.125m for PF). This is of course less than satisfactory as wider fairings mean more drag.
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
Spheniscine replied to nightingale's topic in KSP1 Mod Releases
DMagic is fine as far as I can tell. They're pretty lightweight and are often requested in stock satellite and survey contracts. There's also the Universal Storage solution for those who don't like balancing them manually- 470 replies
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