zeropositivo
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Everything posted by zeropositivo
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
zeropositivo replied to KillAshley's topic in KSP1 Mod Releases
I have played over 500 hours of KSP, 60 hours into my NH carrer, and I STILL haven't figured out an easy way to get to Aptur (that doesn't involve changing my orbit to that of the mun, change inclination, and wait 3+ days for an encounter, for an average of 1500m/s ∆V) I love the feeling of being a noob again -
A mod to bind all mods - the ultimate modder's challenge
zeropositivo replied to Moach's topic in KSP1 Mods Discussions
Not everyone has the benefit of a 64bit OS, or the RAM avaliable to benefit from 64bit in the first place. Having only 4gb of RAM on a PC is a lot more common than you might believe -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
zeropositivo replied to RoverDude's topic in KSP1 Mod Releases
Allrighty, just wanted to be sure. I was almost sure it was the case, but I could have always been wrong Is there something I don't know? That seems a little.. tense as an answer -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
zeropositivo replied to RoverDude's topic in KSP1 Mod Releases
Hello there RoverDude I have a case of what I think is an incompatibility of some sort, between the science experiments of Sounding Rockets! and SETI tech tree. To be fair, I'm about 80% sure the issue is on SETI's part, as also other science experiments from other mods display the same behaviour... I've already posted on his thread, but just wanted to make sure to cover all sides, plus there's that 20% I can't be sure of. So Anyway, the problem I'm having is that the science experiments don't provide any option to gather science while in flight. They have no action whatsoever, and even science alert doesn't seem them as avaliable. In the VAB, they still show as having experiments doable, however Thanks for everything! -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
zeropositivo replied to ferram4's topic in KSP1 Mod Releases
Fair enough, I just had one bad experience in the past and I guess I was biased- 2,647 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
zeropositivo replied to Yemo's topic in KSP1 Mod Releases
Hello Yemo Sorry for asking, there's something I can't quite figure out. Ever since installing your (awesome, by the way) tech tree, I've noticed several science instruments that no longer provide any science experiment while in flight, with no option on rightclick (and science alert doesn't see them either). The ones I've found so far that behave like this are the ones from Sounding Rockets! and Kerbal Dust Experiments Was this changed by you in some way? Or is it an unfortunate incompatibility? Thanks!- 2,515 replies
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- greenhouse
- unmanned before manned
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
zeropositivo replied to ferram4's topic in KSP1 Mod Releases
Question, how does this mod behave when installed on an already undergoing save? The reason I'm asking is because in the past (quite a while ago) I remember after installation many of my crafts suddently turned to 0m/s speed upon loading, still wondering if that's an issue- 2,647 replies
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[WIP][1.3] PersistentThrust v1.0.9
zeropositivo replied to mrsolarsail's topic in KSP1 Mod Development
this... this is simply awesome -
Thanks for that! Ah, sorry, edited my message after you responded to it. Here's what I added: EDIT: I was able to reach up to 46m/s after juggling around with water compression and engine limiters. However, I've noticed something... It requires the ship to be at the shores, the island AND the atoll at the same time! Simply visiting all of them or even dropping one of the subships in each location did not fulfill the requirement. So, sadly, this mission is currently impossible
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hello there! First, thanks for your work Second, sadly I have to say that these mods, as awesome as they are, seem to cause me severe performance drop. QuickHide causes the framerate to be basically halved every time the toolbar is not hidden, or any time I bring up some sort of extra UI (like the mechjeb UI). Even QuickScroll and QuickSearch seem to cause performance drop, especially in the VAB but, surprisingly, also during flight As much as I absolutely love these 3 quickmods, at the end I was forced to do without
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
zeropositivo replied to KillAshley's topic in KSP1 Mod Releases
Actually, no. The first satellite was low, as it was the remnant of my first satellite launch (70-80 km), but the second craft was my telescope, which was above 250 km (I know it was because it doesn't function below that threshold) -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
zeropositivo replied to KillAshley's topic in KSP1 Mod Releases
Interestinly, I had another accident of this sort... but this time it hit 2 satellites in low Kerbin orbit! Sadly I didn't think about keeping a save, rather rushing to get them back to where they should have been. If it happens again, I'll PM you save and modlist -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
zeropositivo replied to nightingale's topic in KSP1 Mod Releases
Hey there. I've got a question regarding modded contract packs in general. Let's say I completed one contract pack's contract progression (like Kerbin of Fire, for example), so new contracts are not showing up anymore (as it should happen). Would there be a way to force said contract progress to restart? I've tried simply removing the contract pack in question and reinstalling it, but that hasn't done the trick Thanks!- 5,180 replies
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- contract configurator
- career
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Hello there Awesome idea! I've been giving it a try. Do you know why the Nautilus carrier just sits 45° tilted to the right until you manage to get some kerbals into the crew cabin? Also, can it even reach 30m/s? I've tried my best pushing it to its limit, but the best she could do was 25m/s (and with a weird tendency to turn left) EDIT: I was able to reach up to 46m/s after juggling around with water compression and engine limiters. However, I've noticed something... the nautilus mission is impossible to complete! It requires the ship to be at the shores, the island AND the atoll at the same time! Simply visiting all of them or even dropping one of the subships in each location did not fulfill the requirement. So, sadly, this mission is currently impossible
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
zeropositivo replied to nightingale's topic in KSP1 Mod Releases
Hello there Nightingale. Hope you're doing good. Sadly, I've got a big issue from me to report (I was advised by ObsessedWithKSP to mention this to you) The full report is here: http://forum.kerbalspaceprogram.com/threads/133168-Tracking-station-unable-to-do-anything In short, nothing in the tracking station works anymore. The list of active vessels shows empty, I can't click on any vessel on the map, can't use the toolbar and can't even exit the building. It was mentioned that it *might* have something to do with contract configurator and DMagic I was thinking of just removing everything alltogether, but I've started to see your work as an integral part of KSP (one of those "have this or not play" mods) If there's anything you could do to help, that'd be truly wonderful! Thanks, as always!- 5,180 replies
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
zeropositivo replied to Claw's topic in KSP1 Mod Releases
Sorry edited my post to include the support thread I opened, more info and logs in here http://forum.kerbalspaceprogram.com/threads/133168-Tracking-station-unable-to-do-anything -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
zeropositivo replied to Claw's topic in KSP1 Mod Releases
Hello there. I heard you might have a solution to the non-functioning tracking station bug? I have this case where going into the tracking station shows no active vessels in the list, despite still showing the crafts in their orbits on the map, and preventing me from even exiting the tracking station alltogether. I've had so far no luck in tracking the cause of this issue, except for an old reddit post claiming it to be a bug with firing kerbals, and that you might have "stock fix" solution to this bug I've opened a support post but so far no avail http://forum.kerbalspaceprogram.com/threads/133168-Tracking-station-unable-to-do-anything Is that correct? Thanks a bunch! Getting a little desperate here -
hey sorry, I was out for the weekend. Any update on this concept? I totally understand if you just put it to the side or cancelled completely, just wanted to know if anything came out of it
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So, upon loading my save, I find that the list of active flights in the tracking station is completely empty. However, on the map, I can still see the active flights, right there. In addition, nothing else works. I can't use the toolbar, I can't even quit out of the tracking station anymore, and of course can't switch to any active ship (I'm not even sure they're there anymore) I've tried removing and loading up without several mods that could potentially screw the view up, but of those I tried, none was the evident culprit Starting up a new game, the tracking station seems to work perfectly Logs as follow: Player.log (big file, unable to pastebin) https://www.dropbox.com/s/036wa4v34312cnz/Player.log?dl=0 KSP.log (also a big file) https://www.dropbox.com/s/hux1dvupaj4rjjw/KSP.log?dl=0 I'd include the modlist, but being a long list, I'm not sure what the best way to extract it would be Help me save my save! Thanks a lot! P.s. the only thing I can think about that I did beforehand was loading up a previous save (about 1-2 weeks earlier) to show a friend a specific situation, then loading the current save back and quitting the game. Not sure if helpful
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
zeropositivo replied to KillAshley's topic in KSP1 Mod Releases
Seriously. I love not knowing the solar system all over again. There's always that charm of the unknown, and it's so difficult to have that experience back -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
zeropositivo replied to KillAshley's topic in KSP1 Mod Releases
Well this is weird, because with reputation at 49% (I failed a few things) I'm already getting out-of-Sonnah contracts, to planets I don't even know the existance of! ( using research bodies so I don't spoil myself ) And I've had Minmus contracts pop up a lot sooner than that