Stryks
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KSP2 Release Notes
Everything posted by Stryks
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Yeah ... So, you'd like us to see a problem after an update, and *not* tell anyone, and instead wait patiently for an update? Has it occurred to you that we *are* waiting patiently (and with greatest respect) for an update? That, in lieu of actually modding the thing ourselves, we're trying to be helpful in the only way we can; by making a polite note here about the issues we encounter? Apparently this is not the case, given that every post from a non-modder gets the obligitory admonishment not to be so demanding. I dropped a similar post on another thread, got admonished, apoligised for having the temerity to make a post, and then had the thread removed for being off topic. If this is a place for modders only, then simply name the thread as such and we'll know that user comments aren't needed / desired. Otherwise, allow that people want to contribute in the most obvious way available; the public forum. Obvious examples aside, the interaction is intended to show interest and support for your work.
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1.8 Broke some mods (Split from other thread)
Stryks replied to Stryks's topic in KSP1 Mods Discussions
Apologies .. it was meant tongue in cheek. Not in the least bit expecting mods to be instantly fixed. Lucky to have the mods at all, let alone to not have them instantly updated after a game change. More a statement that I kinda wish they'd stop updating the game, once I have my mods working the way I like. As I said, tongue in cheek. Having said that ... I do need to stop Steam auto-updating. -
Any chance this mod is also causing this (in 1.8 - up to date install alongside EVE)? It only becomes visible when you're looking towards the sun, as you would expect the sunflare to do, but as you can see ... different. Also ... Arghhh ... Scorched Kerbin. Oh the Kerbinity! I love this mod BTW ... thanks for all your effort.
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Moderator Note: This thread has been split off from: --------- Oh man. Is it wrong to get frustrated with a game because an update broke my favorite mods? 1.8 seems to have introduced an issue where it isn't showing the arrows and other indicators in the VAB. It's still usable from the torque values, but I just thought I'd give a shout out to let you know the game has interfered with your good work. And thanks for your good work by the way. Dont say it enough really. Your efforts are really appreciated.
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[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Stryks replied to AndyMt's topic in KSP1 Mod Releases
One other thing I did notice is that auto staging doesn't seem to trigger if the stage still has fuel in the disabled state. I often set my craft up with a probe core and chutes, etc, on expensive stages so that I can recover them (with FMRS). I've started leaving a little fuel by disabling the flow in the hope of giving a little more control. Would this prevent auto-staging, and is there a workaround anyone can think of? Thanks, -
[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Stryks replied to AndyMt's topic in KSP1 Mod Releases
Awesome ... Mechjeb loaded and all is good. And yep, can confirm it's causing no issues in 1.7.3 for me. Awesome job devs. Many thanks for making a great game that much greater. -
[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Stryks replied to AndyMt's topic in KSP1 Mod Releases
I had the game corrupt on me just recently, which I fixed by removing and re-installing my mods. Even managed to continue the same save. But since I reinstalled GravityTurn, it doesn't automatically circularise anymore. Up until a few days ago, it would hit 70k and then plot a manoeuvre, warp to it, then auto-throttle to circularize. Is it just me, or does this mod not do this anymore? -
Apologies for the hijack, but ... I gotta ask. Are they all stock parts, and does it fly? I don't recognize the tank. I don't do planes. I mean, I cant get *anything* to fly, but that looks totally doable. Any assistance would be great. What wings are those? Cheers
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Help with re-entry in V1.1.2
Stryks replied to Stryks's topic in KSP1 Gameplay Questions and Tutorials
Well ... I reset the files and it does seem to make a difference. It's actually most noticeable during launch. I kept the old ones and did a comparison on them, and they were definitely different. Not much, from what I saw, but different anyhow. I've landed my craft a few times now, but I think the shallower approach helps a lot as well. Tilting nose down (where nose is facing retrograde) when you get out of the heat zone seems to bleed off a fair amount of speed as well, so that's definitely one to remember. Bleeds off a lot of electricity as well, but I'll settle for dead batteries over dead crew. I'm kinda moving towards a drogue stage on all my craft now as well. I'm often still well under 5k before I can throw them out, but they still help to slow me enough to pop the proper chutes. Still ... throwing chutes at around 1k feels a little wrong. -
Help with re-entry in V1.1.2
Stryks replied to Stryks's topic in KSP1 Gameplay Questions and Tutorials
Thanks for the feedback guys. Appreciate it. I'm just about to head off to have another crack at it. @Streetwind - I think I'll give removing those files a try. It seems insanely difficult to land even the simplest of craft. As I said, even the detached pod hits the ground with all chutes in the red. I sometimes try and throw them ... just in case, but generally they just rip off seconds before I hit the deck. -
So ... I stopped playing for a while, but decided to pick it back up again with a new career. Fresh start and all that. First up, trying to get around the starting part and mass limit was a new twist for me. And I found getting an orbit more challenging than I remember. But ... I can't for the life of me figure out this whole re-entry heat and drag situation. I realise the old way was probably too easy. There was a time you could just throw a craft at the ground and as long as you had enough chutes, you were golden. I stopped playing around the time when heat became more of an issue, but you could just quicksave before retro and try again if you had issues. No biggie. Now though, I cant seem to get anything down. I start out shallow, but the extended time in the heat eventually melts my craft. I gradually make it steeper until I can make it to the cooler air, but then I am going way to fast, and the chutes cant be deployed before hitting the ground. I even went so far as to stage the craft to only bring the capsule down (with chutes of course) but again, no go. I can't deploy chutes (drogue or normal) inside the atmosphere ... I just seem to be going too fast. The result is the same ... the chutes just never become available. The only way I can seem to do it is to bring in a heavily fuelled craft and do a massive retro burn to try and slow down enough to deploy chutes. But maybe I'm just playing the way I used to. So I'd like to know how you would do this. From a stable 100km orbit, and with a basic craft (Mk1 capsule, FL-T200 tank and an LV-T45 engine, with am Mk16 and two Mk2-R chutes), how would you approach bringing it down, assuming that you only have the fuel to set your entry path? As I said, in the old days, I would have just retro burned until my Pe was like 5k and just ridden it in. Thanks
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Hey all, Not s show stopper, but a little annoying given the number of craft I have getting around. My issue is that after the last update, most of the solar panels on craft I had in flight no longer show the button to retract. This only seems to be for craft which had the panels extended at the time of the upgrade, and only seems to effect this type of panel. Thinking I might need to edit somewhere to modify or replace the part. Did anyone else get this, and/or know of a solution? Thanks
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Ok ... so not that helpful, I know, but maybe it helps point someone in the right direction. When the prompt appears asking to send data (where did this come from by the way, and how do you turn it off?) the configuration file is as it was set. As soon as you select an option, the config file gets reset to, what appears to be, default values. Up until you click to close that box, the config file is correct. Having said that, if you close and re-open KSP, the settings in the cfg file are ignored. I take this to mean that the configuration is stored somewhere else one it is taken in initially. If so, where does it live, and does IT need to be removed to reset the configuration? But as I said, it doesn't help with the joystick issue. *sigh*
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Same here. Was working fine until a few days ago, then the mappings for my Logitech Extreme 3D Pro suddenly became unset. Played without it for a couple of days, but finally decided to remap. Only since then has the graphics (and some other things as well) been resetting as well. I can go in, remap and reconfigure, then restart, and everything seems to be fine. But next load, it's all gone again. Going to do a little troubleshooting of the configuration file. Will post back if I find anything.