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Everything posted by meyerweb
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Apologies if this is already well-known, but if so, my Google-fu has failed me. Basically, what I want to know is, how much total science is there in all the KSC biomes, and just the KSC biomes? Bonus points for splitting it out by experiment/report type, but I’d be happy with just a single number.
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1.0.2 - Rocket ascent profile and orbit delta-V
meyerweb replied to eviator's topic in KSP1 Discussion
Are there significant differences in drag etc. between 1.0.1 and 1.0.2? I’m still on 1.0.1 and managed to juuuuuuust barely reach LKO and return to Kerbin with a rocket KER said had 2,729m/s vacuum dV. I got my periapsis into LKO with maybe 50m/s dV to spare. (Should’ve taken pictures!) Similarly, I managed to get Valentina into an elliptical high/low orbit with a 2,934m/s vaccum dV rocket. -
[1.0.x] HoloDeck - Sandboxed Flight Simulations
meyerweb replied to enneract's topic in KSP1 Mod Releases
Yep, that fixed it (though it was actually SimulationActive = True and I set it to False, same result in the end). Thanks! If I can figure out how I did it, I’ll definitely let you know. -
[1.0.x] HoloDeck - Sandboxed Flight Simulations
meyerweb replied to enneract's topic in KSP1 Mod Releases
Okay, this time I think I have a real bug. This is on OS X. If I load up my career game with HoloDeck installed, the KSC screen is blank black with the text “Time Warp 1x”, except every three seconds (I lap-timed it) the KSC model shows for a tiny fraction of a second before being wiped out by the black. Also, there is no sound. Trying to click on buildings, whether in the black or during a flicker, has no response, though the KSP cursor shifts green at each click. If I hit [esc] then the menu is drawn during the next KSC flicker, but is unresponsive and is wiped away at the end of the following KSC flicker. If I hit ⌘Q to quit, the KSC view doesn’t flicker; it’s drawn and shows until the application quits, which is more or less immediate. I have a number of mods, but I uninstalled literally all of them except HoloDeck, and the flicker was still there. Then I put back all my mods but took out HoloDeck, and everything was fine. The birds chirped as the KSC view was drawn and everything. I have not tried a new launch in the un-HoloDecked install just in case doing that would wipe out the problem, so if you need save files or what-have-you, let me know. I’m relatively comfortable if not incredibly experienced on the command line, if that will help. I can also give you a list of mods I use, in case you think some interaction created this state even though the flicker happens even without any other mods installed. (Sorry I can’t tell you what I did just before this problem arose; I honestly don’t remember. KSP was one of several things I was fiddling with in parallel when the problem first manifested, and I was doing the quit-and-relaunch dance with another mod to see why it wasn’t working, and then at some point this cropped up.) [Edited to add: this is all in version 1.0.1, not 1.0.2.) -
He did. Look at the bottom of the second image in the OP, to the right of the navball.
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I am installing this right now because I find the KSC music annoying as anything, but I like the in-space music. I usually just leave music off to avoid the annoyance, but now I can have the best of both worlds! Thanks, spioner!
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[1.0.x] HoloDeck - Sandboxed Flight Simulations
meyerweb replied to enneract's topic in KSP1 Mod Releases
Sheepish followup: this isn’t a bug of yours. I don’t even know for sure it’s a bug. I ran a few HoloDeck simulations, and on each, I got the mail saying I’d broken 100km the record. Gold-farming exploit!, thought I. But no: the funds and prestige weren’t actually being added to my accounts. The mail hung around after the simulation, but the payment didn’t. I see the same thing happening with Stage Recovery, so this should be chalked up to the way the messaging system works (preserving messages from a reverted flight) and not an error on your part. I’m really sorry if I caused you to waste time looking for a bug that wasn’t there! (Of course, if you can figure out a way to delete any messages generated during a simulation once the simulation is reset or aborted, that would be an improvement, at least to my way of thinking.) -
[1.0.x] HoloDeck - Sandboxed Flight Simulations
meyerweb replied to enneract's topic in KSP1 Mod Releases
Thanks, enneract. It’s not a huge problem—I’ll pass that threshold soon enough in real flight anyway, so it’s more like an advance payment than a cheat—but I figured you’d want to know. -
Agreed. I used PreciseNode for a while, but I ran into the same problem as the you and this would be a fantastic addition, especially when I’m planning mid-course corrections to Mun/Minmus encounters. (Haven’t gone beyond those, yet.) This is because I create the node, switch focus to my destination, and then rotate the view around until I can see both the destination and the maneuver node, THEN try to pull on the handles in such a way that I can get the right approach vector without losing sight of the node or the approach. With a plugin like this one, I could concentrate on the destination and projected encounter course, and not worry about keeping the node onscreen. I wish I knew enough coding to make it happen myself!
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A mod that allows for clamshell fairings.
meyerweb replied to Majorjim!'s topic in KSP1 Mods Discussions
See http://forum.kerbalspaceprogram.com/threads/117928-%28sort-of%29-Clamshell-Fairings?p=1883556#post1883556 for what looks like the exact solution you’re seeking. -
[1.0.x] HoloDeck - Sandboxed Flight Simulations
meyerweb replied to enneract's topic in KSP1 Mod Releases
I may have stumbled over a bug with career mode. I flew a simulation (badly; my rockets still flip during launch) and managed to get over 100km downrange, which was a first for me. I eventually aborted the simulation and returned to the VAB, but I still had ‘email’ congratulating me on flying over 100km, and granting the cash and prestige that went with it. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
meyerweb replied to cybutek's topic in KSP1 Mod Releases
Yep, the problem was I dropped the “KerbalEngineer-1.0.16.4” folder into GameData instead of pulling “KerbalEngineer” out and dropping that into GameData. Thanks! -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
meyerweb replied to cybutek's topic in KSP1 Mod Releases
Everything about my install of KER on OS X seems A-OK except the stock toolbar icon, which is blank white. Not a huge deal, but it is a little annoying. Anyone have a quick fix I could try? I’m completely comfortable modifying files. -
[1.0.x] HoloDeck - Sandboxed Flight Simulations
meyerweb replied to enneract's topic in KSP1 Mod Releases
Thanks to this mod, I just might disable flight reversion. Stellar work, enneract! Thanks! -
Is the Stage Recovery mod what you’re looking for, or is the goal to just have debris persist much longer/further away?
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See http://forum.kerbalspaceprogram.com/threads/117928-%28sort-of%29-Clamshell-Fairings?p=1883556#post1883556 for what looks like the exact solution you’re seeking.
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Comprehensive Mod Compatibility List for KSP 1.0
meyerweb replied to Master Tao's topic in KSP1 Mods Discussions
My experience with PlanetShine is that it pops an "update required [OK]" dialog when you launch KSP, saying that it requires 0.90, but it seems to work as expected once you play the game. I think that’s what the OP was trying to say. -
I’ve been working my way through the tutorials in an attempt to find and correct all the typos and grammatical errors (see https://github.com/meyerweb/massive-dangerzone for the results of that effort). I got through all the tutorials except one, Asteroid Capture Pt. 1, and I got through all the text in Pt. 2 and even planned a return orbit to Kerbin’s SOI, but couldn’t actually get back to Kerbin. What happens in both tutorials is the pre-supplied ship apparently breaks before it can complete a full maneuver burn. In both cases, after burning at full throttle for just over a minute (1:06 according to my stopwatch), all the engines flame out and say they’re oxidizer deprived. However, when I look at the supplies popup, the ship shows as having plenty of oxidizer and fuel left. Can anyone tell me if this is a case of the ship design getting zorched by an update somewhere along the way, an engine or other behavior that wasn’t explained in earlier tutorials, or just me being too oblivious to see the obvious solution? Am I supposed to jettison the large stage in the middle of a course correction burn? (If so, that seems like a weird ship design to hand newbies like me in a tutorial.) Any assistance appreciated!