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Kerbos

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  1. Well goddamn it, almost a month without playing and still got a ton of work to do, bloody hate my rookie coworkers [triggered]. Also, the new stock antenna pack is pretty much the same as Kerbalism but it does have a better and clearer way to show antenna range and efficiency. I think you should still keep the kerbalism relay system while taking advantage of the new 1.2 features, mostly because keeping it will allow you (I think) to set a tight control over radiation storms and blackouts.
  2. This is why I've never completed a jigsaw puzzle, always the most obvious choice.
  3. No sry, everything works fine here. Page 1, but it doesn't really clarify much, there's 3 sizes of food containers 0,5 (I think it's 0,5), 1.25 and 2.5. 1 water container same size of a small rounded monopropellant tank (0,5?). 3 sizes of oxygen tanks, radial attached, the middle one is a bit smaller than a goo container, gravity and greenhouse are quite big, around the size of a mobile lab, geiger is now like a barometer and the active rad shield is a 2.5 thing, same size as the smaller 2.5 stock fuel tank. The rest of the stuff is incorporated into other parts, like scrubbers and radiation shields inside a command pod.
  4. This mod doesn't exactly do what you want, but allow you to customize time warp, also seems to be some issues there, so use it on a copy of your saved game just in case something happen.
  5. Yeah, swimming through 99 pages to find that out won't be pretty, so the answer is... you don't need background support, kerbalism support deepfreeze on is own. Now a question about the computer, is it possible to add "list device" as part of the "list" command? I keep forgetting the names of the devices, or it could just show the devices on the ship you execute the command, dunno. I'm out, ciao.
  6. I don't know if this is relevant or related to that particular bug, but if you're using KIS and KAS you can carry around a backpack called EVA-X, and there's a bug when you put that backpack inside a cargo container and with the kerbal inside the ship you put it in your inventory and then EVA, the backpack won't show like it should (backpack on inventory should appear as "equipped" and visually carried by the kerbal), then you hop inside the ship again and you end up with a clone outside the ship, the original kerbal will be inside the ship without picture on the right corner, if you go to KSC you won't be able to select either the kerbal or the ship, after a few jumps between KSC and the ship everything will be back to normal (except the kerbal's inventory, sometimes you lose stuffs).
  7. Ohhh I remember dat feeling, also walked the same catwalk, my solution was planting a flag (of course being me, didn't consider planting the flag outside the launchpad), so my final solution were 2 beacons at the end of the runaway, it's useful also for landing planes, through I only deploy them when I need them... because accidents. Try posting in your language. This is awesome, but I keep seeing that oxygen waste in default is called CO2 and in realism is CarbonDioxide, when I first installed kerbalism and was trying out the different profiles this spammed a lot of red ERRs on the log (ship was on orbit).
  8. Well that would be another goal I think, but it would also consume some water right?, adding a module into the config scrubber + waterperday should suffice? I think you're missing the profile, on CKAN you gotta download the default profile as well, cheers.
  9. @ErevanGaming I have no idea about config things, my coding skills are pretty much like a baby playing the piano, so you're on your own on that one. But while practicing some stuffs on modeling came across the weird behavior on landing gears, which has been reported several times under several different issues (like this one), and I'm fairly sure it's Unity's fault but still trying to pinpoint a workaround. I'm gonna try to not make this a text wall: Version 1.1 landing gears and wheels are blood relatives: I can't really understand what is going on here because so far I can only say KSP has some really derailed physics concept when it comes to interaction between rigid bodys on what should move and what can move and turning the landing gears into some odd rover wheels (bogey module) but also implementing other awesome changes (nothing beats the bending joints). But it gets even better when you read about how Unity kindly suggest you to "simplify" every terrain mesh (AKA screw offroad) that should contact a wheel and makes you wonder if PhysX is being developed by hermits. Unity is a jealous ex wife dating the best lawyer in town: This is probably one of the reason why we haven't seen a crazy improvement on KSP when migrated to Unity 5 and also why several mods were destroyed and had to be recoded. Unity has bipolar disorder, discovered multithread (50 years later) and PhysX is not backward compatible. Also wheels, they use to be like planks on the ground (and felt like that too), today it's like a bunch of tennis balls inside a net. Sandbox Derp Colliders: Unity can handle itself like a baws when it comes to 1 collider meeting another single collider, but 10 colliders against 1 and the fun begins, now how many parts your standard ship has? 30-50 minimum? Rigid body groups are a nightmare for Unity and there's as many combinations of parts as players, KSP for the sake of performance only use primitive convex colliders but it's a juggling circus to calculate the correct behavior of a handful of colliders landing on a dynamic mesh, now once landed... Hell is at 0,0,0. No cookies by the door: Ever tried to land a ship on top of another ship using landing gears? Well don't do it, that's stupid, that's why we have planetary surfaces after all dummy. Seems like basically you're asking the game to calculate the mass and positioning of every collider (your gears) that touches the other collider (the roof of the big vessel) and expecting the big ship to simply add that mass and recalculate his own CoM, it can be done without noticing if the masses are ~1x10 and the little one is 100% symmetric, but the smaller ship is still under the effect of gravity and is yet to set itself as landed, so if you switch to another vessel around 20-40km distance from those 2, the dynamic mesh turns into static and the first ship's coordinates are saved to prevent them falling down to hell, and that should work, they still have a high chance of blowing up once loaded (at least the small one's gear) but the smaller one does not jump nor sink. A simple test, place 1 small engine on top of another without attaching them, save, change scene a few times or reload, you'll notice the engine sliding at first and when contacting the ground is doomed to hell, so something inside the algorithms used for that planetary mesh have "holes" and ships can sink even when not using landing gears, so unless KSP devs explicitly tell us that wheels have been fixed I'll keep on landing on girders, maybe my base clip to hell but at least won't be sitting on a set of omnidirectional wheels. TL;DR. For some reason landing gears jump at random, don't use them on bases, also as far as I can remember B9 didn't include stationary landing gears, they look so good. Sry this turns out as a text wall anyway. Cheers! EDIT/// Sry @Sarbian, this is just how I see it, again I don't really understand coding, this is 70% my observations by experimenting, replicating, trying different kinds of meshes and 30% reading and trying to figure out things without full internal knowledge on how KSP handle things, but I did had a lot of help trying out things on Unity (lot of limitations there), I'll be glad to be corrected instead of dismissed. Also sry, this is totally out of MM subject, didn't actually realize.
  10. Ohhh sry didn't understood the red battery thing the first time, if you installed kerbalism using CKAN you also need to install the default profile pack that comes with it, if it's not that a good old screenshot could help clear this out.
  11. That's not a Kerbalism issue, it goes to a KSP bug which has to do with low FPS and the game not registering L, here's the solution until Squad actually fix it. Bug Fix Module
  12. @ErevanGaming your log must be a carnival, you got a ton of mods, 3 different versions of MiniAVC active, abandoned mods like Champagne Bottle or Vessel Mover (this last one redundant since you have Hyper Edit) and some deprecated mods like Advanced Animator. I'm surprised your only NaN values are those expected from MJ. I've asked you the pics because some gears can cause the bounce on low gravity places due collision meshes being too low, but I'm totally unfamiliar with those landing gears in the screen shoots.
  13. @ErevanGaming I'm curious about your jumping bases, could be possible you post an image of one of them targeting whatever you use to support your base on the ground? Oh... and your persistent.sfs if is not too much hassle...
  14. Was the malfunctioning part from Infernal Robotics? That mod is awesome but also triggers a lot of weird behaviors on other mods, FAR loves IR.
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