kcs123
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
kcs123 replied to politas's topic in KSP1 Mod Releases
Help us to help you. What OS ? Windows, MAC, Linux ? For MAC and linux mono might be issue. On windows you need .NET, make sure you have latest version and patches for it(windows update). Backup CKAN files to folder outside of game install, delete all folders and files related to CKAN then try to run CKAN again. JSON registry files that CKAN need might become corrupted at some point, so this should fix it. Please note that I'm just regular user trying to help, if nothing of mentioned work, you will need to wait for staff members for better answer. Meanwhile, mentioned things might help to narrow down issue. -
Follow couple of posts after this one. It was from previous KSP release, but concept works well in latest KSP, although I'm lack of free time to show something better for latest KSP. Several things to do to create more sturdy swept wings. Attach rotatron on small robotruss adaptor instead of directly on wing. You can then strengthen robotruss adaptor with additional struts. use more than one extendratron - that will distribute forces more evenly on more extendratrons use stackable extendratrons. Put them inside truss and strength out truss with additional struts It can work quite well unless you try something crazy oversized like I tried:
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
kcs123 replied to erendrake's topic in KSP1 Mod Releases
Do you have those script set to run trough autoboot ? If not then it is not bug. If you have them set to autorun as soon as you have vessel inside physic range it should run, although you can only read stuff from terminal, not being able to set anything. If you have those in autorun and script is not executed then it is a bug. -
Can't get you exact answer, but some starting point should suffice: Use notepad++, it is free for download and much more powerfull text editor for moders. Use function "find in files" and search for keyword "ModuleReactionWheel" trough GameData folder. Most probably you have either leftover from uninstalled mod or some other mod also change reaction wheels. Above should reveal all places where it is modified in config files.
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Typo somewhere ? Or I didn't understand something properly, tried to read this several times but this sentence have no sense to me. What do you mean by further down ? Shorter front wheel leg ? If front wheel leg is shorter compared to rear landing wheel leg and both are attached to same (center) line of fuselage, shouldn't nose go down ? Either way, it is pointless to discuss how landing gears must be placed on plane. Each aproach have pros/cons depending how someone is skilled with each design and how you are able to counterpart downsides of each design. Personaly, I have most luck with nose tilted down somwhere between 1-5 degree, but this is my personal preference, not everyone found that is good choice, have to find way to counterpart additional downforce on wheels from negative angle of attack. Similar to most famous craft closely related to KSP: Picture is not entierly taken from side, but even with eyeball it is noticable that nose is slightly tilted down while all wheels touching ground. Front leg is noticable shorter than rear legs. Again, not each aircraft must be design in same way, it is pointless to discuss that something must be created in exact same way like somebody else designed his craft. Sorry, that was slightly offtopic, discussion was about runways. I agree with proposed increased length of lvl3 runway. 1.5 x of current length of level 3 runway would allow takeoffs with TWR less than 0.3 and more reasonable wingspan and wing area. Or create level 4 runway with increased length, but making it more expencive to upgrade.It is much more needed for those folks who want to replicate skylon a like crafts. Without consideration taking off from grassland. Level 2 runway is good as it is, not too perfect, but not too bad either. Level 1 runway - it is good to have some "bad" runway type in game, it would lead to some creative designs to overcome isues with bumpings. My only complain with such runway is supported plane weight and size. It more / less forcing players to upgrade runway to level 2 much before creating more complex crafts. It would be good if at list friction on level 1 runway is better than on grass, making it more desirable to land than grass. Not only grass, but all of other terrains on Kerbin should be more difficult than level 1 runway. Lvl one runway should be used as testing ground for crafts, to see if you are designed craft well enough to b e able to land safely on even more rough terrain. It might not be bad idea to get some additional runway nearby, similar to level one runway, but with much more length as addition to existing level 1-3 runways in game. But at the same time something have to be done with other terrains, to be less desireable than runway. Random friction on other terrains is first thing to pop on my mind to achieve this, somehow.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
You will have better luck if you put some structural (non moving IR) part between IR part and dock port. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
It is still in BETA stage and it is not officialy updated for 1.2.2. Fot those who are not afraid of manual installs from time to time it work properly except some minor still existing issues that were reported earlier. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
kcs123 replied to bac9's topic in KSP1 Mod Development
I think that PR is created for this and merged: https://github.com/Crzyrndm/B9-PWings-Fork/pull/20 Although, release might not be compiled yet or you don't have latest version. Have you re-downloaded release in last 2 days and still have issue ? -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
kcs123 replied to politas's topic in KSP1 Mod Releases
??? It is already available, but I think you will need mono installed on MAC to be able to run it. check out CKAN github page for more info. -
Firespitter Crashes game
kcs123 replied to Leafbaron's topic in KSP1 Technical Support (PC, modded installs)
Current version of KSP is 1.2.2. and firespitter 7.5.1. It is not likely that moders would provide support and waste their free time on obsolete version of mod, fixing something that is already fixed in later releases. You might be on your own here, to download and tweak available source code, recompile and use it for yourself. This kind of error usualy comes from memory leaking - when game try to allocate more memory than it is available on system. Or in other cases, game try to access object that is either not yet created or it is created and destroyed for some reason while some piece of code is not aknowledget that and try to read or set some value to object. Can't help you much more than this, but it is starting point if you want to debug stuff for your personal usage. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kcs123 replied to erendrake's topic in KSP1 Mod Releases
Reason for this is that telnet show IPV6 instead of IPV4 as local adress. IIRC it is already raised issue about it on github, some time ago. In theory, if your telnet client on android phone is capable to connect on IPV6 adress and port 5410 it can work, but it can't work if your telnet client on phone can only work with old IPV4 protocol. -
There is 19 videos covering topics. Long lectures, but worth and interesting to watch. You can use Aerospace Engineering Playlist or links below. Basic Course Aerospace Engineering - Lesson 1/21: Intro, Ballooning Basic Course Aerospace Engineering - Lesson 2/21: The standard Atmosphere Basic Course Aerospace Engineering - Lesson 3/21: How aircraft fly Basic Course Aerospace Engineering - Lesson 4/21: Moments, Long state stability Basic Course Aerospace Engineering - Lesson 5/21: Structural concepts Basic Course Aerospace Engineering - Lesson 6/21: Cockpits & systems Basic Course Aerospace Engineering - Lesson 7/21: Supersonic & High speed env Stability Control, Helicopters and Other Vehicles - Basic Course Aerospace Engineering - Lesson 8/21 Sustainability - Basic Course Aerospace Engineering - Lesson 9/21 Aerodynamics 1 Fundamentals - Basic Course Aerospace Engineering - Lesson 10/21 Aerodynamics, Compressiblility - Basic Course Aerospace Engineering - Lesson 11/21 Aerodynamics, Compressible flow - Basic Course Aerospace Engineering - Lesson 12/21 Laminar and turbulent flow I, Aerodynamics - Basic Course Aerospace Engineering - Lesson 13 /21 Laminar and turbulent flow - Basic Course Aerospace Engineering - Lesson 14/21 Airfoil theory - Basic Course Aerospace Engineering - Lesson 15/21 Finite & swept wings - Basic Course Aerospace Engineering - Lesson 16/21 Flight Mechanics - Basic Course Aerospace Engineering - Lesson 17/21 Flight mechanics, flight performance - Basic Course Aerospace Engineering - Lesson 18/21 Flight mechanics lecture, flight performance - Basic Course Aerospace Engineering - Lesson 19/21 Climbing & Gliding flight - Basic Course Aerospace Engineering - Lesson 20/21 Flight Envelope - Basic Course Aerospace Engineering - Lesson 21/21 Others lessons seems to still waiting to be uploaded, I will update this post if more of those videos pops up. Front picture from this video is catched my attention Orbital Mechanics Science - Documentary The Formation of our Galaxy - Lecture
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On bottom right corner there is "Insert other media" combobox. Click on it and choose "Insert image from URL". Other way is to copy-paste image link directly in post but you need to choose option to keep formating, not cancel it. Obviously it not always work as intended.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
1 - I can't tell you straight answer, have to inspect/search in config files for proper place and MM commands for that. You might have better chance to get proper answer in tweakscale thread. Sorry, can't help you more on that, maybe someone else can tell you better answer for this. 2 - There is need for original unity/mesh files for legacy parts. People who maintain this mod can't get those because original author of those parts is out of reach. Without it, noone can provide proper fix. 3. I don't know of any. Roverdude made some construction parts pack that is similar to IR parts, but much more simpler and with other goals in mind than IR provide. Maybe some other moder that is good with creating meshes and have some love for this mod can create more parts, but for now we can only hope for it. Your main issue most probably can be solved by editing config files, to increase stiffnes and scale them larger or smaller to your preference. It is not too hard, but it has been a while since I messed with MM patches for my own personal purpose and I no longer recall exact commands from top of my head. But it is not too hard if you open some config file in text editor and compare few things between files for similar parts. Again, sorry, can't be more exact what is necessary on this. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
kcs123 replied to ferram4's topic in KSP1 Mod Releases
Same craft on runway with FAR flight data window opened could reveal more info if there is issue with FAR or bad design. In case of FAR bug there is usualy "NaN" where number is expected. If there is craft design issue, post it in FAR craft exchange thread, someone will be able to tell proper advice with that. Usualy it is rear wheel position problem rather than surface control error. In case of "NaNs" proper log file can help too.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
kcs123 replied to Shadowmage's topic in KSP1 Mod Releases
Things like that happens when you don't have enough coffeine in blood Going to fix that (lack of coffeine) -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
kcs123 replied to Shadowmage's topic in KSP1 Mod Releases
Old ALG when used along with firespitter plugin allowed to show lines for alignment. Not the same thing as autoalign, but it helps. Real life things pushed me away from KSP for a while, so I didn't have oportunity to check latest ALG in game. Don't know if that is still possible or not. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
Have you tried to enter exact desired value in the box instead using sliding bar ? -
Not much more than @Yemo anounced here: That sounds like a bug, I haven't using RT in my last atempt of career game before real life kicked in and preventing me to play KSP for a while. Part of reason might be that RT was updated few times too, so configs no longer match.
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Sorry, I'm unable to test this in game right now and I can't see on picture all of required conditions. But, IIRC, some of GAP contracts require that you wait xx number of seconds on runway, before launch to mark certain craft for contract. Another thing is that you must drop buoy within range of certain area, circle around within physical range so buoy does not get despawned/destroyed by game engine until it splash on water surface. It is good to do low altitude flyby above buoy to make sure it is landed before going to second location. Do same on second location too. Land craft on runway. Then, IIRC, it is also required that you switch to buoy and send/transmitt some scientific data from it. After that you can recover landed craft to complete contract. I talking as much as I can recall from top of my head, I don't know if something is changed in latest release, so take everything said with a grain of salt.
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- contract configurator
- contract pack
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Here is post that contains info how to find important stuff so moders can help you with troubleshooting further: Like I said, I doubt that is related with SETI at all. First, try to reproduce same bug with fresh install of KSP without any mods. Copy current install elsewhere, to have backup of installed mods and saved games. If you have same bug with stock game then try to change graphic settings in game, could be some conflict between ingame settings, GPU driver settings, driver version, etc. Also you can have different results if you are forcing open gl or DX10. Way too many "if" to be to tell what exact problem is. Besides of output log you can't find, info about your hardware, OS, version of KSP and list of mods installed can give some more clue what is going on. Without enough info it is hard to help anyone.
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