Alpha188
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Posts posted by Alpha188
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Hello, I finally got back to playing KSP after a while and reinstalled this must have mod. Thanks for still supporting this great mod.
I made a new install on KSP 1.12 and used CKAN to install SCANSAT and ScienceAlert. However, in the advanced options menu the SCANSAT integration option is red and if pressed prompts "you must install SCANSAT". SCANSAT is installed and working (i have all the buttons on the toolbar). Are there some patches not available on CKAN that I should manually install to enable the integration?
I am running SCANSAT v20.4 and ScienceAlert v1.9.9.2.
If I should post logs or anything else please let me know.Thank you again.
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OMG! Great idea! It sounds really good to me
+1 for this to be implemented!
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Max 1 mission to the Mun and Minmus, so I must got o other planets to harvest science and my tech tree isn't unlocked even for half. It's much more fun (and hard) to go to other planets with crappy technology!
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Why not focus the view when you click on the "control from here" button? This way you can focus the view all around our vessel, you have just to place some command pods where you want to focus. Also, this will use an already implemented feature and so won't be hard to put in the game (at least I think so).
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Great mod!
But I was wondering, is there a way to show how much the supplies will last, also considering some modules like the Nom-O-Matic? I mean, if I have only 100 supplies but 1000 fertilizer and an operating Nom-O-Matic 5000 it will say that I have just a few days wort of life support, because it doesn't consider that the mulch is getting converted back into supplies. If this feature is not implemented yet, is it planned for the next future?
Thanks in advance
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46 minutes ago, Alpha188 said:
EDIT: did some tests, turns out that with 4 airbrakes you need to burn for about 50 m/s. You can burn even less, but your landing speed will be about 27 m/s. The lander had almost full fuel load, so you won't go faster.
Sorry for the edit, but it looks like 4 airbrakes are about right.
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5 hours ago, Warzouz said:
Obviously, in my test, I only missed 600m/s (I don't remember precisely). I used aerocapture (by putting the lander radial, the drag increased). But, when I landed, even doing the same, I had to burn to slow down (maybe 300 to 500m/s) for the chute to safely open.
- What do you think could be done without modifying Kerbal X ? Mun or Ike gravity assist ? How
- By slightly modifying Kerbal-X what would you do ? I was thinking about 2 drogue chutes or lighten it ?
I think you should just add some airbrakes. They are incredibly powerful, and they will lower your speed until you can deploy parachutes. I'm going to test it right now, but I think 4 airbrakes will do the trick.
EDIT: did some tests, turns out that with 4 airbrakes you need to burn for about 50 m/s. You can burn even less, but your landing speed will be about 27 m/s. The lander had almost full fuel load, so you won't go faster.
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7 hours ago, GeneralVeers said:
Two things needed in Map View: there needs to be a way to select the planet you're currently orbiting as the target, and also it needs to be possible to select "focus view" with Kerbin like you can with any other planet (Kerbin doesn't give you the "set target/focus view" menu in the map).
I am almost sure that you already can focus view on Kerbin: just double-click on it.
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Today, I learned that switching between splashed down vessels may cause some minor issues. Huh.
If I can read numbers correctly, its 1/30 the speed of light. Impressive, isn't it?
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On 27 febbraio 2016 at 7:02 AM, Starwaster said:
What is the exact message? Does it say that the antenna was ripped off? If so then that's RT2 doing the ripping. AFAIK it checks to see if parts are shielded now. I suggest using the debug menu, going to the physics tab and enabling the option to display aerodynamic data. Then during flight, right click the antenna and check to see if it is experiencing drag during flight. When inside the fairing, it should not do that. (drag = 0).
So, If the it displays 0 drag and RT2 is still ripping off the antenna then the problem is with RT2
If the antenna has a non-zero value listed for drag then it is considered exposed to the airstream. Obviously that shouldn't happen with PF, but maybe something about its placement is confusing to it. Try repositioning it elsewhere. And see if the problem happens regardless of whether the antenna is extended.
I'll check that soon, but the antenna isn't actually extended when it blows up. So I'm pretty sure it's a RT2 bug.
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Anyone having trouble with fairings not shielding and so RT2 antennas blow up even when stored in a fairing? It happens only in one of my rockets, I don't know if it's PF or RT2 bug.
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Really cool mod, but I have 2 main issues.
First of all, setting won't save after closing the game.
Secondly, keep pointing at really far planets (anything but Eve, Duna and Dres actually) is almost impossible. Any tips? -
Suggestion time:
I think it behaves like an engine and not a tank, but is texture-switching for the Twin-Boar doable? Please!
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AFAIK, even if a vessel has the PE inside of the atmosphere it won't aerobrake unless it's in the physics range of another vessel or it's the focused vessel. So, if you are further away than 22.5 km from the vessel, it won't aerobrake and his orbit will be on-rails. That's not a bug at all!
Hope it helps,
Greetings -
Another feature for subassemblies: ok, we got the name and description, but why don't add a little image of what the subassembly actually looks like? We already have that when loading a rocket, why not for subassemblies?
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I always use this tool when planning RemoteTech stuff. It's simply amazing.
Also, according to KSP wiki, these are your solar panel outputs at different distances:
5,263,138,304 6.68x Moho's semi-major axis 9,832,684,544 1.91x Eve's semi-major axis 13,599,840,256 1x Kerbin's orbit 20,726,155,264 0.431x Duna's semi-major axis 40,839,348,203 0.111x Dres's semi-major axis 68,773,560,320 0.0391x Jool's semi-major axis 90,118,820,000 0.0228x Eeloo's semi-major axis Hope this helps
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Yup, I agree. Way too many tanks when using FTP and MRS.
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On 28 gennaio 2016 at 8:51 PM, NecroBones said:
Yep, MRS doesn't actually have FTP integration. It's ColorCodedCanisters that self-enables color switching with FTP, and so it'll just be the stock X200-16 tank that gives you that size in multiple colors.
The funny thing is that the orange on that quarter jumbo is actually the orange of the stock Jumbo, pulling straight from the same texture. It just doesn't apply the normal map that gives it the lumpiness. It was one of the first parts I ever made, so it's pretty simplistic.
Oh I know that it's the color of the stock Jumbo tank, that's why I don't like it!
Anyway, is there a possibility that in the near future both MRS and CCC will be able to use the textures from FTP? I'm using all three mods and it would be great! -
I am really enjoying this mod, but I noticed a minor issue when using this mod together with FTP.
As far as I now, it should enable the FTP textures on the MRS tanks, but for me it doesn't work and I have to suffer the terrible orange color of the quarter Jumbo. Is this working as intended? Maybe I'm doing something wrong? -
22 hours ago, Toomuch77 said:
And last, please add an undo button in the building mode - some clicks select wrong parts and can mess up the rocket (or the staging).
You can already undo some of your last actions. Just press cmd+z or the equivalent for it on a Windows keyboard (I'm on Mac).
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5 hours ago, GDJ said:
Okay, so what's the fundamental difference between Unity 4.6.4 and, say, Unity 4.7 or the top Unity 4.xx version? Why only 4.6.4?
I don't actually know, but as I don't really know why and how this fix works, I just followed the instructions I found on Reddit. If you want I can give it a try.
14 hours ago, Kuansenhama said:I looked it up online. It might be because I'm in El Captain and it sucks. Does anyone know how I can change back to Mountian Lion?
I have El Capitain and it works fine on a late 2009 iMac... Maybe you should try to right click on the KSP app>open. This usually lets you open some apps that otherwise you can't (at least for the first time, then it should work even if you open it in the normal way).
Downgrading to an okder OSX... Is always hard. I don't think you can do that from the App Store. As far as I know, you must have the older OS on a flash drive and install the OS from there. I've always done it this way.
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Quote
Moved this how-to over to Tutorials, same place the similar thread for Windows lives.
Thanks, I wasn't sure where to open the thread.
QuoteAfter reading about several positive experiences with this workaround, I decided to try it. I hit a snag, though. When I reach the step below, I don't see the "KSP" file in Contents/MacOS/. Instead, I see GOGLauncher, a 29KB Unix executable. At this point, should I replace this file or rather replace the Contents/Resources/game/KSP.app? Please excuse my ignorance about the workings of the various files. I appreciate any guidance you folks can offer. (I did backup my KSP!)
Mh. I bought KSP on steam so I don't know what to do if you bought it from GOG.
I don't have any KSP.app in Contents/Resources/game/. Actually I don't even have the "game" folder. You right clicked on the KSP app > show package contents, right? That's copy of KSP you can mess up with, so I'd suggest you to put the file from Unity to the destination folder, even if you aren't replacing but just adding the file to the MacOS folder.
P.S: if it's a new copy of KSP maybe you should open it at least once and then some files will appear in the folders? -
19 hours ago, Mitchz95 said:
Cool, but isn't 64 bit coming in 1.1 anyway?
As far as I know, they said that "Unity 5 will allow to make a 64 bit version", but they aren't doing it for 1.1. They will for sure, but not in 1.1 in my opinion.
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15 hours ago, MachTurtle said:
This is a very interesting suggestion, though I'm reluctant to try it until a few other folks relate positive results. I tried and failed to install Mono to get CKAN working on my Mac which probably shows my ineptitude more than anything else. Also, I always assumed that KSP used OpenGL on Macs by default -- am I wrong about that? Thanks, Alpha, for blazing new trails for those of us using Macs to run KSP.
Yes KSP use OpenGL by default on Mac, so you can't force it to reduce the memory usage. Yesterday I played for like 5 hours and it was pretty smooth, no crashes, up to 5 GB of memory used.
Also if you are using CKAN I'm not sure it will work because I manually install mods, but I assume it will.
[1.12.x] ScienceAlert ReAlerted : Experiment availability, now with DMagic support
in KSP1 Mod Releases
Posted · Edited by Alpha188
Thank you for the reply.
I loaded up the same savegame (no new mods) to reproduce the issue and recover the logs, but... the issue is no more. It seems to have fixed it by itself, I am note sure why. @Krydax maybe it is also fixed for you? I think you should check.
If you'd still like the logs I can upload them anyway. Thank you again