rmaine
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Everything posted by rmaine
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Ah, then I misunderstood your "at start of launch" in addition to my misunderstanding your "wobble". Sounds like you are hoping for it to engage at scene load instead of at the launch.
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I'm confused as to why you think enabling parking brake would help this. I don't see what parking brake has to do with wobble at all. And having parking brake enabled when you try to take off doesn't solve problems; it causes them. See comments earlier in the thread about why the current version of parking brake automatically turns off when it thinks you are launching. I personally use an older version of parking brake because this auto-enable feature causes me no end of problems as mentioned above - certainly far more problems than the vague possibility that I might forget to turn off the brake when intentionally launching. There was mention of possibly making that feature a configurable option, but since that hasn't happened, I just go with using the old version (and then I have to be careful to turn down CKAN's suggestion that am update is available).
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An update of sorts from your forum moderation team.
rmaine replied to Vanamonde's topic in Announcements
My interest in the forum these days is KSP1 mods. The forum is really where most information about them can be found. A readonly archive would help a little, but not with keeping up to date on mod updates, which are still happenng. -
[1.12.x] KEI - Kerbin Environmental Institute
rmaine replied to linuxgurugamer's topic in KSP1 Mod Releases
Just now checked and both show up fine for me using CKAN v1.34.4 (not sure what the 2.1.0 number you mention is). Granted I didn't try actually installing them (I've used KEI in the past, but not right now), but they show up in CKAN's mod list. At first I thought perhaps you were looking only at mods explicitly listed as compatible, but these pass that test, so presumably that's not it. Just in case, do look in CKAN's list of all mods. Perhaps force CKAN to refresh? -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
rmaine replied to Nertea's topic in KSP1 Mod Releases
Should work, though you don't need quite that heavy a hammer. Enabling just 1.12 should be enough. Looks like the hangup is B9PartSwitch, which is listed in CKAN as up to 1.12.3. I did a fresh install just a few days ago and all worked fine with allowing 1.12 as compatible. Go all the way back to 1.8 and I'd be concerned about allowing things with actual compatibility problems instead of just having out-of-date CKAN listings. -
Issue 1841 on the MJ github page (well, the 2nd half of that issue; I unwisely put 2 unrelated things in one issue). The node executor was taking "forever" (well, minutes) to turn off after it was done. I was pretty much never putting RCS on my vehicles, but tried doing so after reading about some MJ issues related to RCS. That worked around it and was my extra data. WHen I reported that extra data, it got fixed. Yes, it is now fixed; all this for the dev version, I might note.
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October 1951. And I recall listening to the Apollo 11 landing on the radio by a local poolside with some other high-school friends. Even inspired me to apply for an astronaut job some years later (1978 I think it was). I made it down to Houston for the interviews, but didn't make the final cut.
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Well, I had a long break from it, partly because MJ had a bug that I found incredibly annoying. I reported the bug, but that didn't get much action and I know better than to pester unpaid mod authors. Well, maybe that bug was just my excuse. Anyway, a while back I decided to try the game again and got what seemed like very useful additional data on the bug. Added that to my bug report; bug got fixed. I've been playing the game more like every day since then. Have it paused on my other computer while I'm typing this now. :-)
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Agree with @Hotel26. And note that, as he mentioned, the demise of the game has not yet even been actually announced. All we have is speculation. One could argue (but I won't) about how strong the basis for the speculation is, but it is still speculation. An awful lot of the w word going on here. (The only forum warning I've ever gotten was for chiding someone for doing that thing that starts with w and ends with hine, so I've avoided using it since then. :-). I've got @Hotel26 beat on the age thing (73 here); dunno if that's related.
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Puzzled as to what you are saying about MJ. I've no interest in arguing about it or about why I would care who might be angry at me for using it. I'm just trying to figure out what you mean when you say not to "main" it, but only to use it as an assist tool. An assist tool is what it is, so yes, that's what it tends to be used for. But I have no idea what you mean by "maining" it. (After the first thousand or so launches, I know perfectly well how to do things like boost up to a particular orbit; it has just become tedious instead of fun). Speaking of by passing tedium, Gravity Turn Continued is another mod I use (I find its automated launch handier than MJ's). And Default Action Groups takes care of a trivial bit that I otherwise need to do on almost every vehicle build. And Precise Maneuver for many reasons (again MJ has something similar, but I personally prefer Precise Maneuver). Missing History is a parts mod that really ought to have been part of the Making History DLC as it fills such clear holes. I don't get the impression that Progressive Colonization System is widely used, but I personally use it a lot. Gives some objectives for the late game. Extraplanetary Launchpads definitely. And Lithobrake Exploration Technologies, mostly just for decent length ladders in my case. Kerbal Joint Reinforcement (either variant - I use the "next" one) because without it planetary bases are annoyingly prone to self destruct on scene changes. Strategia. Module manager is required for a bunch of the other mods, but as long as you use CKAN, it will be pulled in for you; and it doesn't do anything useful that I know of just on its own, so might make sense that you don't bother to cite it. Likewise for Click Through Blocker. I don't think Toolbar Controller is technically required for Toolbar, so CKAN might not pull that one in automatically, but it's useful.
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Um. Seems like a max speed would be a bit problematic for launching to orbit. Max dynamic pressure would make a lot more sense.
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Science Arkive [v1.0.3 for KSP2 v0.2.0]
rmaine replied to leonardfactory's topic in KSP2 Mod Releases
Oh, thanks! Desperately wanted something like this. I sort of assume the base game will get it eventually, it is such an obvious need. -
I'm going to make a wild guess that this was intended to be posted somewhere else. Flight Plan seems to be aiming at being a bit more focused than McJeb was; somehow that doesn't seem very consistent with dealing with trees. :-)
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I'd generally agree. Huge progress. For me it has jumped to being playable, which I did not consider it before. But no, it's not yet something I'll spend a lot of time with. Have gone to Mun and Minimus, but that might be about where I stop bothering for now.
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Ah. Thanks for that. It never even occurred to me to try "brake" as I assumed it had something to do with, well... brakes. As in maybe for stopping a spaceplane on a runway.
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Speaking of the recovery button... It would be nice to have one. As in where I could find it. Took me an awful long time to figure out how to end my first flight. I think I might have ended up just killing the program. No, it is not intuitively obvious that the escape key is what to use. There ought to be something actually visible in the UI.
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One performance-related suggestion. The game runs fast enough on my system (with a GTX 2080). And the fan noise is down to a bit more than like instead of the fans blasting unacceptably at top speed as in earlier releases. I don't usually bother paying attention to FPS numbers as long as the game seems to be running smoothly enough. But I briefly turned on the option to show FPS and that gave me an idea. How about an option to limit FPS? This isn't a "twitch" game (and I wouldn't be playing if it were). I bet my fan noise would largely go away if I could limit the FPS to, say, 30, which should still be fine for game play. I set a 30 limit in "The Outer Worlds" and it helps greatly there. The only FPS limit thing I see in KSP 2 is the option for video sync, which essentially sets FPS to 60. Oddly, where I'm currently seeing the highest FPS numbers, along with fan noise that would be unacceptable if it continued, is in the setup menu, which sure doesn't need diddly squat for FPS.
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For Science! - My Thoughts (And Yours Too!)
rmaine replied to Scarecrow71's topic in KSP2 Discussion
Those failures were before I even unlocked the science junior. As I mentioned, they were my very first launches. Also, same thing happened with the stock craft, which didn't have a science junior. -
For Science! - My Thoughts (And Yours Too!)
rmaine replied to Scarecrow71's topic in KSP2 Discussion
KSP 2 now seems at least playable for me. The exploration mode gives some sort of goals. The fans on my GPU still make more noise than I'm completely comfortable with, but at least they aren't going full blast all the time; that had kept me from even trying much of anything earlier. Crashed my first few launches before figuring out that drogue chutes seem more necessary on even the first flights than they were in KSP 1. I kept wondering why my chute wasn't working. Turned out it had been destroyed, but I never noticed any message saying so. Interestingly, unless I'm confused about something (certainly possible), the smallest stock vehicle isn't flyable because of that. While looking around at the chutes, I also noticed that the drogue chute description looks to be just copied from the main chute one. In particular, it cites the same 247 m/s max opening speed, which is obviously bogus. Like some posters above, I find the science collection UI to be mystifying. It is neither self-obvious nor explained anywhere. And I can't find a summary of what I've collected. Am I getting more science from the same experiment because I'm in a different biome of something? Several places it says that experiments are available, but it isn't obvious to me how to actually do them. EVA experiments for example; maybe I don't yet have the tech to do those, but the UI seems to be implying that I could. I also got the confusing advice referring to Jool in my briefings for the first mun mission. -
Glad to see performance is getting work. I'll admit some of the nice-looking preview shots had me worried that those nice views might be hard on my poor 2080 (which was an expensive high-end card when I got it - $2k just for the GPU card). Two things have kept me from fiddling much with KSP2 so far. One was waiting for something like career mode; guess this release will be at least a start to that. The other is that although my system seems to run KSP 2, the noise of the GPU fans spinning up so fast tells me that the temps are getting higher than I want to inflict on my system (not to speak of the noise level being distracting). Looking forward to taking another peek at any rate, though my best guess is that it will still be a while before I'm ready to play KSP 2 much. Doesn't seem like a great time for upgrading GPUs.
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Just posted an issue on github, with a log; thought I'd make a brief note of it here as well. First, there are a lot of McJeb oddities apparently specific to Gilly, which have been there a long time, but I tend to just work around. Maneuver planner sometimes generates quite wild things for simple maneuvers. Latest example was "change inclination to 90 at the cheapest AN/DN crossing" generating a maneuver that throws completely out of Gilly's SOI, although asking for the same inclination change at the nearest point works fine. Second, new to very recent dev versions, "execute next node" takes seemingly forever to terminate after executing pretty much any maneuver. https://www.dropbox.com/scl/fi/nxfag6bt9wph9mfmie3rn/Player.log?rlkey=5m2qysptmtnqf0hfcbukpvsc1&dl=0
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Started a new career today (while watching the Starship livestream IRL). Was somewhat surprised when I got Jeb into mun orbit for his first landing and saw that the McJeb landing guidance was available (and worked fine) even though I had not yet unlocked unmanned tech. Typically I have to do a manual landing or two before I have enough science to unlock that tech node and thus McJeb's landing guidance. This was with McJeb dev version 1306, which I see wasn't the newest one, so I just now did a quick update to the newest dev version and I see that it is still there. Didn't bother to grab a log file as it didn't seem worth the bother. Doesn't hurt anything - just a bit surprising. I do have that node unlocked in a separate career in the same game install; wouldn't think that should matter, but possibly.
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transfer calculator [1.12] Astrogator v1.0.1
rmaine replied to HebaruSan's topic in KSP1 Mod Releases
Ah. Turning that off wouldn't be much impact on me. Thanks again. -
transfer calculator [1.12] Astrogator v1.0.1
rmaine replied to HebaruSan's topic in KSP1 Mod Releases
Thanks. I'll keep that option in mind. Granted the plane change burns are one of the things I like in Astrogator, but its worth keeping in mind. I'll go with turning off Alarm Enhancements auto maneuver alarms for now, with that as a backup. -
transfer calculator [1.12] Astrogator v1.0.1
rmaine replied to HebaruSan's topic in KSP1 Mod Releases
I realize you said that you had largely moved on from this mod, but I still love it. (Sorry, but I'm just not fond of the Planning Node mod for several reasons, which this isn't the place to detail; might be great for some people, but not for me). So I thought I'd at least try posting this here. In my current playthrough I'm getting Unity crashes a lot of the time when I try to bring up Astrogator. Not all the time; indeed, often as not when I reload a save point to try to get a reasonably "clean" reproduction to report, it then, of course, works fine. See attached log file for a fairly clean one finally. I'm not very good at interpreting all the cruft in log files, but this one does give me the impression that perhaps it might be some interaction with Alarm Enhancements. Hmm; perhaps I might try turning off the auto-alarms for maneuver nodes; I can live without that. https://www.dropbox.com/scl/fi/158c1eulk9jfzpqpa5qnh/Player.log?rlkey=re1eqvrt1mimen30hj5q9p7wr&dl=0