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Everything posted by rasta013
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Ok. I laughed so hard at that I just woke up my wife...I can barely read the screen for the tears. On a different note. Do you have a link for your Nova pack somewhere? I honestly thought I had it but apparently do not and after seeing you're moving in BobCat sov engines I must have it.
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Cool. I'll get the AR patch updated later today and fit it in with the others. I may even deign to do a balance pass on all the configs now that I've beat the crap out of them to see how my ranges are set. The A66 right now is so OP under AR I constantly have to keep telling myself not to use it on every single craft I make. I think I typo'd on it but not really sure. Anyway...new config will be added and I'll at least tamp down the A66.
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Just so you know - under AR, that antenna already covers Duna. Couldn't tell you about RT though, I don't use it. Oh...and the new parts are LOVELY!!!!
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@CobaltWolfThat reminds me. Is that part going to stay in now? I've never updated the AR patch to include that one because I honestly thought I remembered you saying it was coming out but now I don't remember and have no idea where I got that from so - is it staying or leaving? Since I use only the GitHub master I never really know if I'm seeing something that is temporary or permanent if I don't ask.
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@Shadowmage An update for you but it's mostly info not a solution... I accidentally corrupted my last save game where I reported that the size limits were not working in career mode. They weren't and I could never actually figure out why nor saw any errors indicating that something was wrong. However, with that said, I had to restart my career and I swapped a number of mods around when I did so. Unfortunately I didn't keep track of what I replaced exactly but whatever I did, the limits are back and working perfectly so far. I'm barely into the tech tree at all but just got my first SSTU tank opened and it's locked @ 1.25m so it's working again. I'll keep poking around on my testing install and to try and figure out what conflicted but it appears that another mod was stepping on something somewhere. Just wanted to let you know in case you're banging your head trying to figure out where the problem was...
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
rasta013 replied to JPLRepo's topic in KSP1 Mod Releases
OUTSTANDING!!! I'm so glad you decided to take over this project and expand it in ways that have long been desired. Congrats on the re-factored release and thanks again for all your hard work! -
So this got me thinking hard about my rusty math skills which I had to dust off and do some calculations because that sounded awfully low to me. The math doesn't lie though. That is roughly true. It mainly has to do with the typical orbital calculations forgetting the Oberth effect when doing hyperbola velocity calculations. I found a fantastic blog post that explains this and labels it the most common delta-V calculation error made although I'm in no position to make a call on whether it is or isn't. Regardless, his math matched mine as well once I finally remembered how to do all this. LOL Here's the post and it's a very interesting read if you're into the math behind orbital transfers.
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For those of you that were waiting for it, CobatlWolf's latest update to the GitHub repo merged my PR for the Community Tech Tree patch that I've pulled together to help reposition various parts around the CTT nodes. Please, if you are a user of CTT, please take a look at the placement of the parts, changes in node prices (some higher, some lower - mostly balanced though) and if you so desire, feel free to dig through the link below to a spreadsheet listing all the changes. I would really appreciate any feedback anyone is willing to give and will address any inconsistencies or bugs in the patch. I will also be updating this as new parts are added and old parts are balanced. Spreadsheet of changes for CTT Patch
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Hate to be the bearer of bad news but the window is still disappearing after a stage explodes after separation. This is the only place I've had it happen though with the latest version. Standard stage separation has not caused the window to disappear on me yet and the exploding stage scenario has only happened one time and that when I was still in physics range of the exploding stage. Still, even with this, the disappearing window situation so far seems drastically improved.
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I saw that RoverDude had done a similar thing with the Landing Stabilizers he put in and as such, I've actually used them as strictly landing legs with radial engine setups. So long as you're on a lower-G body they work great even without the suspension. Landing on Tylo with them...well, we won't talk about that.
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My 2 cents...I'd love to have lander parts also. However, the landing gear and wheels are so screwed up at the moment that I'd recommend avoiding it no matter how much I want lander parts. Personally, of all the pieces for landing that I'd like to see available from you, I'd want the tank/engines and experiments. Those are the easy parts... All this said - CobaltWolf said it the best:
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[1.11.+] ESLD Jump Beacons Revived (1.4.0)
rasta013 replied to Booots's topic in KSP1 Mod Development
Yeah I personally meant Karborundum, forgot that RoverDude named that Karborundum expansion K+. As for the whole asteroid thing I honestly didn't realize that. I didn't check the CRP config either so oops...I thought I remembered it being removed but it's nice to also find out I'm wrong since that little chance does help considerably and I'll actually start looking at asteroids again for them. LOL Yeah I completely understand the decision to make it tweakable and feel the need for sandbox to have it that way is more important than keeping it completely off limits to career. Also, as you mention, those costs to add it are tremendous and serve as a lovely money sink. -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
rasta013 replied to Booots's topic in KSP1 Mod Development
Yeah, TBH, I haven't tried to harvest from the sun in a long time... -
Have a copy of a craft file? If so, drop it somewhere and I'll take a look at it and see if I can figure out what's going on. I use SRB boosted first stages all the time - have one literally flying on the other screen right this very moment - so I know it works.
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[1.11.+] ESLD Jump Beacons Revived (1.4.0)
rasta013 replied to Booots's topic in KSP1 Mod Development
No - Asteroids will never have K+ on them any more. Default locations for K+ is on Eve, Eeloo or very close to the sun if you can manage to build a craft that doesn't burn up trying to harvest it. If you want it in other locations a simple resource patch can add it to any location you desire, including asteroids, although that would make it ridiculously easy. My personal favorites for add-on locations are Dres and Tylo. I also added it to the atmosphere of Jool in low quantities but it allows me to use a MM patched atmosphere scoop to harvest it there as well - extremely challenging but a lot of fun. Example of resource configuration (taken from the CRP K+ Eeloo definition): -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
rasta013 replied to Angelo Kerman's topic in KSP1 Mod Releases
I just realized that myself. I went to double check it and make sure all was well and realized it isn't... @Angel-125 The GitHub 'wiki' link goes nowhere but the main GitHub page and the link on the 1st page is going straight to the main page also...hrrrmmmm....- 3,519 replies
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- geoscience
- colonization
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
rasta013 replied to Angelo Kerman's topic in KSP1 Mod Releases
Look at the top and click the link labelled "Wiki"- 3,519 replies
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[1.11.+] ESLD Jump Beacons Revived (1.4.0)
rasta013 replied to Booots's topic in KSP1 Mod Development
I honestly couldn't tell you. I install in manually from the GitHub repo. I do know that the latest version of ESLD on GitHub has the latest CRP too so you might start there. Not sure about SpaceDock though. Community Resource Pack ESLD Beacons -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
rasta013 replied to Booots's topic in KSP1 Mod Development
No the mod isn't required but the Community Resource Pack is as Karborundum is CRP managed. With the latest version of CRP and ESLD you should have Karborundum tweakable in the VAB/SPH now. RoverDude changed the resource to tweakable in his most recent pass...be warned - it's STUPIDLY expensive. -
I manually install every time personally and have never lost any parts. That said, did you drop the SSTU folder directly into GameData and are you also using the SSTUTextures expansion and if so, dropped that also directly into GameData? If you have done these things, do you have log files you can share?
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With all the problems that CKAN ends up causing the more complex the mod gets it's no wonder it's not up there. All it seems to do is invite large support headaches that ends with : "Did you install with CKAN? Yes? Ok, uninstall it and re-install manually and your problems should go away." CKAN essentially =
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@ShadowmageOK - got the chance to test it this afternoon and yes, the restrictions are completely gone in career mode. With only Basic Rocketry unlocked I can built 5m bodies! My researchers must truly rock...
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I'll check my setup/game and see because as of the end of 1.1.2 for me (about 4 days ago) it was still working. I just upgraded to 1.1.3 and am about to restart a career so will be able to verify pretty quickly if it's restricting access or not.