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Everything posted by Squiggsy
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Its not that I didn't touch anything, I said pretty clearly I copied the whole thing into a new directory, backed it up, which means something was changed, however yes apart from that I changed absolutely nothing, everything else worked fine, but every craft I loaded (in the VAB and ones i went to control that were already out and about) had parts that I had tweakscaled changed to completely random sizes.
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thanks for the amazingly quick reply! I wasn't deploying them when I decoupled but I will try that now and report back with whether it solves the problem EDIT: Ok so using parachutes was a bad idea, it was two radially attached stages and as soon as the parachutes deployed they just swung together and exploded... on the plus side, it was a pretty cool explosion EDIT (again): ahah! one of them apparently survived so must have not been completely splatted.
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I'm having a problem that about 50% of the time my dropped stages are saying that they were destroyed despite having parachutes and saying they would be fine in the VAB, in the info window telling me they are destroyed it doesn't mention the existence of the parachute on the stages, don't know if this is a glitch or something I'm doing wrong? strange because doign the exact same thing works some of the time, and they are only being dropped from about 10km
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1.0 CoLoffset and CoPoffset?
Squiggsy replied to Squiggsy's topic in KSP1 Modelling and Texturing Discussion
Thanks a lot for this! ok time to get experimenting, trial and error is always the most entertaining way to do these things moar explosions! -
1.0 CoLoffset and CoPoffset?
Squiggsy replied to Squiggsy's topic in KSP1 Modelling and Texturing Discussion
ah right so like the rate of change between them/ shape of the curve between them then? hmm I haven't noticed much negative effect from just omitting CoP and CoL yet, but I think it just makes it behave like pre1.0 if you do, and I'd like it to work as somewhat of a lifting body since im attempting a propulsive landing style capsule (going well so far, first successful test had me land right on the VAB Helipads after having dropped from 20,000m , and perfectly running out of fuel!) thanks a bunch for the help! -
1.0 CoLoffset and CoPoffset?
Squiggsy replied to Squiggsy's topic in KSP1 Modelling and Texturing Discussion
ah thank you kindly! any clue on the CoP and CoL and how to use them properly yet? haven't seen any mention of it at all edit: engines seem to have changed as well, anyone know what the new key in atmosphereCurve does? seems to go 0 1 then 8 in the one i'm looking at at the moment, and the 8 is set to 0.001 -
So I'm in the middle of designing a command pod and other parts for an orbiter/lander i'm working on and when i checked out the Mk1-2 Command Pod to see what had changed I noticed these two extra settings, I know CoL will be center of lift (or coefficient of lift, not actually sure which here but guessing center since it's xyz coordinates), but no idea what CoP is, not sure what changing them is going to change, or whether I can omit them for now? also as a side note I've seen people are converting to DDS textures but I haven't found how they are doing this yet anyone have a clue? I like the sound of reduced memory footprint!
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If you read it properly you may note that I said that it was my 0.90 backup that it errored on, I only put mods on 1.0 that say clearly that they are working in 1.0, so I don't quite know what information I am supposed to be taking from the threads title.
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sooo I backed up my 0.90 game before installing 1.0, went to go play it for a while after testing out 1.0 and all my parts on all my ships have just chosen completely random scales, it has sorta broken all my crafts and I am really not impressed, anyone know of any way to fix this / change scaling without having to decomission everything and put it back up? really would rather not use hyperedit
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
Squiggsy replied to RoverDude's topic in KSP1 Mod Releases
so I am using this for career mode, and I have done two sounding rocket launches and have yet to have fufilled the "Launch our first vessel!" contract, is this supposed to happen or not? also for the people saying the parachute is too weak I happily survived with 4 experiments and two batteries in my sounding rocket, well the first time only two experiments survived because i had no decoupler but I really can't say that it is too weak! -
"nutritional organic meal substitute: NOMS" welp this has my vote! good work!
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KOSMOS 3/14/2015 RD-170 Family Released!
Squiggsy replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
ah that's a shame, they are the coolest looking docks and would have been perfect to tide me over until I got round to making a Common Berthing Mechanism replica which I was planning for the capsule project im starting... -
KOSMOS 3/14/2015 RD-170 Family Released!
Squiggsy replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Sooo after putting the docking nodes from the SSPP pack onto my space station for a new set of crew docking ports I now find they don't work, and the navball docking alignment indicator tells me that they are set at 90 degrees to their actual facing, so I would assume the docking transform is set incorrectly down the wrong axis -
LiLFA (Lithium Lorenz Force Accelerator) and extras
Squiggsy replied to Squiggsy's topic in KSP1 Mod Development
Made some progress on the solar panels today but I am horribly ill so I gave up, only have texturing to do now unless I decide to change the model a bit, want to get it done so I can start on moar bigger LiLFAs! and redesigning the .625m one because I donut like it -
Hello all, I just had my first experience of the Hell Kracken (completely black screen apart from HUD, happens after kerbal hits the floor) and when i restarted KSP all seemed ok, until the lander I had on Duna where it all happened refused to take off (engine displayed NaN U of fuel flow) and then once i had solved that (hopped into the air to do some atmosphere science) I got out to collect the science and upon reentering the lander Jeb cloned himself, one ended up inside the lander and the other stayed outside and ended up standing on the floor outside 0.o I have been blessed in the install up until now and experienced very few bugs, I was wondering if anyone knew of any mods that were the likely cause of this, the only other bugs I have had have been Kerbal Join Reinforcement created (docking nodes not separating when undocked and Infernal Robotics pieces not moving on large ships), The list of mods I am currently using are: Active Texture Management Adaptive Docking Nodes B9 Aerospace Community Resource Pack Crossfeed Enabler Crowd Sourced Science Action Groups Enhanced DMagic Orbital Science Kerbal Engineer Kerbal Joint Reinforcement KW Rocketry Infernal Robotics Mod Oriented Tech Tree Nav Ball Docking Alignment Near Future (solar, construction, electrical) NehemiahInc Science Procedural Fairings Regolith Tech Manager Tweakscale Tweakable Everything Universal Storage any help would be appreciated since the bugs seem to have very suddenly started multiplying, which is odd because I haven't changed or added anything today or yesterday so I don't know what started it off. Edit: ANOTHER JEBEDIAH JUST APPEARED ON THE LADDER 0.o - - - Updated - - - Aditional Information: Game just crashed again after I tried reloading, seems to be all happening when i try to re enter the pod (Lander MK2) I am running from Steam, 32bit version, the craft is made up of a B9 atlas low profile engine, KW rocketry tank & decoupler, a Universal Docking Port, stock and Dmagic science kit, KW batteries, stock 1x6 solar panels, b9 RCS and RCS tanks aand some radial parachutes
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I have this same problem but only with the Universal Docking Port, no other port gives me this problem, will try with the version of KJR you linked in the morning, I have a part of my space station that needs deorbiting stuck to the rest of it at the moment despite saying undocked, quicksaved and tried to time warp out of it to hilarious results, the two parts drifted apart seemingly fine but when I came out of time warp they flew back together at extreme speeds and the whole thing flew off and out of kerbin orbit (somehow surviving the whole thing) strange though never had a problem with the non-androgynous ones, they're my favorite docking ports! best design ever. Yep the KJR fix worked a charm
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LiLFA (Lithium Lorenz Force Accelerator) and extras
Squiggsy replied to Squiggsy's topic in KSP1 Mod Development
Funnily enough I had thought about pretty much exactly that idea yes! I even started making storage container (which turned into the slimline lithium container in the end) but at present I have no idea how I would get it to work so I'm making a note of those kinds of things and putting them to one side for now until I have learnt a bit more. I did also think about making a container that needs to be right next to the asrg to be able to transfer the resource, that should be easier to manage, but then make the container very heavy (all that lead shielding to stop kerbals from getting irradiated, they're green enough as it is ) to stop it from being an obvious choice, and make it more something that you only do to give yourself insurance on long missions. at the moment though I'm working on some concentrating solar panels, spent a day and a half trying to make some inline deployable solar arrays (with a door on each side that slides open and the solar panels fold out) but because concentrating panels are so much thicker it turned out really awkward and wasn't good so I'm starting on another idea that I'm really happy with and should be done with tomorrowish, then onto the 2.5m LiLFA since they were the original aim of this release and I have got a bit sidetracked with energy generation to be able to power the damn things! haha -
LiLFA (Lithium Lorenz Force Accelerator) and extras
Squiggsy replied to Squiggsy's topic in KSP1 Mod Development
thanks! and wow I must be behind on KSP news, just found out 1.0 release is coming Monday, good timing really in case much changes with plugin stuff since that's around the timeframe i was hoping to start seriously looking into doing some stuff, decided the eventual plan is to try and make a plugin that uses the plutonium at a rate that is consistant with half-life decay (only 10-20 times faster than real plutonium because we don't play this game on the same timeframe as real life) and have electric charge generated decrease as the plutonium decreases + an extra little bit for erosion of the system itself over time. -
LiLFA (Lithium Lorenz Force Accelerator) and extras
Squiggsy replied to Squiggsy's topic in KSP1 Mod Development
so this is what I have been doing today, got the fairing finished and I'm quite happy with it, although i need to darken the yellow since it's way too light and looks weird next to the stock warning stripes. Have also done the texture for the slimline lithium tank and made a shorter 1.25m ASRG for landers (in the pics too) -
Rotating solar panels (Unity configuration)
Squiggsy replied to Raknark's topic in KSP1 Mod Development
this is exactly what I was looking for, thank you so much! will be bookmarking this for later -
LiLFA (Lithium Lorenz Force Accelerator) and extras
Squiggsy replied to Squiggsy's topic in KSP1 Mod Development
Was looking through the Firespitter documentation this morning and I might have a look at using FSmeshSwitch for the ASRGs to switch between with bracing and without, this would save on memory for the multiple textures used and allow just one model and its textures for both parts. -
LiLFA (Lithium Lorenz Force Accelerator) and extras
Squiggsy replied to Squiggsy's topic in KSP1 Mod Development
thanks! yes I have decided to use it I think since I double checked densities and I had mine set at 0.0009 and CRP's Lithium is set to 0.001 so it is so little difference there really is no reason not to, it also includes plutonium-238 which is going to be used for the ASRG, but that I definitely think the density is wrong for that since its the same as Lithium aaaand: Lithium's density = 0.534 g/cm3 Plutonium's density = 16.00 - 19.86 g/cm3 so something is very very off there edit: however I have just thought that since it is not being used as a part of an ISP calculation I can just increase the max amount of plutonium the ASRG has and then increase the usage proportionally I suppose so it doesnt make much difference I just need to upscale. it doesnt need to be too realistic anyway, its already moved away from realism by consuming the plutonium like it does, since in a real radioisotope generator the lifespan of the fuel is determined by its halflife and what really noticeably decreases is the amount of energy produced, since the fuel will last for a very long time indeed, but i just felt that the RTGs in the game providing energy with absolutely no input at all was less realistic than one consuming plutonium so decided to go for this method.