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Posts posted by RobertJPowell
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Holy mother of Kerbin. Wasn't expecting to see this today. Thanks LGG!
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On 17/04/2018 at 12:42 AM, Shadowmage said:
(I promise, I'm working on getting everything fixed for 1.4 as fast as I can, and lots of stuff is 'working', but still a lot is very much broken; still going to be at least a few weeks... I'll try to narrow down that timeframe when I know more)
It takes as long as it takes Totally going to be worth the wait. Probably about time i get KS3P though going by those screenies
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31 minutes ago, sh1pman said:
It’s not the “Forum”, just a couple of impatient players. I, for instance, don’t give a damn about update release dates (or mod update dates). It's out when it’s done, and my questions or demands are certainly not going to affect its readiness.
This, so much this. I'd rather it take months and not introduce more bugs than be released before its ready and mess things up more than it fixes!
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Welcome back to the modding community then - it's cute, and going straight into my ever growing collection of mods
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20 minutes ago, BUGescape said:
<snip?
BTW just want an automatically powered recovery experience, but FMRS required manual handling isn't it?
For that you'll need KoS as well as FMRS with a script that you can run (requires trial and error) to automatically go through the process. Sadly beyond that, I don't think you can do low level (as in in physics range) automated powered recovery.
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Hrmm interesting, always retains East for me. Perhaps something for both @Snark and @magico13 to look into if you can supply the relevant log files @Gordon Dry
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I've been using both together with no issue.
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Thanks for the heads up. You don't happen to have a patreon account we can start slinging money into to help get you a new build do you? @severedsolo ?
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7 hours ago, GJNelson said:
Does this mod work with KSP v1.4.1, and is it still maintained, so that it will be updated to be compatible with KSP v1.4.2?
It works perfectly fine
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Bleeps, bloops and chatter all the way to mun and back make me a happy camper. Nice job fixing it
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5 minutes ago, Tortoise said:
Just out of curiosity, why was built-in simulations removed?
Simulations are now done via KRASH. Lemme go grab the link for you: i think it was because there might have been requests/demand for the test simulator without KCT
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On 29/03/2018 at 6:31 PM, Ekku Zakku said:
<snip>
Edit: to chime in on the rename, I like Unrapid Planned Assembly, since it has been associated with the mod for a while. Also it's just plain funny imo lol
A perfectly Kerbal name for a brilliant mod. I really like UPA (Unrapid Planned Assembly). Has a great feel to it and suits the idea to a tee
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On 23/03/2018 at 7:48 PM, severedsolo said:
<snip>
Before I release this - would anyone massively complain if I did a 1.4.1 only release?
As a 1.4.x player and knowing that the 1.4.x version can't be backwards compatible with 1.3.x because of changes under the hood, I don't mind waiting however long it takes for a 1.4.x version if you tidy up and release a 1.3.x version first for the 1.3.x players
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11 hours ago, theonegalen said:
I think it was done the other way around because the Stayputnik doesn't have a top node, so you need fairings to make anything look good. I'll consider it.
That's exactly why Yemo did it that way, as with Procedurals, you could cover the Octo with a nose cone for aero stability
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I'm buying it. KSP has brought me many many hours of joy, over 360 hours in fact. i'd say that an additional $15 for more content after receiving so many free updates to my purchase in late 2013 (few months after the cut-off) is a fair investment as a thanks for making something I have loved and enjoyed.
To be honest I don't think the base game will ever be how I personally want it, but the amazing modding community caters to the things I like that squad hasn't so. Win/win in my eyes
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4 hours ago, scottadges said:
Not tryna be the "I got more" guy. But I got 22380 (or thereabouts)
I'm pushing that, and it is only going to grow as i make more custom modifications via patches... (Engines I mod then need patches for stock revamp and real plume etc)
Though i have had play throughs with 40K+
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Longdart-I Hermes:
(and so it begins)
Kernow Space center, dawn, Kerbal Year 2000, day 1. Facility construction has been finished ahead of schedule. The boys in the R&D labs have been in place now for a good 6 weeks plugging away on ideas for rocket designs and testing them in the simulators. Now with the VAB and pads up and running they are itching to get the Engineers building their creations. There were a lot of early partners we could have chosen for our components, but we settled for 4: Kerbal Space Program, FASA, Wild Blue industries and the Bluedog Design Bureau.
(On the left the KSEA logo, on the right the 'powered by' by logo)
By day 50, things were starting to take shape. The R&D team had gone left field with their machinations. As the Engineering team set about building and moulding the parts for the various kits needed for what was now deemed 'project Longdart' R&D were developing and testing multiple engine modifications. The engines supplied by the partner teams were of excellent quality but seemed to lack in a few key areas. Unable to come to terms with FASA on a primary lift engine, KSEA researchers sourced a KW Rocketry twin bell lift engine and got to tinkering. 24,750 credits and 2 whole months later, they presented to the board the KSEA maverick-1D-NG. By taking out the gimbaling equipment, they were able to increase the thrust to a whopping 583 K/n and the engine ISP to 350-375. To compliment this new much more powerful Maverick, the team presented the reduce gimbal Atlas Vernier & a mono prop variant of the venerable LV-909. Total cost for the R&D team came in at a reasonable 136,860 credits. This included copious amounts of testing in a closed environment.
With everything in place, building began in earnest with Longdart - I Hermes ready on the PAD for launch by the morning of the 263rd day of the year 2000 K.D. Standing at a rather impressive height of 25.1 meters and weighing in at a rather surprising 46.170t, the vast majority of which (95.4%) was the combined weight of Longdart-I and the Hermes CSM! With correct Throttle control, the Longdart would be able to achieve a height of 60+KM before burning out, which by the engineers calculations left more than enough D/v in the CSM tank to complete the burn to raise the apoapse to the required 255KM and complete the circurlarization burn. As it turned out, Hermes achieved it's 'low' high orbit with half a tank of mono propellant left.
In total, Dando Kerman spent nearly 2 days in space conducted various experiments, although in his haste he forgot to complete two others he had been tasked with by R&D for which he was chastised heavily. That being said, the data he did bring back allowed the team to look towards procuring and adapting more equipment, including Rover technology. They have taken particular interest in the 'Buffalo' range from Wild Blue, with the team appearing most impressed by its capabilities. As an aside, techs were left scratching their heads as a miscalculation led to Hermes I landing 30 KM west of KSC instead of 30 KM east. It is something that the team hope to correct for future launches.
The design:
SpoilerMission Images:
Spoiler1+2+3: Dando boarding Hermes
4: Countdown Commence
5: Tower retract
6: Clamps retract
7: Vernier start.. (wait a second)
8: MES (why aren't the engines firing)
9: Actual MES (better late than never!)
10: Roll program completed
11: Gravity turn starts
12: Climbing rapidly away from KSC
13: Climbing over the Ocean
14: Longdart separation
15: CSM ME Start
16: Equipment deployment at 70KM, PNC jettison
17: Coasting to Apoapse
18: Dando on EVA
19: Eclipsing the Sun
20: Oooh, mun, we'll go there someday.
21: Preparing for Primary de orbit burn
22: Preparing for CSM ditch
23: CSM Dirtch (Dando, you OK up there?)
24: Everything checks out, preparing for Retro burn
25: Retro fire
26: preparing to ditch retro package
27: Retro package ditched
28: Orientating for re-entry
29: Heating uo
30: Drogue deploy
31: Primary Chute deploy
32: Home again
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Part: The Second
(AKA: The Rules they are a Changing)
Progress has been a bit slower than I would have liked on the project thus far, but that comes when about half way through making edits you suddenly realize "No you muppet you should be using MM patches to patch configs, not directly editing them!" *facepalm* Well that, and it took a while to create a KCT config that I was happy with as well as umm and ahh over which mods would make it into the game. But finally, by this morning and dotted the final I and crossed the final T to a point where I was happy with the setup and proceeded to go about setting up the play through.
There is good news. Post finishing this post, I will have about 2 and 1/2 hours before i need to prepare for work during which i can begin planning and designing the first program for the KSEA. Then when i return from work, 4 hours in the evening and all of Saturday to plan, design, operate, collect images of and start editing the write up. I wont put an estimate on when the first program will be posted, but at the very least expect a status update by Monday All that being said, it is time to move on to the rules of the play through.
Rules the First:
SpoilerThe Basics
- 5,000,000 funds and 350 science to set up Kernow Space Center and research the tech tree to 45node completion
- Part of the 5,000,0000 must be used to hire 6 Kerbals after releasing the big 4 (They are to busy working for the KSP)
- Once the KSC is updated, the parts bought and the science used, the save file must be edited to set funds to 500K and science to 0.
The settings:
- Re-entry Heat 120%
- No comm net (see settings addendum)
- Science/Funds/Reputation Rewards 50%
- funds/Reputation penalties 0%
- Decline penalty 0
- No reverting
- No quick loading
- No Kerbal Re-spawn
- No auto hire
- Indestructible facilities
- No stock vessels
- Immediate Kerbal level up
- Part pressure & G Force limits
- Kerbal G Force limits
- Resource Transfer obeys cross feed rules
- Action groups from the start
- Part upgrades
Settings Addendum:
SpoilerI disabled comm net as I wish to base this on a Kerbin where KSEA is a young start up in a well established space fairing race, where Kerbal kind have been exploring the kerbin system, and perhaps even Kerbol system itself for decades. Therefore I decided that I would disable the comm net, Roleplaying that there is already a well established communication system at least in the kerbin system.
That being said. All craft will be required to carry at least 1 short range antenna and 1 communications dish to be able to operate. A second relay dish and antenna will be required for any control craft or Kerbol system explorers.
Rules the Second:
SpoilerEngine creation and upgrade:
- An engine may only have 2 variants. (Example: LV-909, LV-909E, LV-909T)
- Engines that are designed for Vacuum use may have a Monoprop version and variants. (Example: LV-909M, LV-909ME, LV-909MT)
- Engines with no gimbal may not be given gimbal.
- Engines with no gimbal may increase either thrust or ISP by 1/4. The non increased stat must be reduced by 1/3
- Engines with gimbal may increase or decrease their gimbal in steps of 1/3 of the original up to 2 times.
- If gimbal is decreased both thrust and ISP may be increased by 1/4 the original for each step
- Conversely, both thrust and ISP must be reduced by 1/4 the original for each step
- Essentially on engines with gimbal control if either thrust or ISP are increased the gimbal must decrease by 1/3
- Gimbal may be removed from Engines but only on a high Thrust variant.
- An engine that has its gimbal removed gets a thrust increase of 2/3 and ISP of 1/4
- It costs (10xCost)+10% to develop an engine variant and (20xCost)+20% to create a Monoprop version.
Budget settings using monthly budget:
- RepDecay = 10
- Multiplier = 15000
- friendlyInterval = 427
- availableWages = 5000
- assignedWages = 10000
- vesselCost = 20000
KCT Custom Config:
KCT_Preset { name = Kerbal Space Exploration Administration shortName = KSEA description = KCT settings for KSEA KSP Forum mission report author = Robert J Powell allowDeletion = False career = True science = False sandbox = False KCT_Preset_General { Enabled = True BuildTimes = True ReconditioningTimes = True TechUnlockTimes = False KSCUpgradeTimes = False Simulations = False SimulationCosts = True RequireVisitsForSimulations = True TechUpgrades = False SharedUpgradePool = False StartingPoints = 60,60,60 } KCT_Preset_Time { OverallMultiplier = 8 BuildEffect = 1 InventoryEffect = 0 ReconditioningEffect = 25000 MaxReconditioning = 1200000 RolloutReconSplit = 0.10 } KCT_Preset_Formula { NodeFormula = -1 UpgradeFundsFormula = 25000*(([N]+1)^2) UpgradeScienceFormula = -1 ResearchFormula = [N]*0.5/86400 EffectivePartFormula = min([c]/([I] + ([B]*([U]+1))), [c])*[MV]*[PV] ProceduralPartFormula = (([c]-[A]) + ([A]*10/max([I],1))) / max([B]*([U]+1),1) *[MV]*[PV] BPFormula = ([E]^(1/2))*3000*[O] KSCUpgradeFormula = ([C]^(1/3))*2500*([O]^(1/3)) ReconditioningFormula = min([M]*[O]*[E], [X])*abs([RE]-[S]) / ([LM]-[L]+1) BuildRateFormula = ((0+1)*0.05*[N] + max(0.1, 0))*sign(2*[L]-[I]+1) SimCostFormula = max([C]/50000 * min([PM]/[KM], 80) * ([S]/10 + 1) * ([A]/10 + 1) * ([L]^0.5) * 100, 500) KerbinSimCostFormula = max([C]/50000 * ([L]^0.5) * 10, 100) UpgradeResetFormula = 2*([N]+1) InventorySaleFormula = ([V]+[P] / 10000)^(0.5) RolloutCostFormula = 25000+([BP]/250) NewLaunchPadCostFormula = 100000*(([N]^[N])*[N]) } KCT_Preset_Part_Variables { Part_Variables { //partName = multiplier } Module_Variables { //moduleName = multiplier } } }
Custom Barn Kit Settings:
//Custom Barn kit settings @CUSTOMBARNKIT:Final { @VAB { @levels = 5 @upgradesVisual = 1, 1, 2, 2, 3 @upgrades = 50000, 250000, 1000000, 3000000, 6000000 @actionGroupsStockUnlock = 1 @actionGroupsCustomUnlock = 1 @partCountLimit = 50, 200, 600, 1200, -1 } @SPH { @levels = 5 @upgradesVisual = 1, 1, 2, 2, 3 @upgrades = 50000, 250000, 1000000, 3000000, 6000000 @actionGroupsStockUnlock = 1 @actionGroupsCustomUnlock = 1 @partCountLimit = 50, 200, 600, 1200, -1 } @LAUNCHPAD { @levels = 3 @upgradesVisual = 3, 3, 3 @upgrades = 25000, 500000, 3000000 @craftMassLimit = 40, 200, 800 } @RUNWAY { @levels = 3 @upgradesVisual = 3, 3, 3 @upgrades = 25000, 500000, 3000000 @craftMassLimit = 40, 200, 800 } @ASTRONAUTS { @levels = 5 @upgradesVisual = 1, 2, 2, 3, 3 @upgrades = 20000, 100000, 400000, 1200000, 2400000 @recruitHireFixedRate = true @unlockedEVA = 1 @unlockedEVAClamber = 1 @unlockedEVAFlags = 1 @homebodyAtmoEVA = true @activeCrewLimit = 20, 35, 50, 65, 80 @crewLevelLimit = 1, 2, 3, 4, -1 } @MISSION { @levels = 3 @upgradesVisual = 1, 1, 2, 2, 3 @upgrades = 10000, 50000, 200000, 600000, 1200000 @unlockedFlightPlanning = 1 @activeContractsLimit = 1, 3, 9, 27, -1 } @TRACKING { @upgradesVisual = 3, 3, 3 @upgrades = 40000, 200000, 800000 @unlockedSpaceObjectDiscovery = 2 @orbitDisplayMode = 1 @patchesAheadLimit = 3, 5, 7 @trackedObjectLimit = 0, 0, 5 } @ADMINISTRATION { @levels = 4 @upgradesVisual = 1, 1, 2, 3 @upgrades = 60000, 300000, 1200000, 3600000 @activeStrategyLimit = 2, 4, 6, 8 @strategyCommitRange = 0.25, 0.5, 0.75, 1 } @RESEARCH { @levels = 7 @upgradesVisual = 1, 1, 1, 2, 2, 2, 3 @upgrades = 20000, 120000, 500000, 2000000, 6000000, 12000000, 12000000 @dataToScienceRatio = 0.1, 0.2, 0.3, 0.4, 0.6, 0.8, 1 @scienceCostLimit = 50, 95, 185, 365, 725, 1445, -1 @unlockedFuelTransfer = 1 } }
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9 hours ago, Drew Kerman said:
so yea I'm still hoping to get updated maps online at some point with a newer version of the leaflet plugin from @IvanSanchez - as usual SoonTM is the best I can say...
SoonTM Is the best way of giving a time for release. - Means you'll get there at some point, time allowing, without pressurising yourself into a time frame you may or may not be able to hit. When it is done it will be just as much a godsend as the original
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Dev Program - K1
(Designing and flying Rockets for the Kernow Space Exploration Agency)
Greetings fellow forumites. My name is Robert J Powell and I have recently gotten back into KSP after an absence of a little over a year. Recently I posted a few teasers in the what did you do in KSP today thread promising that I would not only post the mission I had run but continue forward and produce more. The result of that is this thread. I intend to move the thread forward one program at a time, generally having one program per post although more complex programs will probably be spread across several posts.
Best estimate for updates based on my proof of concept (in this post) would be 1 per week, with the possibility of more when I am on annual leave from my job. More complex designs may require more time, although in the case of a launch not happening in a week, i will try to post a mini development update in the interim. I expect to spend anywhere from 5-20 hours in the VAB designing my rockets with another 4-8 hours allocated for simulation giving a total development time of 9-28 hours. It will then take about 2-3 days to edit the images together into the format I have chosen and to write the AAR (After Action Report).
The entire program will be run in what I have termed 'career lite' mode in that i will be using the Career mode for the play through but editing the save file as I deem necessary to modify science or funds etc within a set of parameters (tbd) from here on out known as 'the rules'. I will also be adding my own modified engines into the game as and when needed which will follow a very specific set of rules as laid out below.
SpoilerAn engine may only have 2 variants. (Example: LV-909, LV-909E, LV-909T)
Engines that are designed for Vacuum use may have a Monoprop version and variants. (Example: LV-909M, LV-909ME, LV-909MT)
Engines with no gimbal may not be given gimbal.
Engines with no gimbal may increase either thrust or ISP by 1/4. The non increased stat must be reduced by 1/3
Engines with gimbal may increase or decrease their gimbal in steps of 1/3 of the original up to 2 times.
If gimbal is decreased both thrust and ISP may be increased by 1/4 the original for each step
Conversely, both thrust and ISP must be reduced by 1/4 the original for each step
Essentially on engines with gimbal control if either thrust or ISP are increased the gimbal must decrease by 1/3
Long Dart Munar-I
(KSEA proof of concept build and journey)
Without further ado, I present to you, my fellow forumites, the LDM-I rocket. Sadly this rocket uses a few 'cheat' engines as I designed and flew the rocket before coming up with the rules above. All further rockets in the play through will use only engines available as stock or through the mods I have installed and those I modify. All modified engines will be listed as they are developed and used in the program.
The Design:
SpoilerThe Flight:
Spoiler1: Pre Launch 2: Vernier 1 Ignite 3: Vernier 2 Ignite 4: Main Engine Start
5: Launch 6: Clearing the tower 7: LD1S drop, LD2S ignite 8: LD2S+3S+MOP heading for LKO
9: LKO Apoapsis burn 10: MOP Fairing SEP 11: Preparing for manual tower eject 12: LD3S LKOI burn following LD2S failure
13: Preparing for TMI burn 14: TMI Burn 15: MOP/MEM docking approach 16: LD3S retro fire
17: MOI burn 18: MEM release 19: MEM in orbit 20: MEM descending
21: Approaching the surface 22: Landed 23: Bob on EVA 24: Returning to Munar Orbit
25: Circularizing 26: MOP approaching MEM 27: Docked 28: MOP burning for home
29: Mid course correction raising Kerbin Periapse 30: Circularizing 31: De-orbit retro burn 32: Re-entry
33: Chute release 34: Chute deploy 35: Airbag deploy 36: Jeb & Bob home again.
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42 minutes ago, Tyko said:
cool...which landing floats are those on the right?
@Tyko One of the USI packs, though I'm not sure which off the top of my head. @RoverDude should be able to confirm the exact pack.
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@OncaLupe Hopefully Linux will be able to find out from your logs what is going on. For future note if you 'tag' (@UserName - select from the drop down list) a mod creator, they can see that there might be an issue with their mod. Hopefully it gets resolved quickly
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1 hour ago, OncaLupe said:
I'm getting a game crash when reaching the main menu on KSP 1.3.1. Tested with just KRASH installed. Removing the mod allowed the game to load normally.
The filename of the mod download (both in CKAN and from Spacedock) showed 0.5.25. Looking in the mod though, the .version file shows the mod version as 0.5.24 with a KSP version of 1.3.0. Also the changelog only mentions up to 0.5.24. Finally the modified date of the .dll is Sept 6.
Just in case though, here's the crash logs: https://www.dropbox.com/sh/33x9nkhs2a85uhv/AACawr9xrmVD2rcpp3LBT-7Ta?dl=0
@OncaLupe Have you tried downloading and running the latest version straight from the github, as that sounds like a possible ckan error with it pulling the wrong version. (possible netkan error?!)
What did you do in KSP1 today?
in KSP1 Discussion
Posted
Sandboxed my way to a few replicas, using a few modded parts, landed on mun on what I thought was a test run but was in fact a live fire run (oops, thankfully all 3 made it home) and started to think about what I want to do next on my save.. thinking of setting up a multi sattelite home system relay netowrk