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Everything posted by stratvox
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Yeah.... I was looking more for finding out if other people had encountered this problem or not, to find out if I needed to dig deeper. I mean, if I'm the only one getting it, that means that I need to start looking carefully at my mods list to see which of these might be blowing it up, or if it turns out a group of folks are having this we can compare mods to find out if it's something we're all using or not.... yadda yadda yadda. Nice to know that I'm NOT losing my mind.... At any rate, when I get home (which looks to be a while yet; I'm an email admin for a Very Large Canadian Email System and right now we've got both a pump'n'dump and a bank of montreal phish hammering my servers) I'm going to move my current install, reinstall vanilla, drop the save game in there and see what happens. If it's reproducible under those conditions, I'm going to go visit the bug tracker and fire up the relevant files.
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Well, I'll see if I can set something up that'll allow me to test that contract without mods, but... my game's modded. Mostly visual and info (eye candy, KER, KAC, the IVA mod with control panels) with only one parts mod (the one that gives you small lights to mount on your craft; I keep the ambient vacuum light at .03 using planetshine and that means that lights on craft are a must). That will take me a while though, given that I'm gonna have to load a save into an unmodded install and hope that it allows me to get it going on without trashing it completely. I'll let you know
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I ended up cheating the contract out of existence. Tried getting the part to land softly (and did), but as soon as I got anywhere near it it was up at 4100m terrain altitude again. Cheated it into an orbit, hooked it, took it back to Kerbin, when I was aerobraking all of a sudden I was on a very retrograde Kerbol orbit that would take me to periKerbol in 50 days and just BOOKIN'! At that point I gave it up as a bad job and destroyed the contract. Would be good to know if this is a common problem; I'm feeling very hesitant to take any other recover part A on body B contracts.
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I have a contract to recover a part landed on the surface of the moon. When I get too close to it, all of a sudden its altitude doubles; that is, it goes from resting on the surface of the Mun to an altitude above the surface equal to the altitude of the surface. It is perfectly stationary until something moves into physics range, at which point it starts falling. Needless to say, falling from the height it does (~4.8km) causes it to be destroyed when it hits the surface. Any ideas as to what is going on here? And is it possible I can edit the save file to fix this particular problem?
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please make manuever nodes easier to use
stratvox replied to yog-sothoth's topic in KSP1 Suggestions & Development Discussion
I don't think they should change the maneuver node widget in the way suggested by (IIRC) Veeltch (apologies if I'm misattributing that). The way it currently works is to show you what will happen when you boost in the direction indicated by the axis. If, for example, you are in an equatorial prograde orbit (i.e.west to east) and you put a few hundred m/s into the normal direction, you'll end up leaving Kerbin... and that makes sense; your boosting north, you keep boosting north, and as your inclination changes more and more of the boost in that direction is prograde rather than normal. Precise Node offers the option of the kind of behaviour he's looking for (under Options look for the "intuitive normal handler" or something like that; I'm at work and can't look it up specifically). There are some good reasons to mess around with turning that on and off. Here's an example: I've got a probe heading to the mun. The target orbit is inclined 45 degrees, and I have the hyperbolic orbit inside the Mun's SOI intersecting with the target orbit. I can drop a maneuver node on that intersection. First thing will be to change the inclination. While I'm doing this I'll turn the intuitive normal behaviour on. However, there's more to matching the target orbit than just the inclination. After that I need to push retrograde so I don't just fly past, and after I get an elliptical orbit around the mun of approximately the right energy (i.e. apoapse and periapse are about right for the target orbit but not in the right places) I'll start pulling (anti-)radial to roll the orbit around so that they do end up more or less in the right places. At this point, there's tweaking to do; all of those will have affected the actual inclination change and so on, but it'll be very very close. At that point, pull up the options in precise node, turn off the intuitive behaviour, and start fine tuning the burn to get so that you end up precisely in your target orbit. Doing those tweaks means you WILL want that behaviour turned off because otherwise when you're pulling (anti-)normal you'll also be pulling a little retro and a little radial in and that will screw up the other components... when it's fine tuning time it's time to turn off that feature. The great part? I will very often bring in a satellite and with a careful burn an hour or so out of LKO to get the part of the orbit in the Mun's SOI to intersect target orbit, I can upon entering Mun's SOI make one burn that fulfills the contract. Here's another way to put it. Get yourself into an circular equatorial orbit, point at the normal (that is, due north) without using SAS to follow it with a level 2 pilot and/or a probe core and fire and watch what happens to your orbit. Having the maneuver widget show you this is bloody important... because it's what will happen in the real world if you do that. The maneuver node as implemented stock makes perfect sense given what it is. Having Precise Node add the option of having the maneuver widget automagically calcuate the required pro/retro and radial in/out components for you so that you end up keeping app. the same amount of energy in your orbit is awfully nice... but having it as the only option would really really suck. Sometimes it's really handy to have it NOT calculate that. -
KSP 1.2.x on Ubuntu
stratvox replied to bassmannate's topic in KSP1 Technical Support (PC, unmodded installs)
Are you using unity? Try gnome. Also, are you using the graphics-drivers ppa? -
Use the claw. You can transfer fuel through it. Procedure is: rendezvous with debris. Grab it with The Craw. Suck the fuel (if any) out of it. Point retro and burn until suborbital, and then Release the Craw and burn prograde until you aren't going to crash into Kerbin, and then set up the next rendezvous.
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In my current career game, I'm taking Slashy's approach. I've got a few bits floating about due to accidents (Jeb was having a drink and when he put it down it hit the space bar and voila... debris orbiting the Mun! ) but I've been being very careful to have debris either re-enter an atmosphere or pile into a celestial body at orbital velocity, so the vast majority of orbiting debris are capsules left from rescue missions... and now that I have the claw future rescue missions won't be leaving them up there either. At some point I may make a big high dV tug with a claw to go around and clean up the leftover capsules from my early career rescue missions... but I think I can safely put that off for a while yet.
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Hey, I've noticed a couple of things. I'm using the scatterer included with the latest SVE, which is 0.00300 as I understand it... so this may not actually be a real scatterer issue but it looks like one so I thought I'd start here. I've noticed that sometimes the effects "disappear" when I'm far enough away from Kerbin... this is not something that always happens but it happens a fair amount. The magic altitude at which the effects disappear is 150km. Every once in a while I get this: Any ideas? If there's any other information you'd like (logs etc) let me know. As always, beautiful work. Cheers!
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
stratvox replied to Thomas P.'s topic in KSP1 Mod Releases
Hey folks. I'm using SVT and Kopernicus, and I'm getting a lot of this showing up in KSP.log. [EXC 19:36:08.282] NullReferenceException: Object reference not set to an instance of an object Kopernicus.RuntimeUtility.LateUpdate () Not causing crashing or anything, but I'm curious what may be causing this to happen... TIA! -
Hey @linuxgurugamer, one thing that I think would make this way better is if it would be possible to enable "Locked" camera mode when running on EVA with SAS turned off (i.e. not automagically aligning the kerbal with the camera). I have no idea if that's possible, but it occurs to me that would end up making the whole "point vessel at orbital normal to enable easy (dis)embarking" moot. Right now when you cycle through the camera modes (with V) the closest you can get to this is "Chase" but that still has the cameral viewing normal as up all the time. Thoughts? Cheers!
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Hey Blackrack... finally got a machine together that can run all of the eye candy. Just dropping a quick line to say thanks: as the kids might say "this is particularly fine". Currently running it with SVE and SVT. Anyone have any potential recs for other eye candified mods to toss in I'd be happy to hear 'em. I'll get you some screenies at some point Cheers!
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TMA-3 was the third monolith (the one found orbiting Jupiter) in the "2001: A Space Odyssey" series, in 2010. TMA -> Tycho Magnetic Anomaly, after the fact that the first monolith was highly magnetized is what led to its discovery buried on the surface of the Moon in the first place.
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TMA-3.
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Science labs. Fuel depots. Comm relays. Control Centres. I try to get to the clamp-o-tron pretty quickly because it allows me to specialise ships; launchers, orbital stations, transfer ships, and landers. It allows for a LOT of reuse of the ships you launch if you do it right, which can make dealing with the money aspects of career work way better. Usually my stations start out as basically a node with docking ports, a probe core, RCS, and a bit of fuel. Then I can dock and undock things as needed. Fuel ships get launched and then transferred into orbit of whichever body is their destination. I'll put a few out about 10km or so higher in orbit and dock 'em one at a time to refuel other docked ships (crew transfer, landers, etc). When I take crew back I use the crew transfer ship to dock to the stations in orbit of Kerbin, and once I get a crew reentry vehicle up I'll load 'em up and bring 'em back to the Space Centre. This is really key because Kerbals can't advance in level until they're debriefed in the KSC, so you'll be wanting to cycle them through missions and back again pretty often... well, as often as you can when you're getting into the interplanetary stuff
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
stratvox replied to Galileo's topic in KSP1 Mod Releases
Thank you very much for the update, Galileo. I'm looking forward to putting it through its paces Cheers! -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
stratvox replied to Galileo's topic in KSP1 Mod Releases
My pleasure. It looks great, and with that problem fixed on my install it's all running perfectly. If I can help make that problem go away for everyone else, all the better. Finally got a computer that lets me load the eye candy into the game, and I'm totally enjoying myself. I'm thinking of making another install to put your planet pack into, and checking it out. It looks intriguing.- 1,019 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
stratvox replied to Galileo's topic in KSP1 Mod Releases
FWIW, I have recently downloaded this mod and I'm getting the same issue. I should add that I've got the latest of both Kopernicus and SVEKopernicus. The overall effect is that Vall and Pol disappear from the game. I will upload logs if you like. Running 1.2.2 on linux. --------8<-------- I have figured out the problem. In SVEKopernicus/Jool, Pol.cfg and Vall.cfg have a case error, in that they're pointing to SVEkopernicus for their .png files rather than SVEKopernicus. This'll definitely break on *nix systems like linux and MacOS X.- 1,019 replies
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I'm sure that wasn't a hard sell on his part; mods are a large part of why this game has gone so far. I've never played RSS/RO, but given their scope I'm sure he's what you call a domain expert in the hows of doing the modding.