-
Posts
473 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by MaxPeck
-
-
19 hours ago, zer0Kerbal said:
Wish list: Super Coyote Cargo Freighter - two new parts - that allow cargo to be loaded on both sides of the spine... the can use multiple spines (hulls) to make it longer... and a tripe drive unit - would look like an 'I' without cargo... (would need a new engine and hull part)
probably won't happen...
This is what I was saying about asymmetry. It wasn’t a thrust issue, it was a design issue.
-
3 hours ago, dboi88 said:
You never know I might have the drive to develop some more parts if the general management and coding are taken care of
I would love to see some symmetrical parts for this mod. The asymmetry, especially with the engine, kinda limits how you can use it.
-
-
16 hours ago, RoverDude said:
Look, I know it’s strictly verboten to bug mod developers for update timelines and release dates and so forth, but...
BUT DAMMIT ROVERDUDE, QUIT TEASING US AND GIVE US NEW TOYS! I feel like we’re eternally stuck on December 23rd here. The anticipation is killing me!
Love your work, dude. I’m not at all sure why these are mods and not baked directly into the game, but you’re the king, baby. You’re the king.
-
14 hours ago, Tacombel said:
How would this work? I frequently use this to clean up ships of redundant elements and would be nice to keep the function even if there is no recycling into material kits.
I do the same, I’ll also vote to please keep that feature intact.
-
6 hours ago, Kielm said:
For anyone else having this issue, it appears to be related to parallax collisions introducing some physics jankiness - nothing to do with USI's awesome rovers.
EDIT: Actually, could be bon voyage itself causing the problem.
I use Bon Voyage and have never had a rover transmogrify itself like you’re seeing.
-
1 hour ago, Kielm said:
@RoverDude I'm afraid there are some bees in the Akita rover.
Backstory: I landed a tidy little Akita on the Mun for some science rover goodness.
Problem: 90% of the time when I switch back to the rover, it has been attacked by a swarm of Mun-bees and looks... well, to use the technical term, janky. Note the general screwiness, and separation/misalignment/twisting of attachment nodes (you might have to zoom in). Ignore the 100% intentional orientation in the final screenshot (not related) but notice how the parts are misaligned and twisted?
Rover looks fine before switching away.
Side effects of this are mini-kraken attacks - colliders go a bit nuts and the rover spins wildly, or bounces once on loading and then spins to destruction.
I know it's not a consistent problem as the rover I built in my last game was simpler but had no issues.
Are you using Animated Attachments by any chance?
-
2 hours ago, DoktorKrogg said:
We are indeed working on a new system for building vessels in-situ and it will live in the Konstruction mod. It will use MatKits and SpecParts along with some new resources (and corresponding converters for them in MKS and hoppers for them in WOLF). The new resources were necessary to account for things like gravioli detectors whose mass is very low but cost is very high. Otherwise you could just dump a crate of MatKits on the runway, pump out a bunch of gravioli detectors and recover the vessel for a substantial profit. A big difference between our system and systems like GC is that vessels will instantly spawn nearby. Our reasoning is that the "build" time is baked into the assembly of the resources themselves. We don't see the simulation of a build process as being "fun" since you can (and most times would) just time warp through that part of the process anyway. It's still in development and all of this is subject to change at any time but that's where things currently stand.
So is this taking the place of GC, OSE, or both?
-
@RoverDude So I have a question, somewhat relating to ascetics. I finally got all the Wolf parts in my career mode after looting all the science I could wring out of Minmus and Mun and have set up a pretty capable KSC depot to support a soon-to-come orbital shipyard. When I logged into my game today, I was somewhat shocked to see all of the dozens of Kerbals I had assigned to my depot suddenly available in the astronaut center again. I figured that it’s probably because I left the “respawn missing kerbals” button checked in the game settings (?), so just for S&Gs to see what would happen, I built an H2O to fuel processor and re-assigned some of the Kerbals to it with no ill effect. So now I have 2 geologists doing double duty.
SO.... this means that there’s a potential exploit here of being able to recycle kerbals. Also, does this mean that when we assign them to a Wolf component and they’re listed in the missing/dead category in the astronaut center, we can delete them from that list without interrupting our Wolf facilities?
-
1 hour ago, mcortez said:
Maybe I gave up too early, I got the Transport Computer -- but since I couldn't get access to the Transport Module, I didn't think I could actually move any goods around. Can you setup a route and move resources without having access to the Transport Module? I may have just answered it myself, is the key here to setup a route that uses no stages and loses no mass, so that you can generate a zero transport credit route?
Exactly. My understanding is that transport credits are based on the amount of mass shed between launch and arrival. Electric rovers on the surface cost zero, so you can set up depots in all of the surrounding biomes and ship their resources to KSC, but that’s where the gravy train ends. To get those resources off-world you need transport credits, which you can’t generate until you read the far end of the logistics branch of the tech tree. So now I’ve got a mass accumulation of food and material kits available at KSC and nowhere to go with them, unless I want to just hopper them into a vehicle on the pad and recover it for some quick pocket change. I love the concept, but for career, it’s too far down the tech tree to be useful or usable. I might try my hand at hacking together a MM patch to redistribute the modules around the tech tree.
-
So after playing with this some more in career mode, I have another observation. I have to agree with the guy a few pages back that didn’t like the bulk of Wolf modules crammed at the end of the tech tree. I mean, you can get the transport computer and depot reasonably early and then... grind grind grind until you can get the rest of the stuff. I get that it’s supposed to be end game, but I think it could be more equitably distributed across the mid-layers of the tree. I’ve set up transport routes to most of the easily reachable biomes from KSC, and I have a pretty reasonable flow of goods coming to KSC to “bootstrap” my orbital station, but I can’t get the stuff there because I need an absurd amount of science points to be able to get to that point. So by the time Wolf would be fully available to me, I’ll have pretty much been everywhere and done everything and it’ll be irrelevant. I’m thinking the sweet spot for Wolf in terms of technical capabilities would lie somewhere between having established bases on Mun and Minmus and being ready to branch out to Duna. For me, that’s about solidly halfway up the tech tree. That’s also where logistics starts to be a challenge, and where Wolf would really naturally plug into the flow of the game.
Anyway, just something to think on.
-
Just now, RoverDude said:
They make a reappearance in the next release (as noted, one that's not public yet - but one I am playing through to test things).
Okay, I gotcha. For some reason I was thinking the old and new systems were running parallel to each other, but I get it now. Thanks. Keep up the good work, man... love your work.
-
4 hours ago, RoverDude said:
I've actually moved everything over to the stock system. KIS is fully deprecated in the next release. Which I really want to do sooner rather than later, as there's some good stuff in there. In the interim, I'll probably be doing regular constellation pre-releases.
I’m sold. I just can’t find the orange item containers anywhere. Did they get moved? They’re not in any of the logistics categories in the research facility and I can’t find them in any of the VAB/SPH categories. Maybe it’s just me?
-
@RoverDude - I was playing this morning and realized that since I’m using stock inventory, the USI KIS containers are gone. I only realized this when I was setting up Akita trucks (two flatbeds and a USI container make a nifty little hauler) and I realized they’re not there. Any chance those are coming back as stock inventory units?
-
On 12/25/2020 at 6:41 PM, RoverDude said:
So for those of you playing with the new systems... how do you like them so far?
I love this so much. I like that it takes the resource grind out of the game so the focus can be more on missions and exploration with an eye to expansion, while letting Wolf be the book keeper.
The only suggestion (request) I would have relates to the establishment of Wolf depots. I don’t necessarily hate, but am a little uneasy about the fact that things just poof out of being with no corporeal component. I get the idea about removing parts and Kerbals from play to reduce system resource use and it’s a great idea, but I also find myself wishing the Wolf had a physical presence, even just an optional placeholder part that figuratively says “your depot is here”. Even if it was just a small dome or pod something, just a physical presence so the Wolf feels less handwavy and more anchored in the actual universe. I know I can accomplish the same thing by planting a dummy part and just saying “that’s my depot” but an organic part would be nice.
That being said, the main thing keeping me from jumping into 1.11 fully was my reliance on OSE and the ability to use ISRU to actually do something useful, and it looks like you’ve killed it in that regard. Great job as always, @RoverDude!
-
On 12/20/2020 at 2:35 PM, chaoseclipse01 said:
I see now, Smart Engines kept on activating both engine modes at the same time and kept them on at all times. I just disabled Smart Engines and it finally stopped keeping both modes on at the same time at all times.
I haven't tried doing a vertical landing without smart engines on. I'll have to try that out right quick and see how well everything works now.
Smart Engines is for use in space. It is not compatible with VTOLs. You’ll want to keep that turned off in atmospheric flight.
Quote##Smart Engines
This mode of operation is dedicated to orbital flight, so it is not recommended to enable it while flying on a planet, especially in VTOL-type ship.
When Smart Engines are enabled, all the non-Maneuver, non-Manual engines are grouped (internally) by their thrust direction, so that all engines in a group are pointed more-or-less the same way. To be precise, thrust derections of engines in a group always lie within a 90-degree cone.
The groups are mutually exclusive, so only one group is active at a time. There are three algorithms available that deside, which group should be active:
- Rotation: minimizes amount of rotation needed to achive desired total thrust direction.
- Time: minimizes both rotation and thrusting time, so a group with the more powerfull engines may be chosen if there's enough time to turn the ship.
- Efficiency: minimizes rotation, then the fuel needed for the maneuver, then thrusting time, so that if there's enough time to turn the ship and perform the maneuver, a most fuel-efficient group will be chosen.
Note, that if you set up an Engines Profile with explicit engine groups, these may conflict with the Smart Engines internal grouping, so be carefull when grouping engines manually.
-
@Atlas Gaming seems to have come up with some workarounds and kludges to make the two systems work together. I wonder if his magic would work here, too...
-
KSP3 will be an origin story set 50 years before the events of KSP 1.
-
Really like this! Seems a shame to lose the old sensor models though, I really liked the design on them.
-
On 5/26/2020 at 9:11 PM, wasml said:
I did read Max's post - and made sure I went to the GitHub site (I've never bothered with CKAN) and downloaded the file "WalkAbout-1.8.0-0.1.8.1.zip". Opening the zip I see under the dll properties the version is 1.0.0.0 - made me wonder if maybe the wrong dll got packaged?
Here's the log file:
Sorry, I’m just circling back to this after a few days; had end-of-semester stuff going on that kept me away from the game.
I had the same experience as wasml - I downloaded the latest BETA version from Github and I’m still showing 1.0.0.0 in my log and no joy on the icon in the space center. If you find the time, I know you’re busy, you might want to check your package on github. It’s probably something stupid on my end though, I’m sure. An incompatibility somewhere in the mod list or something. Whatever, just letting you know.
-
On 5/22/2020 at 10:30 AM, linuxgurugamer said:
Yes
Yes, you have them installed
You installed the wrong version. This is a BETA, and is only available from the location specified in the OP: https://github.com/linuxgurugamer/WalkAbout/releases
Thanks! I must’ve grabbed it off of SpaceDock. My mistake.
-
So two questions...
Is this compatible with 1.9.1?
Does it have dependencies on your other mods? I have click thru blocker and toolbar installed, and while this is showing in the log, I can't get it to run in the space center scene. CTRL-W does nothing and no icon is showing up. Clicking on the yellow toolbar manager wrench shows no options for it. Am I doing something wrong? I installed in the usual way, put the Walkabout folder in Gamedata…
The only references in the logs are:
[LOG 23:08:19.805] Load(Assembly): WalkAbout/Plugins/WalkAbout
[LOG 23:08:19.805] AssemblyLoader: Loading assembly at C:\KSP_win64\GameData\WalkAbout\Plugins\WalkAbout.dllIt's listed in the mod folders section
In the mod dlls section:
WalkAbout v1.0.0.0
and again..
WalkAbout 1.0.0.0 1.0.0.0 dc2ce8d3476caf3add5025d6509f13aa26ae48ce28e88dc359e4ff702d2843ab
and that's it.
Here's the list of my absurdly long mod collection:
SpoilerFolders and files in GameData:
000_AT_Utils
000_ClickThroughBlocker
000_FilterExtensions
000_FilterExtensions_Configs
000_TexturesUnlimited
000_USITools
001_ToolbarControl
002_CommunityPartsTitles
AirplanePlus
ARPIcons
ASET
AviationLights
B9AnimationModules
B9PartSwitch
B9_Aerospace
B9_Aerospace_HX
B9_Aerospace_Legacy
B9_HX_Reconfig
BahaSP
BetterOrderPartsNumbered
BetterScienceLabsContinued
BonVoyage
Bumblebee
ChopShop
CommNetAntennasExtension
CommNetAntennasInfo
CommNetConstellation
CommunityCategoryKit
CommunityResourcePack
CommunityTechTree
ConfigurableContainers
ContractConfigurator
ContractPacks
CorrectCOL
CTN
CTTP
CustomPreLaunchChecks
DavonSupplyMod
DecouplerShroud
DeployableBatteries
DeployableEngines
DKSalvage
DMagicOrbitalScience
DMagicScienceAnimate
DynamicBatteryStorage
Eskandare_Heavy_Industries
EvaFollower
ExtraplanetaryLaunchpads
FieldTrainingFacility
FieldTrainingLab
Firespitter
ForScience
FShangarExtender
FTLDriveContinued
FuelTanksPlus
GroundConstruction
Hangar
HaystackContinued
HeatControl
HideEmptyTechTreeNodes
Impact
IndicatorLights
Interkosmos
InterstellarFuelSwitch
JSI
JX2Antenna
KAS
KAX
KEI
KerbalFoundries
KerbalJointReinforcement
KerbalKonstructs
KerbalOccupationColors
KerbalRenamer
KerbetrotterLtd
KerbinSide
KerbNetController
KIS
KramaxAutoPilot
KSP-AVC
KSPCasher
KspCraftOrganizer
KSPWheel
KWRocketry
LETech
MagicSmokeIndustries
MarkIVSystem
MechJeb2
MemGraph
MinimalisticNationalFlags
MiningExpansion
Mk2Expansion
Mk3Expansion
MM configs
MoarFilterExtensionConfigs
ModPods
ModRocketSys
ModularFuelTanks
ModuleAnimateGenericEffects
NearFutureAeronautics
NearFutureConstruction
NearFutureElectrical
NearFutureExploration
NearFutureLaunchVehicles
NearFutureProps
NearFuturePropulsion
NearFutureSolar
NearFutureSpacecraft
NEBULA
Nereid
NotSoSimpleConstruction
OrbitalColony
PersistentRotation
PhotonSail
PlanetaryBaseInc
QuizTechAeroContinued
RemoteTechRedev
RocketEmporium
SCANsat
SimpleConstruction
SmartParts
SmokeScreen
SOS
SpaceTuxSA
SpaceY-Expanded
SpaceY-Lifters
Stock folder: SquadStock folder: SquadExpansion
StageRecovery
StationPartsExpansion
StationPartsExpansionRedux
STMRibbons
StructuralDisks
TacSelfDestruct
TarsierSpaceTech
TDProps
TextureReplacer
ThrottleControlledAvionics
TriggerTech
TweakScale
UmbraSpaceIndustries
United States Flag Pack v2
UniversalStorage
UniversalStorage2
UnKerballedStart
WalkAbout
WarpPlugin
WaypointManager
WildBlueIndustries
Workshop
WorldStabilizer
ZeroMiniAVC
zFinal_FilterExtensions
999_Scale_Redist.dll
FinalFrontier.dat
KSPModFileLocalizer.dll
ModuleManager.4.1.3.dll
ModuleManager.Physics
ModuleManager.TechTree
WBIPlayMode.cfgAny ideas?
-
If I were a betting man, I'd say not long after KSP2 rolls out and is adopted by the community, you'll see them sunset KSP1, with maybe a few legacy-type forum areas.
-
2 hours ago, allista said:
Fixed it. Want to do a few more things before release. Probably in a day or two.
You the man, comrade!
[1.3]Coyote Space Industries - Cargo Freighter v0.2.4
in KSP1 Mod Releases
Posted
Woah, woah… don’t misinterpret what I said as criticism. The mod is absolutely well designed, it’s awesome as a stand-alone spacecraft. I meant “design” as in designing spacecraft in the editor using these parts. The parts work great as advertised on the tin, but when you start incorporating them into other craft, is when you run into trouble. That’s why I like your idea about a thruster with a centered attachment point and a central spine instead of an offset one. That would afford this mod’s parts much more utility in general spacecraft designs instead of only being able to produce the one freighter and a few variants depending on snap-in parts.
That’s all… wasn’t criticizing any of your guys work and that wasn’t my intention, I was just wishing for ways to use the parts in other spacecraft designs.