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eightiesboi

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Everything posted by eightiesboi

  1. EditorTime was created by Magico13 at my request to allow time to pass while you are in the VAB or SPH. The reason for this is that I like to tinker with vessels while I am waiting for an event to occur in my multi-mission careers. But if I am in the VAB, then in stock (obviously) time does not pass, and unless I manually fast-forward afterwards, it breaks the immersion. Consider that, if I have a time-limited mission to rescue one of my Kerbals, knowing that (thanks to KCT) it takes time to build and roll-out my rescue rocket, I also need to be efficient with my designing process, as each moment I waste screwing around brings my Kerbals that much closer to meeting their doom. You'll find better information about how EditorTime works here: But seriously, trial and error will probably answer my questions. Sorry for my late reply, just got back from Vegas. Thank you again for all the work you've put and continue to put into this, and my offer is always good.
  2. Hi ShotgunNinja: Okay, first let me start with a confession--I've not started my 1.12 career yet! For lots of reasons, I've been unable to devote any serious time to KSP for awhile, although that's about to change shortly. While I was waiting for two of my must-have mods (RemoteTech and TAC-LS) to update, I stumbled across Kerbalism. I figured, if RT and TAC-LS didn't get updated, I would take the plunge into your mod. I watched while your mod got fleshed out, added new features, and decided I was going to go for it, but then RT and TAC-LS *did* get updated, and I figured I was going to miss out on all the Kerbalism goodness that you've designed (I was going to go with what I knew, at least for my first career). But I continued to follow your progress and found that you had added profiles to easily (and soon to be even more easily, er easilier, er whatever) disable certain features--IN ADDITION to automagically detecting RT. Whoa. I think there *is* a spoon. So, before I ask an obligatory question, let me say thank you. You rock. I don't often donate to mod-makers, but I would very much like to demonstrate my gratitude (even though I haven't even started this playthrough yet) for your tenacity, your civility towards certain other forum-dwellers, your willingness to accommodate requests left and right, etc. If you don't feel comfortable setting up a donation page (even though you absolutely should), and if you are willing to PM me, I'd still like to send you a thank you. Hell, if you are in the Bay Area, I'll buy you a cup of coffee! Okay, now for the obligatory question--I use KCT with EditorTime, which means that I have simulations that back the clock up and then (because of EditorTime) a clock that gets fast-forwarded when I leave the VAB/SPH? Should I anticipate any conflicts? Note that "I have no idea" is a valid answer--I just want to ask a question so I don't look like this post was just to say "Thank you". Thank you...
  3. That's awesome! I've been out of town and haven't had a chance to play yet... one question: any problems with EditorTime and KRASH?
  4. Just donated to say thank you. KCT is a mod I refuse to play KSP without, and while I would play without EditorTime, I think it really adds to the immersive-ness. Thank you for all of your hard work.
  5. Seriously?!?! You just made my night! I was the person who originally asked you to create what became EditorTime. I figured I was probably the only one who used it, and I wasn't about to bug you for it after you graciously made it on my request in the first place... But I've really missed it... thank you for even taking the time out to recompile it. And thank you Awang for asking for it!
  6. Hi all, It is my birthday today (really) and I just sat down to restart my KSP career, since my favorite mods are back online. Unfortunately, shortly after startup, I crash to desktop usually without a crash log, although I got one (which is here: https://onedrive.live.com/redir?resid=FE34D6542466878C!279400&authkey=!AF0qgoY_Cls8cTI&ithint=folder%2clog). I just built a new system (specs below). I am stymied, and I'd really rather not have to pull all my mods and slowly add them if I can help it. Suggestions? Thanks! Intel I7-6700 Radeon 390 32 GB ram
  7. Thank you. I can now start my 1.1.2 career. :) Your hard work is much appreciated!

  8. @WuphonsReach: Strictly speaking, that's not correct. Module Manager disables older versions of itself. So while you can safely delete the older one, you can also ignore it. Reference: http://forum.kerbalspaceprogram.com/index.php?/topic/50533-105-module-manager-2613-november-9th-with-more-sha-and-less-bug-upgrade/#comment-720814
  9. Throwing in my two cents, as I too would like to see the (legal) continued development and updating of this mod... First, CC-BY-ND allows someone to include this work (unmodified, but see below), in another collection as long as it is properly attributed. So, linuxgurugamer could include this mod in a collection with new parts, as long as he attributes the original parts creation to the original author (and he is limited on the licensing of his collection, obviously). Second, the CC-BY-ND license still allows for a certain amount of modification; specifically, a modification merely to work with a different format is allowable. From the Creative Commons FAQs: "Generally, a modification rises to the level of an adaptation under copyright law when the modified work is based on the prior work but manifests sufficient new creativity to be copyrightable" and "[for example] you may redistribute a book that uses the CC [URL="http://creativecommons.org/licenses/by-nc-nd/4.0/"]BY-NC-ND[/URL] license in print form when it was originally distributed online, even if you have had to make formatting changes to do so, as long as you do so in compliance with the other terms of the license". If linuxgurugamer is updating this mod to work with a different format (say, KSP 1.05, or especially KSP 1.1, which runs on a different engine), and linuxgurugamer's work is not in itself copyrightable, then it is permitted under the CC-BY-ND license. I spoke with an expert in copyright law, and his opinion is that bug fixing or adding new functionality violates the license. Modifying a mod to work with a new version of the program that the author first developed it for is no different from modifying a mass-market paperback to be readable in hardcover large-print format, even though such a "derivative" requires reformatting the text for larger size, different page margins, and the like. If someone were to update this mod to work with KSP 1.05 (without making any other changes to the mod), and someone else were to include this mod in a collection of EVA structures (attributing original authorship), this would not violate CC-BY-ND.
  10. Thank you for all the hard work you've been doing on this and your other mods. You've made my gameplay so much more fun, which is saying something considering KSP is my favorite game!
  11. Quick question: did you select the appropriate reentry posture (probably retrograde) in the Trajectories menu?
  12. As hab136 mentioned, the chute is gone. Your confusion is understandable, as the first post explicitly states in three places in the text as well as in the image that there is a parachute. Although the changelog in the first post doesn't reflect it, it was deprecated on May 15th, 2015 in version 0.3.1 (http://forum.kerbalspaceprogram.com/threads/84359-1-0-2-USI-Survivability-Pack-%28Formerly-DERP%29-v0-3-1-2015-05-15?p=1925909&viewfull=1#post1925909). It would probably be helpful and cut down on confusion if the OP would put a notice on the first post that the chute is no longer present, or at least remove the explicit references to a feature that no longer exists.
  13. Hi Ippo and Coffeeman (and others), I love the mod, and it makes for some stressful and interesting situations. I have two suggestions: 1. It would be nice that if a part were disabled in the GUI that it would have a positive effect on the reliability of the part. For example, if I have a backup oxygen supply (thanks TAC-LS!) and I have it disabled, it would not have as much time on its operating clock as my main O2 supply and therefore serve as an effective backup. Enabling the supply would begin accruing time. 2. It would also be nice if I could get an engineer's report on what items are in need of inspection due to a probable imminent failure. This could be graphic, IVA, textual, or a computer voice telling me that it just picked up a fault in the AE-35 unit and that it's going to go 100 percent failure within 72 hours. This way, Frank Kerman can head on out in an EVA pod ahead of time to fix (inspect) it. Thank you for all your hard work. This mod adds so much to the game that I can't understand why Squad didn't include something like it.
  14. I'm not a card carrying biologist, and I don't play one on TV, but like seanth I also consider TAC-LS to be a must-have mod. Simpler is not always better, and this mod adds complexity in ways that make for some interesting interactions with other mods. For example, I use the Dang It! mod, which creates random failures and leaks, including in LS canisters. That means, since I have a 30-day window for food, I don't worry about backup food supplies for short missions, but I tend to bring backup oxygen supplies in case of failure of one of my reservoirs. Etc. Also, one of the things I really appreciate about the KSP community is that frequently (and license-permitting), when a mod author for a popular mod becomes inactive, another willing soul takes up the developer reins. No offense to the USI LS mod, but in my opinion, it's too little. Kind of like the announced (and RoverDude developed) Relays being added to 1.1 versus RemoteTech. If the features of the Relay remain as planned, I will be sticking with RT. To each there own.
  15. Hey Angel-125, You mentioned a few months ago you were thinking of making the centrifuge IR independent. Are you still thinking along those lines? Trying to decide whether to install it or not. My mod list has my memory near capacity. Also, any chance of making the hub CLS-compatible? Thanks as always for your hard work!
  16. Hey all, I have a probe core on my lander that isn't connected to my sat network, although I think it should be. I am using the root range model. Network is in Keosync with a DTS-M1 pointed at Kerbin. Network is fully powered and is working fine otherwise. Lander has power and a DP-10 Omni on-board. Connection range should be 2800 km, but as you can see in the screenshots, I am not connecting. Distance in these screenshots is close (2791 km), but should still connect. Thoughts? Screenshots here: http://1drv.ms/1LB63Cp
  17. Magico13, I'd like to make a feature request. This mod gets me closer and closer to just letting KSP run all the time, in realtime. The only thing is that I have to find *something* to do while I wait for events to happen. I realized that I spend a lot of time tinkering in the VAB and SPH. I'd like it if there were an option to allow time to run while in the VAB or SPH. I don't know if that is possible under the current game (I suspect not), but I can see a hardcore option (time always runs, always counts, etc), a softcore option (time runs at the user's discretion) and the current method (time stands still). I've said before: this mod is one of the single best mods for KSP. If you never made another change to it, I would still be ever grateful for all the work you've done.
  18. @Gryphon: Starwaster is correct, the extra heat shield is for my Munar return @Starwaster: Can you post me the craft file or give me the part build, and I will try it with the same AP and PE you used? I thought I was keeping my chute shielded, but it is always possible I screwed up. The only strange thing was that nothing else heated. I also have been using a 20-25km PE, because if I read your DRE thread correctly, higher peak heat for a shorter time is better than lower heat over a longer period. Oh, and BTW - thanks both of you.
  19. @Starwaster: Is skin t. mass = thermal mass? I thought the two values were different. The STM for the RC cones, radials, heat shield, and stock cone are (respectively) 4.3, 0.5, 1.4, and 0.7 whereas the thermal mass for each is 116.5, 95.4, 103.1, and 53.5. I am definitely unclear on the role thermal mass plays, although less so since your response. I am still unclear on the difference between the two, but in simply comparing the values (I'm not good for much else!) it seems that the explode-y one is the one with a skin t. mass that is greater by nearly an order of magnitude. Here's what I have observed: with DRE, returning from a Munar orbit, with a 23-25km PE, my RC cone chute explodes. It doesn't matter what size it is, or what it's attached to. RC Radial chutes don't explode. Stock cones don't explode. Tribbles don't explode. First craft had a Mk1 capsule with two TAC-LS canisters above it with a RC cone above that. The chute exploded, although nothing else (besides the heat shield) got hot. At about 2000 meters above the water, Jeb jumped out of the capsule and dove head first into the water, EVA jets blazin...er puffing mono all the way. He survived (love the helmets); obviously the craft did not. Second craft (the one in the screencaps) was a test performed to see if it was my reentry or the chute itself. Only the RC cone blew up. Third craft (no screenies) was a test on just the stock cone. it survived without a problem but the idiot flying the capsule (er, Jeb?) started screwing around with something and went boom. So, just trust me that the chute was fine. Suggestions? Should I move this into your DRE thread, or the support for modded installs thread? I posted here because it's only the RC cone that I've noticed this issue, and my inexpert looking at the numbers suggests that maybe the RC cone's characteristics are out-of-whack, but if I knew for sure I'd just fix it and tell you all how I am an absolute genius.
  20. Hey all, I know stupid_chris is working on 2.0, but in the meantime, I think I've found a bug in the cone chutes. I believe the Skin Thermal Mass is off by a factor of ten. It is 4.3 (units) compared to 0.5 for the radial chutes. Even the heat shield itself has a skin t. mass of only 1.4. I believe this has been causing my cone chutes to explode on reentry. Yes, I am using DRE, but I *think* the problem is the RC Cone Chute thermal mass. I'd propose a fix if I were smart enough to figure one out. Screenshots here: http://1drv.ms/1ElSykB
  21. Hey Magico13, Two things: first, I too am having the negative number of upgrades issue on my career save. I'll post my logs if you'd like. Second, without KCT, I simply don't bother with career mode. This plus an LS mod like TAC-LS add so much to the game that it's actually difficult for me to understand why Squad *doesn't* make this stock. Yes, I know that the majority of the user base doesn't use it, but I think if they did try it out (or if it had been present from the beginning) they wouldn't play without it. Ever. Whenever I introduce a new person to KSP (I've gifted ten copies of the game so far), your mod is on my list of must haves. In fact, you are the first person I've bought a cup a coffee for, if you get my meaning, out of the 100+ mods I use. Thank you for all the work you've put in and continue to put into KCT.
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