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Tynrael

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Everything posted by Tynrael

  1. I've scanned both Thalia and Eta for biome and height, the window is open to send over some Kerbals! The mission is more than one year and the plan is for enough food (some grown) and habitation space to keep 6 Kerbals happy and land them all on every single biome in Eta and Thalia. Also for them to return home. Experienced the kraken I guess? NaN and 0s all around, 00000000m height, no vessel- all hands lost. Hundreds of pieces of debris... I fixed it. Also an issue I remember experiencing with stock, time warp with nuclear engines resulting in an increase in dV requirements instead of a decrease.
  2. Finally got a relay/scanner satellite into orbit around Tellumo. When I launched this I hadn't unlocked any heat shields in Engineering Tech Tree so I have my rover in a fairing. It definitely exploded, I should unlock some heat shields before attempting to send a Kerbal down to the surface!
  3. Remove KIS 1.5 and install 1.4.4, 1.5 is built for version 1.3 of KSP.
  4. This sounds like a known issue having to do with New Horizons not being updated for changes in Kopernicus. When this happens create a new save and load it, possibly more than once until the space center loads normally. It is likely you will continue to experience this bug and have to keep fixing it. There are UI icons to access all the buildings, you only really need to see the space center to upgrade buildings for Career.
  5. It looks like you have KIS 1.5, probably recommended from CKAN. I had this issue earlier and it took me a while to figure out what was going on, KIS 1.5 is built for version 1.3 of KSP and will crash older versions. I assume you are on 1.2.2 for RO. Get a version of KIS for 1.2 and add it manually.
  6. I posted about this in January, the part is MKS_LightGlobe and it is in both advElectrics and Unplaced in the EngTechTree.cfg. If you remove part = MKS_LightGlobe from the Unplaced segment it shows in advanced electrics and the floating unassigned node will be gone.
  7. I sent 4 Kerbals to land on Niven in a 1.25m lander. Parachutes didn't work out like I thought they would and I did test my lander on the launch pad and knew the gravity was lower, but my drill didn't reach the ground from my craft in the low gravity due to the full extension of the landing legs. Used Antenna Sleep to safely stow my antennas through the plasma and then they didn't pop out until more than a minute later than I set them to! The relay satellite from OctoSat detects my craft connected to it when I control the satellite but my craft doesn't route through it so it isn't helpful. Oh glorious mods haha. I saw some posts about exploding flags in scaled versions... I had 2 pieces of Science Experiment Pack tech that I placed on Niven that exploded. Possibly the same kind of issue? I am using stock scale though. And they aren't flags.
  8. The way I see it, in the VAB "I" am the master designer and builder. Out in the field Bill is my conduit for construction. Bill being a Kerbal with 20% intelligence (the kind way of saying 80% dumb). I like the community here and love to follow stuff as it progresses in this thread. I try to stop by every so often and read everything but sometimes there are several new pages... Keep up the good work!
  9. KIS/KAS and Surface Experiment Pack. Making Engineers great again (or useful for the first time). I might have been a little too organized with the layout of the experiments compared to the rest of the construction...
  10. This type of violent shaking makes me think of the physics when 2 things are trying to occupy the same space. Does it only happen when you are EVA? Then maybe something is causing there to be 2 kerbals instead of one?
  11. Haven't done it myself yet but I think you want to replace "rocket" with "plane".
  12. After some experimentation I've been able to get a kerbal out to plant a flag on Icarus if I'm at the top of a hill, though they start heating up quick and if you aren't ready to board before they go *poof* they will be toast. There are however safe places on Icarus. Some nice and tall mountains I initially wanted to see if I could plant a flag from a service bay but my engine made the vessel too high, didn't take the time to try with radial engines flush on the surface with the bay. EDIT: Relatively safe. I went AFK there and when I came back Jeb and a bunch of internals in the bay were gone haha.
  13. Thanks for the tip Galileo, but nothing changed. I went to my stock KSP install and immediately noticed the same effect in reverse at launch and as expected when landing. Maybe it happens to everyone and they just don't notice?
  14. I don't think this is related to GPP but I was able to pick any video I have at random and find instances of what I was talking about. I hadn't ever looked into it before but what I was talking about is starting to look like a gap in transitioning between blob shadows and better shadows. Blob shadow, sheared such that as I lower down the shadow doesn't continue past that hard stop, then the shadows is gone for 1-3 seconds, then when it shows again its in the shape of my craft.
  15. I have experienced something like this but don't think the quality of the terrain texture has anything to do with it, while getting closer to the surface on certain areas the shadow will just vanish and then reappear later on like it wouldn't draw on entire segments of the body. Non-scaled system.
  16. There is a mod that can temporarily "sleep" the antenna and then deploy it after that set time. This would be dangerous... I think a good solution would be to include a small relay satellite with your craft and leave it detached in orbit. Let your vessel move around another cycle and shift in front of it so during your descent you will line up for a decent connection. I see that you already have passive antennas on the craft so that should work out, you will regain control after the plasma fireball ends. I've noticed that the plasma doesn't immediately cut the connection, it decreases the strength. Having a few passive antennas to join together and the satellite above could help give you more time for control during the plasma burn, though you will probably lose your connection for a brief period.
  17. @Galileo Great job on updating textures! Was pleasantly surprised when I landed on Ceti with my Kerbals compared to my first probe there. Very much approve of the increased scatters as well.
  18. I haven't updated to 1.2.2 yet but since nothing about it is mentioned in the notes... Where are the science definitions located? I noticed on my mission to orbit Ciro and then land on Ceti that all of it was stock, EVAs/surface sample/etc... Everything. Haven't spent too much time trying to see how that is setup, figured I would ask first!
  19. Sounds like scatterer is using default planet textures for some effects then, something that doesn't seem too relevant in a system without the stock planets that doesn't use those resources itself. Hard to keep track of dependencies outside of your own project
  20. Hi Urses, It is too far away with your current technology. You can upgrade your Tracking Station (if you haven't already), unlock the telescope upgrade in the tech tree, or as you mentioned get the telescope into an orbit that would be closer to the body you want to discover.
  21. Just finished editing a video landing some Kerbals on Iota and figured it would be the perfect time to update before sending them to Ceti. Archived my whole KSP directory and updated a copy... Keep it secret, keep it safe. Everything went without a hitch, color me impressed! 26,908 patches... I remember when I thought 8,000 was a lot. Good to see familiar screen shots at the loading screen! Recognized @eddiew's flag for sure and well... anything with purple lights is @JadeOfMaar. Glad to see Nyan cat made an appearance and that it isn't taunting me to tell me I have no support because I'm using hacked x64 this time. Keep up the good work guys! Someday my program will get to the planets getting all these fancy updates
  22. The added memory for any of the used mods is very small, the core of the RAM increase is from the planet textures and users with lower amounts of memory just need to lower the texture quality.
  23. I can't give you a really helpful answer but will let you know that for me CKAN starts out fine but after updating mods a few times, swapping ones that were manual previously to CKAN after those are updated, or removing some CKAN ones to manual ones because they are updated on the side and not pushed to CKAN... It stops working and gives me trouble after a lot of changes. For me I've found the best thing to do is when it dies on me I'll make a copy of KSP, export the old CKAN list of mods to a file, delete everything extra in GameData for the copy and everything but the downloads folder in CKAN. I'll fire up CKAN and target the copy, install from that file, and then it will install everything from the already downloaded cache files and let me download/apply update without issue. Then I'll keep updating as needed until it breaks in a way that doesn't seem to make sense, and I do that again.
  24. Is it possible you installed GPP then added the new version of ResearchBodies, without re-adding the GPP specific database file and changing it as mentioned above by GreyKestrel? If you had the stock database file from RB it would make sense not to find any starter planets because all the stock ones are removed. I have been using the 1.9.1 version without much of an issue. The starter planets are correctly set from the database file when changed and starting a new save, but don't match what is stored in the save file so I manually edit those to be correct and like I mentioned above that ResearchBodiesMMKopernicus.cfg file seems to overwrite everything so I manually set it to what my telescope distances should be.
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