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Everything posted by eightiesboi
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Awesome... thank you for figuring it out! Repped again... Or not... "You must spread some Reputation around before giving it to Starwaster again"
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Just resumed a career since the last update. Selected the default. So far, unable to edit vessels from the Build list for the VAB. Clicking on the button does nothing and doesn't seem to generate a log entry. Logs uploading to here: http://1drv.ms/1OFPjdq Update: All buttons stopped working after this. Force quit and restart seems to have solved the issue. I am highly modified (and so is my game), so it may have had nothing to do with KCT.
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Nope, no FAR. I was actually doing tests on another heat shield (Angel-125's M.O.L.E., which was definitely out-of-date to the new thermo models) and when it went up so did the heat shield on my Mk 1. When you get a chance.... no hurry.... my new career hasn't even sent a Munar fly-by yet. Lol!
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Hmm... I think there *may* be a problem with what DRE is adding to the command pod. I made a reentry from 200km with a 40, 30, and 25 km PE, and my stock MK1 pod went up like a thing that burns rapidly when exposed to flame... you know, that thing. Looking at the config for the Mk 1 Pod and comparing it to the config for a 1.25 shield, I see some differences, but I have no idea whether this might be a factor. Starwaster (or someone who understands what DRE configs actually do), would you please look at the DRE config settings for the Mk 1 pod and verify they are correct? One of them differs from the 1.25 heat shield by and order of magnitude (.001 to .01 for reentry conductivity)
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@fallout2077- Out of curiosity, which heat shields are you using? The stock ones, the ones from DRE, or the ablative shielding applied by DRE to the Mk 1 command pod? Or something entirely different? (Starwaster--not trying to butt in, but I am wondering if he made the same mistake I did)
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
eightiesboi replied to nightingale's topic in KSP1 Mod Releases
FYI - CKAN is throwing errors with this update... posted to CKAN thread here: http://forum.kerbalspaceprogram.com/threads/100067-The-Comprehensive-Kerbal-Archive-Network-%28CKAN%29-Package-Manager-v1-10-3-16-Jul-2015?p=2103861&viewfull=1#post2103861 Update: It's fixed.- 5,225 replies
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Hi all, Contract Configurator was just updated but is throwing this error: The following inconsistencies were found: e:/program files (x86)/steam/SteamApps/common/Kerbal Space Program/GameData/ContractConfigurator/CC_RemoteTech.dll is registered to ContractConfigurator but has not been removed! * e:/program files (x86)/steam/SteamApps/common/Kerbal Space Program/GameData/ContractConfigurator/CC_SCANsat.dll is registered to ContractConfigurator but has not been removed! * e:/program files (x86)/steam/SteamApps/common/Kerbal Space Program/GameData/ContractConfigurator/ContractConfigurator.dll is registered to ContractConfigurator but has not been removed! * e:/program files (x86)/steam/SteamApps/common/Kerbal Space Program/GameData/ContractConfigurator/MiniAVC.dll is registered to ContractConfigurator but has not been removed! Update: Fixed!
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I love it when you talk dirty like that... Thank you for the update! Can't wait to torch some Kerbals... errr, test the heat shields!
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I agree... I would never even consider trying to fly a spaceship to another planet without using computer control... now, playing a *game* about flying a spaceship to another planet without computer control, well, that might be fun! RemoteTech is one of those mods that really adds a lot to the game, IMHO. Reading the KSP news for today, apparently, the KSP devs think so too... unfortunately, I don't think the implementation that they are advertising will be quite meaty enough for me. Thankfully, that's why there are mods.
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Beautiful designs, can't wait to see the rebuild... And I hope you haven't named your computer HAL.
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Adding on to what many have already said, I think that one of the great things about KSP is that it allows you to tailor the game to what you want and what you don't, which of course includes what mods you use. I mean, who really plays 100% stock? Is using KER cheating? What about Precise Node? Kerbal Alarm Clock? I just started a brand new career after the upgrade to 1.0.4. For the first time, I added MechJeb, but less for the autopilot features than for some more of the information it provides differently from KER. I consider MechJeb autopiloting a little too cheaty. That said, I use the Flight Computer from Remote Tech with no compunctions at all, and use Pilot Assistant for my airplanes as the thought of having to exert positive control over my flight for a couple of hours while I head out to some far destination on Kerbin fills me with dread. (I play mostly in real time. It's how I Netflix binge watch). You should also consider whether you play with mods that make KSP more challenging. Remote Tech? An LS mod, like TAC LS? Kerbal Construction Time (the biggest game changer there is, IMHO)? If you are having fun with your game and not getting bored because you made it too easy, or frustrated because you made it too hard, then you have it set just right. Happy flying!
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Personally, I don't mind if something gets added to stock as long as the ability to mod that something remains. Depending on how Roverdude implements his design, it may provide a basis for enhancements to what the RT devs have already created (i.e., RT gets even better), or it may just be a moot point for those of us that prefer RT after seeing what the stock implementation looks like. Put another way, I personally use Procedural Fairings. I don't mind that Squad added a version of them to stock, but I continue to prefer the PF mod. Or, for another example, if USI Life Support (by Roverdude) were made part of stock, I think that would generally be a Good Thing, but I would personally continue to use TAC LS, as I prefer the more complex implementation and challenge provided by that mod to the more simplistic design Roverdude created. Reading the dev notes, it does sound like Squad and Roverdude are creating an RT Lite (haven't played it--just reading the notes) with some unique twists (pilot on-board a vessel can control a unmanned remote rover). Based on just my reading of the blog post, I imagine I will continue to use RT and not the stock system. So, as long as Squad doesn't make it impossible for the system to be modded (and I have to say, it is impressive how mod-friendly KSP seems to be!), I don't think this announcement may mean much for RT users. And whether Squad credits the RT and Antenna Range devs or not, I personally am grateful for their continued development efforts. I refuse to launch a single unmanned mission without RT. Thank you, devs.
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[1.3.x] SETI, Unmanned before Manned [Patreon]
eightiesboi replied to Yemo's topic in KSP1 Mod Releases
Thanks for responding so quickly! A follow-up then: I *do* use Science Revisited Revisited (http://forum.kerbalspaceprogram.com/threads/111985-0-90-Science-Revisited-Revisited?p=1763562#post1763562) which makes some changes to the Materials Bay and Goo; does this mean that there is likely to be a conflict between SETI-CTT and SRR? And I already use your excellent Initial Contracts spinoff--thank you!!!- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
eightiesboi replied to Yemo's topic in KSP1 Mod Releases
Hi Yemo, Quick question--I am mostly interested in replacing the stock Tech Tree (I think the whole manned start is ridiculous). Other than obviously not being able to take advantage of all the other work you've done, is there any reason I shouldn't install just the SETI CTT? If I understand, it will reorganize parts and nodes, but not have any other effect on gameplay, correct? Thanks! Your work is amazing, and from the first time I saw SETI, I used your recommended mods as a starting point for my own game, which has 85 installed mods (according to CKAN).- 2,515 replies
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Anytime.
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http://forum.kerbalspaceprogram.com/threads/96985-1-0-2-WAC-s-Delta-V-Map-(24-05-2015)
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Thank you for the quick and helpful reply... Not that you needed any more, but repped!
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Hi Starwaster, First, thank you. Let me express how much I've consider DRE a necessary part of KSP--since 1.04 came out, I've been playing any other game in my library while I waited for the DRE update because I wasn't about to play KSP without it. Now, here's my question. A while back there was the whole discussion about the Ablator vs Ablative Shielding resource. If DRE no longer implements any reentry heating effects, but instead tweaks the stock settings, what are the ramifications for heat shields? I ask with a very practical matter at hand; my Duna mission return capsules were built using DRE heat shields, not stock. So what will happen upon their return? A secondary question to the first: if your future plans for DRE don't involve a separate heating system from stock, is it time to integrate to a single heat shielding resource? One benefit I can see is that updates to KSP wouldn't mean be potentially save breaking for crafts designed with the previous version. Don't get me wrong--I am not advocating one way over another, but asking your plans for future development. Again, thank you.
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If you are launching to 750 km using any measure in the KSP interface (that I'm aware of--Stock UI, KER, etc) then your orbital measure *is* from sea level and your radius measures for your base legs on your triangle are each 600km short. http://wiki.kerbalspaceprogram.com/wiki/Kerbin Also, I don't know where you are getting your range for the DP-10, but if you are using standard RT 2, it's 500km, not 1200km. http://remotetechnologiesgroup.github.io/RemoteTech/guide/parts/#omnidirectional-antennas If you are using Root Range (yay!) with the recommended range modifier, then it's range is dependent on whatever it is communicating with http://remotetechnologiesgroup.github.io/RemoteTech/guide/settings/##Appendix I may be missing something, but by my quick math you will need a 10 sat comm-net at about 125km ASL if you want to use DP-10s for your inter-comm-sat communications.
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[Steam version] Can't play
eightiesboi replied to Phantom Queen's topic in KSP1 Technical Support (PC, unmodded installs)
Upload your KSP and output logs, located in your root KSP directory and in KSP_data, respectively. -
Some suggestions: Remove ATM. Yes, it once was a godsend, but now it doesn't help as much as you might think and there are other things you can try to get your system stable. Once it is stable, if you want to try re-enabling ATM, try the basic version first. Use the following launch options in Steam for KSP: -popupwindow -force-opengl Remove Texture Replacer and any mods that utilizing it. CKAN will help you here. The behavior you mention with memory usage going up for each screen change is well-documented. At the present time, the best work-around is monitor your usage and restart the game before you are going to crash. I am hopeful that Squad will address this issue eventually. Good luck!