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KSP2 Release Notes
Everything posted by KerBlam
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(you again ) Granted, I'll have someone unpleasant come and smash it for you. I wish the coffee didn't run out.
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Maybe next time! Red Iron Crown I can sense your presence.
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Banned for always posting before me.
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General small questions topic
KerBlam replied to Funeh's topic in KSP1 Gameplay Questions and Tutorials
This is a good dV map, the dV required for ascent is inside the bars, descent is outside. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
KerBlam replied to rbray89's topic in KSP1 Mod Releases
I have used CKAN to install EVE, which is working beautifully might I add. I love the look of it. The trouble I'm having is coming from EVE in CKAN, however. Basically this: THIS (sorry I didn't want to link pics and describe the whole thing again) but EVE is telling me it wants to update, but won't, and it's jamming up CKAN. All other mod updates are working, but EVE is borked. (I'm not the only one, if you read the thread after the post I make) One other thing I have noticed.. It's not a bug, more of a mild annoyance... You can't see ship/flag icons through the clouds on Kerbin in the map view. I have no idea what might be done about that, but if something could be done, it would be great... -
FIX: Dock / Undocking Bug in 0.23.5
KerBlam replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
^ 1st post and all! Claw~ Check this out... seems ferram has a solution, but I'm waiting for an official release to be sure. -
No, I paid attention... I start a 'gravity turn' at about 600m, by nudging it east, and everything appears to go well until about 6000m-10000m when it decides it wants to go home. Noses over and.. you know the rest. That's good advice, I think my TWR is around 3 (2.75)... I'll give it time.. I imagine that once I 'get it' I will be glad I stuck with it, so I will.
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So, I've switched to FAR after reading this, and now I am suffering unplanned disassembly at every turn.... I've looked at the FAR wiki, and aside from a headache, I derived nothing useful from there as far as design elements and methods... I play this game to have fun, you know... Watching my lifter that used to get whatever I wanted within reason off planet, flip over and explode at 6-10000m over and over, without any idea why or how to fix it, is sucking the fun out for me. I even turned mechjeb ascent guidance on, I got the same result... So is there some more information out there on how to make it work, or is this only really for ACTUAL rocket scientists? Maybe I should go back to using the stock drag fix that was giving me satisfactory results, and stop caving to the communal pressure of 'you're not really flying unless it's FAR',
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Can there be any other? P51 Mustang.
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Thanks! I'm pretty happy with it, and those two craft you see stuck on the ends are my tugboats. The mono tanks are 5 stock tanks stuck together, and I use Ven's stock part revamp, which just retextures a lot of stock parts.. quite nicely too!
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Ha! They got that close! I always thought that solar array design looked flimsy... petals... pffft.
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My first refuelling station
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1/10 you were last poster last time I checked here
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Kerbals being more petlike
KerBlam replied to ceauke's topic in KSP1 Suggestions & Development Discussion
I like this idea... idle animations would be awesome, short of AI. Seeing them do some more interesting stuff in the IVA cam (whatever that box is called) would be good. Having them get wildly excited or scared in certain situations would be amusing, so long as they didn't do anything too stupid. -
I see KSP as a framework for community input, really, and SQUAD are good enough to let it be that, and implement excellence as they can... Looking forward to new Unity though. I have to agree with the sentiment, and say, thanks SQUAD, for continuing to improve on your game. I haven't been a player for long, but I can tell that this one isn't going to get dropped before it is as good as it can be. Specifically, I think we will see a massive bump in quality upon release of Unity 5.
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How Important is Kerbal Safety to You?
KerBlam replied to TheHockeyPlayer's topic in KSP1 Discussion
Never lost a Kerbal, .. Have gone to insane lengths to bring them back from places. On the day when I can't save one, I imagine I will probably have some bizarre ceremony, planting a flag sounds good. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
KerBlam replied to sirkut's topic in KSP1 Mod Releases
oooooooooo! That is most ossum! -
When I try to uninstall EVE using CKAN, it does the same nothing it does when I update... The changes screen stays blank, with the progress bar scrolling across at the top, it says done at the bottom... hangs like that (I left it for a good few minutes to be sure), and if I hit cancel EVE is still installed. edit: I backed up the EVE folder and tried removing it manually, restarted CKAN. It still tells me that it's installed.
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Is that right? Which one's MKS? That's the Kolonisation one yeah? That's the next thing on my list, I'm still tinkering with getting a mining/ship production setup happening, and I don't want to baffle myself with too many new parts just yet. EPL and Karbonite are keeping me busy enough at the moment But that's good to know.
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I've done both, and found field assembling to be a bit space and time excessive.. If only there was a KAS box that could fit an entire rover in pieces in it instead of having to spread it out over a few boxes... Having said that though, I don't think I'll be worrying about it too much in future after this mun debacle. I left it in the crater and walked back to base in the end... ever walked 3kms as a kerbal? edit: Thanks Dudicus.. I imagine that would increase the weight a bit too which would probably help.
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I'm not sure what check you mean from the GUI, I see nothing. There's no notifications re: a CKAN update and I'm already several versions behind. EDIT: Never mind... I downloaded the latest version, and ran the .exe... I'm a dope. On another note, the last two mod updates have been borked on me. Environmental Visual Enhancements (EVE) 7-4... just says removing... done. yet does nothing and the update still comes up as uninstalled... edit: EVE is still doing nothing. Something's up there.
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Soooo is there something up with my setup then? something's clearly up... I can't get up an incline that steep even from a run up, and it wants to go backwards and flip all the time and it slides a loong way on its side. I'm serious, I'm tempted to make a video to show you, but I wouldn't know how tbh I've never done that before.
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Ok, got Packrat on moon, actually have a function for it where I need to grab a part of a ship that I crashed about 6kms from my munar base... Let's take the packrat! After losing control and flipping it about 3 times I get over the lip of the crater I'm in, into the next crater. The ship I'm trying to get to is one more crater over. Flip a couple more times, every time it slides on its side for about 500m, then I have to get out and flip it over. After chasing the thing for another 500m because it rolls away faster than I can run I get back in.. get halfway up the crater.... the rover stops... can't climb the crater... it's a 10 degree slope according to mr. Navwheel. Try a few different angles, no joy... turn around to go back to my munar base... can't get out of this crater! I spend about 20 minutes driving around the rim of this thing to see if I can make it out, and there's no way. I notice the headlights dim out when I try to accelerate up the hill... Is it not getting enough power? My point being: Is it at all possible to give the packrat a teeny bit more traction and power? It looks like it should be quite bottom heavy with a wide wheel base, but the thing flips over all. the. freaking. time. As soon as you get a bit of pace up, it wants to turn around, and then you're on your lid, sliding for half of forever. Please... can this be fixed? I can't be the only one who has noticed this. I hope I don't sound complain-y.. I'm actually not. I love your work... If there's any way to get a wee bit better performance out of this cool little rover, I'm sure it would be worth it> For science! Plus I would be exremely happy.
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Well, nearly I did as you said and got this. About to install... * ExtraPlanetaryLaunchpads-RegolithAdaptation 26 Downloading "https://kerbalstuff.com/mod/494/ExtraPlanetary Launchpads(EPL)->Regolith Adaptation/download/26" Oh no! It looks like you're trying to install a mod which is already installed, or which conflicts with another mod which is already installed. As a safety feature, the CKAN will *never* overwrite or alter a file that it did not install itself. If you wish to install ExtraPlanetaryLaunchpads-RegolithAdaptation 26 via the CKAN, then please manually uninstall the mod which owns: GameData/WombatConversions/Parts/OrbitalWorkshop/MiscParts.png and try again. Your GameData has been returned to its original state. Error! and stupidly I didn't make a backup of that config, I just rushed wildly in. Seeing how (I think) this is the only one of your mods I have installed, I just deleted the wombatconversions folder... (I backed that up first:) ) Works perfectly. Thanks wombat!