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Mythos

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Posts posted by Mythos

  1. 57 minutes ago, MetricKerbalist said:

    I am getting really confused on how to reload a flight.  I thought I had this figured out, but I guess I don't.

    From my experience, if you manage to load a quicksave type of file instead of your main persistent file, it will not take you to the flight in progress, But the flight should be available to switch to from the tracking station (unless doing those few clicks takes long enough to have your craft without control being considered as crashed).

    If I want to load a specific quicksave then I would launch the game with any normal persistent file, no matter the content, and then load the quicksave from there.

    I have to confess that I'm quite an oldschool KSP player and only use the one persistent file and the one quicksave and rather rely on my OS to backup and restore via renaming those two. I think I never used a named save from within KSP, so my advise lacks some experience on this part of your question :D

  2. Some guys might recommend to run KSP as admin. Don't do that.

    If you have a second drive or partition, install it there. I would always recommend to separate your system files from data and not-so-system-installs. If not, then go for something like "C:\Games\KSP".  In case of Steam, set the library to something like "C:\Games\SteamLibrary". Those folders then are not under special treatment from windows.

  3. 2 hours ago, Grizbud said:

    see the ID number of the part to be attached

    Usually you can attach any specific part of that type, so the ID of the part to be attached does not matter. 

    Can you provide some more information, the full contract text? Maybe this a "repair part" contract? In that case it might want you to use a repair kit to fix a specific part (and then it makes sense to have a part ID in the contract) and not to attach a new one.

    There are other "repair vessel" contracts (I remember rovers, not sure about satellites), where you are meant to attach new parts. They do not really check about the construction. It usually wants you to prove the vessels functionality by moving to somewhere. If it can do, you probably have repaired it, and get the reward.

  4. 8 hours ago, Grizbud said:

    Unfortunately, once on site, the battery bank would not attach to the satellite even though there were nodes present.  I'm not sure if it was the engineer's experience level or something else.   I'm still trying to figure out how the construction in space process works ... with little success.  Guess this contract will just have to expire.

    This seems to be a case of figuring out how the construction works, then. I think attaching batteries should be possible. If there were no nodes, you could also surface-attach them. Usually contracts offer plenty of time (well, there is/was also another bug about impossible deadlines), maybe you should try again :wink:

  5. You could dig into the save file. There you can find the contract and it will mention the ID number KSP uses to refer to it. And then also all you vessels will have ID numbers assigned. But to make things not so obvious, there are different IDs and contracts of different types sometimes use the one or the other. Here is a thread where I reported a little but about that (and the obvious advertisement, that I did make a save file editor called KML to help with that):

    My guess would be, that the contract just refers to a non-existing sattelite and in the thread I described how just to build a new one and assign it to the contract :D

  6. "Reentry" just means entering the atmosphere, not necessarily that you stay within :)

    So if you only dive into the atmosphere a few meters for a few seconds, then the speed to survive that is pretty high. But you only get close to zero deceleration from that :D But still, if you come with a little bit over escape velocity and aerobrake just below escape velocity then this maneuver has got you captured and enables a second run, and a third, etc :wink:

    So then the question is about heat management in general and depends on your overall ship design.

    If you aim for a single shot to land immediately, and worst case come in straight vertically, then that speed is very low.

    There certainly is a distance where you can have 0 relative velocity to kerbin, and still won't survive because gravity will accelerate you too much on the rest of your journey. So you even need to specify your idea of speed a little more (what's your reference?)

     

  7. Sorry for being late... I was around here almost every day, but somehow I didn't get notified or mail.

    On 4/5/2021 at 12:02 PM, Bogey71 said:

    Just downloaded it, extracted into a folder and when trying to start the application you first get a security warning from Windows.

    Yes, Windows did get more and more suspicious about executables you got from the internet and sometimes warns you about.

    On 4/5/2021 at 12:02 PM, Bogey71 said:

    Ignored it and then a hint of a screen flashes up for some milliseconds and is gone again...

    Did you download the KML_Mono.zip? That is currently a CLI interface only. That might have popped up a console and immediately closed it again. In that case open a console window first and then start KML from there and you should see the output (you need to give parameters anyway).

    But for Windows users, there is the KML_Windows.zip. That should show a GUI when the KML.exe is started and does not need (but can do) parameters.

  8. On 1/10/2021 at 4:05 PM, Mythos said:

    Have a look at the part description you get by right-click on a part in the VAB/SPH. The first sentence in the first textbox tells you what you can do:

    "This is a Cargo Part that can be placed inside inventories": The usually smaller parts can be carried around inside the inventories and be assembled during a mission by an engineer. You have to consider the volume of the part and the volume of the inventory, it does not always fit in there.

    "This part cannot be placed in a Storage container but can be manipulated in EVA construction": Other slightly too large parts can be detached and reattached by engineers but not stored in inventories.

    No text about reassembly: The large parts can't be handled at all.

     

  9. 3 hours ago, jbdenney said:

    I figure I can go through the Persistent file and replace every place the  old name appears with the new name. Has any one tried this?

    Yes this is how it's done. If they are not assigned to any ship, there is only the KERBAL node below ROSTER, where you need to change "name = Valentina Kerman". If they are assigned though, you also need to change data within the capsule part, where it says "crew = Valentina Kerman". As far as I remember, the game really doesn't like it, when the crew uses a non existing name.

    There is also a history of completed contracts and achievements, where names are mentioned. But I think, this can be treated as history books and that same kerbal does not need to exist any further.

    Some advertisement: I made the KML save editor, where it is quite easy to do those changes. And it even let's you change the KERBAL name and does the crew thing automatically.

     

    3 hours ago, jbdenney said:

    Also how many Kerbals can you get?

    I don't know of any limit. Usually I only hire one or two and then get lots of them from rescue contracts (if you play career mode). But in career you also need to know that the price to hire the next one gets raised after each hire.

    3 hours ago, jbdenney said:

    Is there pool of Kerbals not on the roster that get added after time?

    Yes, the applicants will look for other jobs, if you don't like 'em. So they leave the list after some time, and also new applicants are generated. In the save file you'll see some more, where some have a date assigned when they get visible. But even beyond those, they will always be more of them generated, when the list gets too short (I think).

  10. There are no details what has to be fixed. It is up to you, the rover must just be able to move. But the IDs referring to each other in some kinds of contracts get messed up. So the game thinks it's not the correct rover.

    If you don't want to alt-f12 it, you could also fix the IDs in the save file. I made the KML save editor to help with such things. Here is my "devlog" post that mentions details about some contracts, that are automatically checked and repaired by KML (includes links to similar threads and to the KML tool):

     

  11. Each science lab can process each variation (biomes, altitude, etc.) of science only once. Also recovering data twice or even more yields less and less science points, excepts crew and EVA reports that yield nothing on any further recovery. You can achieve the same effect by transmitting one copy and recovering another copy.

    If I wanted to squeeze out the most possible science, I transmitted twice, then put 3 copies into different capsules or science containers to recover, and also kept another copy of each experiemt to be processed in the lab.  So in total I ran each experiment 6 times.

    But you have to plan and sort beforehand, because of the unability to pick individual data, like you mentioned.

    Before science containers existed, I even built additional capsules without any crew, just for storing data :confused:

  12. Ah now I remember, what I could check in 1.11.2, but haven't played much, yet... This bug was introduced in 1.11.1. I couldn't find a proper changelog for 1.11.2, the announcement had a really short one:

    On 3/16/2021 at 5:31 PM, UomoCapra said:

    ChangeLog:

    
    
    =================================== v1.11.2 ============================================================
    +++ Bugfixes
    * Fix craft can wobble or even have some parts destroyed when interacting with parts and inventory slots during EVAConstruction in Flight.
    * Fix NRE on returning to physics range of RCSFX on command pods causing game to become non-savable or usable in some cases.
    * Fix the Place Anywhere 1 linear RCS part thrusting the wrong way.
    * Fix same part collisions invalidating valid EVA construction placement on some parts.
    * Fix Resource App resource totals UI display for EVA kerbals carrying multiple resources including EVA propellant total on every resource.

    And the wiki seems not to be updated, yet:

    Version history - Kerbal Space Program Wiki

    So if you are using version 1.11.2, this might tell us, it wasn't addressed in the update. Which is very likely to be the case.

    The bugs were mentioned here, where's also no hint about having them fixed:

    Bug #27162: SAS options do not correspond to the pilot - Kerbal Space Program - Squad Bugtracker

     

  13. 17 minutes ago, Vanamonde said:

    Mythos, there is a long-standing issue in which if you place parts in mirror symmetry and then mirror that assembly, you get a phantom extra copy in precisely the same place of one of them. It mess with mass and drag and stuff but is only visible by the z-fight. Unfortunately, I have never found a way around it except not to double-double parts like that. 

    Yes, I think a mirror of mirror was involved. And probably my usual builds don't use that, so I didn't notice before.

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