BlkBltChemie
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Hi @taniwha and @GregroxMun, I am also running Alternis Kerbol Rejiggered on Linux in 1.6.1 (without Making History), but I am NOT having problems with the mouse in the Main Menu. (I don't run visual mods so I am not seeing the problem with the planets.) Not sure if it will help you troubleshoot, but I'll post my mod list and log here if you want to cross check against yours. Oh and I was really excited to see that you can now tab through the entire solar system. Not sure if that was on your end or Kopernicus, but thanks!
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Really nice overview and some incredible looking craft! I have made a couple VTOLs in the past and had a lot of fun with both the engineering and flight challenges. I've been having some trouble lately in newer with respect to air flow. For the vertical engines, do you also need to have some vertical intakes? I have not had much success using only horizontally oriented intakes - the engines do not have sufficient air flow to generate enough thrust to actually lift the craft. Adding a vertical intake helps. Have you noticed this or do you think I might just need more vertical engines when using horizontal intakes only?
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I really like the suggestions you have made here especially in regards to the crew not being available due to mission training. I do like the research and building upgrade times of KCT, but agree with you on dropping the build point system. Maybe it was my settings (KCT default), but after completing the tech tree, I could build vessels so fast it felt like it defeated the purpose of the mod and it just became a matter of timewarping so at that point I actually uninstalled KCT. I liked playing with KCT but often found the interface to be a little clunky and I think the scaled-down description you propose here would definitely give a more stock-alike feel. A slimmer KCT without the rollout and reconditioning (maybe we can just assume they are built into the construction time) would really streamline the feel of things and potentially eliminate some of the problems with alternate launch sites since you would just be able to launch when ready. I never tried omitting those in the KCT settings. Have you tried BARIS? It also has a construction time mechanic that is both an alternative and compatible with KCT. It takes a different approach in that you hire workers (tied to VAB/SPH level) but does not have rollout/reconditioning just integration (actual building time). The mod does also include random events and launch failures, but @Angel-125 did an excellent job designing the settings to make it very customizable and easy to enable and disable whichever features you want or don't want. To be honest, I have not tried using it with alternate launch sites, however, so I cannot comment on how it handles that.
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Actually with the image you just posted (and in addition to the USI mods Tyko listed) you might also enjoy checking out Deep Space Exploration Vehicles and some of Angel-125's other mods.
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Not exactly the same as the image you posted here, but you might take a look at the Diamond Grid Trusses and Containers mod.
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I think @ARS gave an excellent overview already. One thing I might also add is that, if you have mastered rendezvous and docking of two ships with RCS, you might consider changing your Kerbal EVA controls to HNJLIK to match the RCS controls. For me this has always been a lot more intuitive (since WASD,Shift,Ctrl are usually for rotating while HNJLIK are typically for translating) and now I automatically make this change whenever I install a new version of KSP. Another thing is that you can press spacebar to reorient the kerbal in the direction the camera is facing. In other words, you will be directly behind the kerbal with him/her looking away from you. This is usually the first thing I do when going on EVA, well second considering you have to turn the jet pack on first! There is also something in the settings menu you might look at which is "EVA's AutoRotate to Camera." I cannot remember right now if I prefer having this on or off, but you might try with both to see which you like more.
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You might check these two mods although I am not sure at a quick glance if they have incorporated the fairings at this time: Kerbal Historical Institute Old Parts Redux
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I was in the mood to do some more testing regarding the contract completion in career mode we were discussing a couple weeks ago. I did a quick investigation using Kerbmun as the homeworld and both the "Launch First Vessel" and "Escape the Atmosphere" completed successfully. These were the contracts that were not completing on Mesbin.
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I have recently noticed that some (always just one at a time) of my mod toolbar icons will appear in the top right corner of the main menu after exiting the game. Most recently, I have observed this with KRASH and PreciseManeuver although I have seen others previously and sometimes it is just the thin yellow and gray separator bar. I have seen this in various mod configurations and was wondering if it was a common problem or if it is indicating an incompatibility or installation error? (I should note that all of the mods appear to work fine in game. As it is not appearing to cause any issues, this is more to satisfy my own curiosity to see if it is widespread or not.) In the spoiler below, I list my current mod setup and after exiting the game, only the yellow and gray bar appeared in the main menu. (Again, I have seen this with various configurations as well as different versions of KSP but have not investigated what the minimal setup is for this to occur.) Thanks in advance!
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
BlkBltChemie replied to Dunbaratu's topic in KSP1 Mod Releases
Really cool video, thanks for sharing! Sorry the action group idea did not work, but glad to hear you have made some progress looking into the Events. Good luck!- 1,361 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
BlkBltChemie replied to Dunbaratu's topic in KSP1 Mod Releases
This sounds really cool! I am by no means very fluent at kOS having only written a script to get a very basic rocket to orbit before, but I did have an idea you might consider trying - can you set the pivot to an action group in the VAB and then toggle the action group in your script? Certainly not as elegant as working directly through kOS to access the module directly like your mini-script above but it may provide a workaround.- 1,361 replies
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Thanks for all the outstanding work you have done adopting orphaned and abandoned mods! I know you are currently maintaining a whole slew of mods and am not sure if you plan on making any changes to the mods currently under your care. If so, would you be willing to consider adjusting the settings for StageRecovery? Currently any changes to the settings are applied globally and affect all saves in a given KSP install. It would really be beneficial, in my opinion, to be able to change the settings on a per save basis. For example, in a sandbox save I click the StageRecovery button in the KSC scene to open the settings menu and uncheck "Mod Enabled" to disable the mod since it is not really relevant in the sandbox. Currently, this also disables StageRecovery in my career mode save, where I do want it to remain active so I have to remember to re-enable the mod.
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Absolutely! It was quite fun and a nice change of pace trying to solve the puzzle. Good luck tracking it down the rest of the way!
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Aha, I think I may have something. I started working backwards through the Whirligig World releases launching a basic ship to test the "Launch 1st Vessel" contract. All in KSP 1.5.1 with Kopernicus 1.5.1-1 and the other dependencies mentioned above. WW 0.7.0 -> no contract completion WW 0.6.0 -> no contract completion WW 0.5.0 -> completion! Further testing and "Escape the Atmosphere" completed as well. Images added to Dropbox link in subfolder "050 Test Images" It looks like @Ultimate Stevestarted the "Conquering Whirligig" series in 0.4.0 when I went back to check so that may explain why this did not come up earlier. It appears that something between 0.5.0 and 0.6.0 changed and caused this behavior with the early contracts, but the only things that really stood out to me in the 0.6.0 changelog were: Anyway, I hope this helps. I think at this point I am out of my depth - I'm pretty decent at testing, but I will leave identifying and solving the problem to the pros! (Another random observation: I noticed in 0.7.0 that the velocity on the Navball does NOT automatically switch from "Surface" to "Orbital." Maybe there is some sort of connection here because it DID automatically switch in 0.5.0.)
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I did a little bit of testing based on your suggestion about needing a crewed vessel and no luck. Updated the dropbox link from my previous post with new images, logs, and a savefile - see the "Troubleshooting" subfolder. Reproduction details in spoiler below. (By the way, I am having a lot of fun playing through this planet pack. I completely understand it is a work-in-progress and am not looking for support or demanding bugfixes. Just wanted to provide some feedback based on my experience. Hopefully it helps, but if I am ever not helpful or you would like me to stop posting reports for whatever reason, please just let me know, I won't be offended!) Update 1: All my testing so far has been on Linux so I switched over to my Windows installation (same KSP and mod setup) and was able to successfully reproduce this issue. I also checked the stock Kerbin system to see if it was a general problem in KSP 1.5.1 but everything completed normally there. Update 2: A second thought was that maybe (somehow) the contracts were linked to using the Mk1 Pod so I moved it back to the Start node in the Whirligig tech tree, but the "Launch 1st Vessel" contract still did not complete (didn't check "Escape the Atmosphere) so no luck there. Update 3: Had a couple more ideas to try. First, started a new save and ignored the "Launch 1st Vessel" and "Escape the Atmosphere" to see if just those two contracts were the problem, but same results. Second, went ahead and flew-by Statmun to see if that would give new contracts. Received "Science from Space at Statmun" and "Science from Surface" but after completing those, nothing new. Last, I landed and recovered the craft from orbit. Time warped ahead, but same results again. Anyway, out of ideas to try for tonight. If there is anything you might like me test, I would be happy to help! I think for the time being I'll switch over to Science mode and just enjoy exploring the new system and all of its challenges! (Side note: Just "warped to next morning" for the first time and thought to myself, "Wow that went really fast." Then I remembered, "Oh, yeah, only a 28 minute rotational period!" It is the little things like that which are making this planet pack such a blast to play through!)
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That could be it, thanks. Although now that I think about it, I did have Jeb sitting in the lander can on top of the Kaputnik for my first launch. Anyway, I forgot to include the logs last time (it's been a long week, sorry) so here they are in case you want to look...https://www.dropbox.com/sh/u60zfm1khni5ggb/AACCBnlo2vii9SgpUerGx9uOa?dl=0. The 'Orbit' contract actually does work, but 'Escape the Atmosphere' did not - screenshots included in the Dropbox link. I did a quick test and 'Gathering Science' was also successful without a crew but I had to manually complete 'Launch First Vessel' from the F-12 menu. I should also have added the following to the mod list: Module Manager 3.1.0 and a couple custom patches (full science reward, full science transmission, and fixed antenna at start). Again, sorry for missing those. One piece of balance feedback - I personally don't think you need to change anything because of this, but just in case it comes up from someone else. I typically play with the setting "Signal required for control" active so the Kaputnik cannot actually be launched/staged (without including the lander can). I restarted to regenerate the log and added my MM patch to move fixed antenna to the start node as a work around for myself so I could leave off the can.
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Decided to give this a whirl (sorry terrible pun given the context...couldn't resist) after reading through @Ultimate Steve's mission report. Having a blast so far in career mode - definitely requires taking a new perspective on things and adjusting some old habits! I did want to mention (as I did not see this in the known issues or mentioned in the previous pages), but the "Launch First Vessel" and "Escape the Atmosphere" contracts did not complete for me when I started career mode. "Gathering Science" and "Orbit" did work as expected. This is in KSP 1.5.1 (without Making History) on Linux with the following: Kopernicus 1.5.1-1 Kopernicus Expansion (as bundled with WW 0.7.0) Modular Flight Integrator (as bundled with Kopernicus 1.5.1-1) WW 0.7.0 Keep up the great work and looking forward to what comes next!
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Great question @strudo76; I think @danielboro already answered it, but let me expand with an example to try to illustrate. My suggestion was in regards to building a new craft that has been previously designed. Let's say I want to launch a new satellite. I go into the VAB, design...um...RelaySat 1, click the launch button, and it gets added to the KCT building queue. Time warp ahead until it is built, then rollout, launch, and mission complete. Now let's say 10 days later I want to launch RelaySat 2, which is the exact same craft as RelaySat 1. I can't use 'duplicate' in the KCT window because I have already launched RelaySat 1 and it is not in the list anymore. So I have to go into the VAB, open/load RelaySat 1, then click the launch button to add it to the build list. My feature request is to be able to click the Launchpad (which in stock opens the list of craft you have already designed, but in KCT is completely disabled), select RelaySat 1 from that list, then click the launch button and have it added to the build list. It is a small quality of life improvement (in my opinion) that saves the step and time of having to actually load RelaySat 1 in the VAB.
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I'm not sure if this feedback will be helpful, but I am actually not having an issue launching from the other launch sites using KCT 1.4.0.69 on KSP 1.4.5 (Linux). The drop-down menu in the VAB for selecting the launchsite does not work; however, in the KCT window, clicking on the * by the ship name and then clicking select launch site does offer a work around. I think I have only tested this launching a plane from the Dessert Runway, not any of the rocket launch pads or the island airfield. If you would not mind a feature request down the road after you finish the initial overhaul...currently KCT disables clicking on the launchpad or runway so that you can only launch craft from within the VAB/SPH. Would it be possible in the future to look into tying KCT into these "buildings" so that craft can be added directly to the build queue? In stock behavior, clicking on the launchpad/runway opens the list of craft and you can select and launch straight from there. In my mind, it would be great if KCT could tie into this to save a few steps of having to go into the VAB, loading the craft, then clicking launch if possible. I'm sure magico13 had a reason for blocking this path so it may not be feasible. Thanks @magico13 for this fantastic mod and thanks @westamastaflash for maintaining/overhauling!
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Hey @GregroxMun, I just wanted to confirm @hendrack's report from a few posts above regarding unclickable menus in 1.4.3 on a clean install of just Alternis Kerbol Rejiggered with dependencies. Alternis Kerbol Rejiggered v2.3.1 Kopernicus v1.4.3.2 Modular Flight Integrator v1.2.5.0 (bundled) Module Manager v3.0.7 I did a little troubleshooting on my own and noticed two things in particular: Both @hendrack and I are running KSP in Linux (not sure for him, but Mint 17.3 for me). Also, I only have this problem when using the Making History Expansion. I can run AKR in 1.4.3 with no problems; however, when I run 1.4.3 with Making History, the menus are not clickable. I've uploaded both the Unity and KSP logs for both tests to Dropbox at the following link: https://www.dropbox.com/sh/gffk281bcjhw7x1/AADyXZBMQVevPPS904bvjXWba?dl=0. I also included a couple screenshots there from the main menu showing that "Start Game" is highlighted in 1.4.3 and not highlighted in 1.4.3+MH. (The cursor isn't showing but it is pointing at "Start Game" in both.) For what its worth, this is not high priority for me personally as I decided to do my AKR playthrough without the expansion pack so it is working fine, but I did just want to share some feedback with you in case anyone else asks later on down the road. As a side not, I do have an install using the Outer Planets mod with Making History and one with Galileo's Planet Pack and Making History as well, both of which run fine. Maybe @Galileo can point you to a possible culprit. Thanks for your work on this great planet pack; it is a lot of fun to play with the solar system turned on its head! (Completely unrelated: has anyone reported that "tabbing" through the tracking stations skips all of the planets past Jool? Kerbin->Bop->Moho->Eve->Jool->Minmus->Laythe->Mun->Kerbin->etc. If I click on Tylo, however, then I can cycle through the rest.)
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How would one best disable Snacks! on a per save basis - for example, playing career mode with Snacks! active and having a sandbox save with Snacks! inactive? Would the easiest solution be to simply disable all of the penalties?
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@Alshain , I know you just said that you would not continue adding new patches but I wanted to say thanks for this incredible thread. It has a lot of great patches that are useful in game but also serves as a great tutorial for beginners interested in writing their own patches. It gave me the tools and examples I needed for my first foray into KSP modding which follows below: I've always felt the Mk1 pod need a Launch Escape System so that was the first thing I tried. It is simply a rescale of the standard LES by 0.5x with fuel, thrust, and cost also divided in half. Because this would occupy the top node of the pod blocking the attachment point for a parachute (and because the Mk2 radial parachute looks way too big on a Mk1 pod), I also patched a 0.5x Mk1 radial parachute to go with the LES. Finally, I added a decoupler to both the stock and rescaled LES so they can be automatically jettisoned without needing another docking port/decoupler. (Every once in a while, the LES tower will collide with the pod when it is jettisoned after an abort, particularly if the capsule is tumbling quickly - I tried adjusting the ejection force but to no avail. Also, I was not successful in getting the decoupler added to staging.) I picked Engineering 101 because the Start node lacks a stack decoupler and 45 science points for Survivability seemed too high. To wrap things up, I also patched a 1.875m service bay for the Making History Mk2 pod using both the 1.25m (grey) model and 2.50m (yellow) model which unlocks with the Mk2 pod in Advanced Flight Control as an alternative to the new service module. A Science Jr. is a little too tall, but the science container is just the right height. Any feedback in more than welcome and would be appreciated! Thanks again for the great examples presented in this thread!