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JAFO

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Everything posted by JAFO

  1. This is one of the few remaining serious bugs with KSP.. terrain tile edges don't always align correctly. There's a good example on the (sealed) KSC runway.. it causes havoc with small planes. Squad are aware of some of them, but the problem is considerably more prevalent than Squad are admitting to.
  2. Man.. that is SO cute! I love it! And umm, yes, using KER definitely is a disqualification, I'm sorry to say.. (KER makes the game massively easier) but don't let that deter you.. just try again without it. I don't think your embedding problems are due to Safari.. you just need to use the direct link to the image (right-click the image on imgur, and select "copy image location"), and then use the "Insert other media -> Insert image from URL" option, like so.. Edit: I've built a copy of this for having a play with (I've named it the Galactictaco Rover), and if you like, you can mount the batteries underneath the structural adaptor plate, between the Spark and the front landing wheels, and it will lower the COM even more.. should be even more stable than it currently is. I'm quite impressed by how far it has to tilt from vertical before it'll fall over.
  3. I'm very impressed with you too.. soft-landing a rover on the Mun with caveman restrictions isn't easy at all. I hope you manage to post a couple of pics of the rover and its launcher.. that's a very unorthodox sounding design.. nice going! To embed pictures, you need to use an image hosting service like photobucket or imgur, and post the link to it, using the "insert other media" button you see at the bottom right of the post editing window.
  4. Interesting.. that motivated me to go looking for information on the discovery..
  5. Congratulations, @Leafbaron! Ready to try Moderate level?
  6. Umm.. what? KSP 1.2.2 is the least buggy, and best performing version ever released.. What have you been smoking? Because I want to be sure I never try it.
  7. Basically, no mods which make the game easier in any way.
  8. Yes.. Open CKAN, then click on the <Settings> menu, and you'll see a <Compatible KSP versions> entry. You can then set CKAN to allow mods for all 1.2 versions.
  9. It's working for me.. saved my behind a few times recently, in fact.
  10. @Mattasmack, Thanks for the fascinating write-up! I don't think there's anything "old-hat" about it.. lots of interesting little details in that lot. Well done.
  11. Nice one, @Mattasmack! The one thing I always like, is to see the craft people construct for these challenges.. there's often some serious out-of-the-box thinking put into the designs, so if you'd like to post some shots (maybe even interesting detail pics) of your ships, that would be useful.
  12. @Deimos Rast @Alshain Whilst I can't speak for earlier versions of KSP, in 1.2.2, directly setting WheelState to the value you want DOES work. Here's a proof-of-concept patch that will selectively disable the reaction wheels in all crewed pods and drone cores, whilst leaving inline reaction wheels enabled. All stock parts containing reaction wheels are listed, so that each can be enabled/disabled on a part-by-part basis. // Reaction Wheel Control // Allows for individually enabling/disabling reaction wheels // Author: JAFO // IMPORTANT NOTE! - In this proof-of-concept demonstration, // all crewed pods and probe core reaction wheels are DISABLED, // and all inline reaction wheels are ENABLED. // PLEASE BE SURE TO EDIT THIS FILE TO SUIT YOUR REQUIREMENTS. // WheelState = 0 - Enabled // WheelState = 1 - Disabled // WheelState = 2 - Broken // Advanced Reaction Wheel Module, Large @PART[asasmodule1-2]:AFTER[Squad] { @MODULE[ModuleReactionWheel] { WheelState = 0 } } // PPD-12 Cupola Module @PART[cupola]:AFTER[Squad] { @MODULE[ModuleReactionWheel] { WheelState = 1 } } // Advanced Inline Stabilizer @PART[advSasModule]:AFTER[Squad] { @MODULE[ModuleReactionWheel] { WheelState = 0 } } // Small Inline Reaction Wheel @PART[sasModule]:AFTER[Squad] { @MODULE[ModuleReactionWheel] { WheelState = 0 } } // Mk1-2 Command Pod @PART[Mark1-2Pod]:AFTER[Squad] { @MODULE[ModuleReactionWheel] { WheelState = 1 } } // Mk1 Cockpit @PART[Mark1Cockpit]:AFTER[Squad] { @MODULE[ModuleReactionWheel] { WheelState = 1 } } // Mk1 Lander Can @PART[landerCabinSmall]:AFTER[Squad] { @MODULE[ModuleReactionWheel] { WheelState = 1 } } // Mk1 Command Pod @PART[mk1pod]:AFTER[Squad] { @MODULE[ModuleReactionWheel] { WheelState = 1 } } // Mk2 Inline Cockpit @PART[mk2Cockpit_Inline]:AFTER[Squad] { @MODULE[ModuleReactionWheel] { WheelState = 1 } } // Mk2 Cockpit @PART[mk2Cockpit_Standard]:AFTER[Squad] { @MODULE[ModuleReactionWheel] { WheelState = 1 } } // MK2 Drone Core @PART[mk2DroneCore]:AFTER[Squad] { @MODULE[ModuleReactionWheel] { WheelState = 1 } } // Mk2 Lander Can @PART[mk2LanderCabin]:AFTER[Squad] { @MODULE[ModuleReactionWheel] { WheelState = 1 } } // Mk3 Cockpit @PART[mk3Cockpit_Shuttle]:AFTER[Squad] { @MODULE[ModuleReactionWheel] { WheelState = 1 } } // Probodobodyne HECS @PART[probeCoreHex]:AFTER[Squad] { @MODULE[ModuleReactionWheel] { WheelState = 1 } } // Probodobodyne OKTO @PART[probeCoreOcto]:AFTER[Squad] { @MODULE[ModuleReactionWheel] { WheelState = 1 } } // Probodobodyne OKTO2 @PART[probeCoreOcto2]:AFTER[Squad] { @MODULE[ModuleReactionWheel] { WheelState = 1 } } // RC-L01 Remote Guidance Unit @PART[probeStackLarge]:AFTER[Squad] { @MODULE[ModuleReactionWheel] { WheelState = 1 } } // RC-001S Remote Guidance Unit @PART[probeStackSmall]:AFTER[Squad] { @MODULE[ModuleReactionWheel] { WheelState = 1 } }
  13. I've got the trusses nailed too, now. // Fairing trusses default to off // Author: JAFO @PART[*]:HAS[@MODULE[ModuleProceduralFairing]]:FINAL { @MODULE[ModuleStructuralNodeToggle] { showMesh = false } } If you prefer, it's also possible to combine all the fairing tweaks into one patch, and just set the individual items on/off as preferred. // Fairings your way // Authors: Alshain, JAFO @PART[*]:HAS[@MODULE[ModuleProceduralFairing]]:FINAL { @MODULE[ModuleProceduralFairing] { // Clamshell or confetti fairing useClamshell = true // Set number of fairing sides // Change to any whole number between 2 and 6 nArcs = 4 } @MODULE[ModuleStructuralNodeToggle] { // Enable/disable trusses - set to true to enable showMesh = false // Enable/disable interstage nodes - set to true to enable showNodes = false } }
  14. The auto-hibernate script is working for me.. I suggest you double-check yours for a missing bracket or similar. This is something @5thHorseman and myself have both wanted for a while.. We concluded it couldn't be done.. but just now I dug a little deeper into the API, and I found it! // Fairing nodes default to off // Author: JAFO @PART[*]:HAS[@MODULE[ModuleProceduralFairing]]:FINAL { @MODULE[ModuleStructuralNodeToggle] { showNodes = false } } I haven't found anything in the API that relates to the trusses (maybe they're under some non-intuitive name) but with nodes disabled by default, they're not really a problem anyway.
  15. That video has a link to all the files used to build the KerbalMaps maps! And the link still works.. Nice! https://mega.nz/#F!8EAnSL5Z!OAyLBQqrQtlmfL0GT8fcQg!EBYyXRxA
  16. If you're starting a new game, click here: In-game, pause, click on <Settings> and then click on <Difficulty Options> which will open up the panel shown in the first pic.
  17. This post (located just a few posts above your own) has the missing links:
  18. Seconded! @linuxgurugamer, all these mods you're maintaining must be chewing up a goodly portion of your time.. is there any way we can express our appreciation financially?
  19. Geez.. if you're gonna be this particular, why not just install the damn thing and check the error logs yourself? Then you'll have empirical evidence. Sorry if I've offended, but I'm getting sick of all the "Does X work with X?" posts on the forums.. Has everybody gotten too flamin' lazy to just test things themselves and see what happens? In any other game, I'd ascribe it to lack of imagination and/or intelligence, but with KSP, the player is pretty much assumed to have those already, or they wouldn't keep playing it. So I figure it must be laziness.
  20. Orbit? With a little out-of-the box thinking (such as using the engine as a heat-shield), you should be able to land a Kerbal on Minmus, and still return them safely to Kerbin. I've done it several times, using this craft: (The staging is not quite right in this pic. The LV-T30 Reliant should be in stage 4, along with the pair of RT-5 Fleas.) 1.2.2 is available for Mac in the KSP store and on Steam.. can't speak for anywhere else.
  21. Congratulations, Harry! Looking at all those "landed" and "splashed" reports you did around Kerbin, yeah, it really must have been quite a slog. How much science did you gather from the various sub-biomes around the KSC? There's a lot more science available there, than many people realise. Congratulations too, on all the Minmus missions. If you can manage it, it's really worthwhile doing one or two manned missions to Minmus. The science gained from a safe return pays off so much better than probe transmissions. (yes, it really can be done, even though the margins are tight)
  22. Nice work! Very much appreciated. Thanks!
  23. This came under considerable discussion during the pre-release testing of 1.2. Yes, they do stack, and yes, there are diminishing returns. As I recall, if you stack sufficient numbers of antennae, you will get closer and closer to doubling the base range.
  24. Probably not.. throttle control is most of how GT does what it does. On the other hand, instead of asking, why not install it and test it out? Then you'll know for sure.
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