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Homer_S

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Posts posted by Homer_S

  1. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes 
    OS: Windows 11 Pro 64-bit (10.0, Build 22621) | CPU: Intel Core i9-10885H | GPU: NVIDIA Quadro RTX 5000 Max-Q | RAM64GB

     

    Is anyone experiencing issues with Escape towers fired with the Abort action group? I've tried making both a Mercury clone with sepratrons and an Apollo clone with the bottle rocket without success.  If the motor(s) and coupler are in the same action group only the coupler fires. If I put the coupler in say the Brake action group and the motor(s) in the abort action group, they work pressing Brake followed by Abort. I would expect an abort action should fire both the coupler and motor(s) together.  I confirmed this is the behavior in KSP 1 (Coupler and escape tower in the abort action group, fire together).

    This is an un-modded installation of 0.1.5.0.28834

    Homer

     

    Included Attachments:

    NewWorkspace.json

  2. FYI,

    I think this might be a bug or the Abort key has changed. I'm clicking the "!" icon and all I get is the decoupler and arming of the motor. I tried with the escape tower part, Bottle Rocket, without luck either.

     

    OK: The issue is putting the coupler in the same action group as the abort motor. If I just put the abort motor(s) (Bottle Rocket or 3 Sepratrons) in the Abort group and the decoupler in the Brake group, then it works. Brake to well break the capsule off and abort to fire the motor(s). I'm not sure that is right.

     

    Homer

  3. On 10/30/2023 at 4:43 PM, Geredis said:

    There should be a control-group panel option to move the sepratrons to the abort stage. I think the boosters will remain also on standard staging, so attach them to the abort system decoupler, where you launch the decoupler mounting the abort stack to the command pod. When you break the abort tower off (usually as part of the Stage 2 separation) you fire the decoupler, let the abort tower shoot off, as simultaneously the first stage falls away from below.

    Thanks. I have done this with either or both of the available options, Activate Engine and/or Toggle Engine, along with the capsule decoupler. Neither results in the happy case of the capsule being pulled off the stack with firing sepratrons. I can stage the sepratrons with the tower decoupler just fine.

    The current unsatisfying result is abort fires the decoupler and arms the sepratrons. I have to remove the tower decoupler from the stage and then hit spacebar.

    Homer

  4. So,

    I'm making a Mercury clone and I'm using sepratrons as an abort tower. How do I use the abort action group (can I?) to separate the capsule from the booster and fire the sepratrons? I only see activate and toggle when adding the sepratrons but cannot make them fire without staging.

    Homer

  5. The save files got moved to a more common spot, not in the install directory. See here: 

    Also, I can confirm, just unpack the new version over the old version and overwrite. I'm guessing when they add major functionality, just delete the contents of the old version and unpack to start fresh.

     

    Homer

  6. 4 hours ago, Anth12 said:

    I wanted a direct download so I bought directly from the PD Store (it said Direct Download) but instead they sent me an email with a steam key.

    So its really just Steam or Epic. I wasn't happy about it but at least it ended up on my second choice.

    Is this by country? I bought from PD and it is in my PD account. I log in, go to My Account/Game Downloads and there is a link for my direct download.

     

    Homer

  7. 16 hours ago, JoeSchmuckatelli said:

    https://steamdb.info/app/954850/charts/

    Not that SteamDB is the end all be all of good info - but I do think it is telling that the numbers have dropped so precipitously. 

    Virtually zero interaction from the Community Management team, no word on a patch and the rare possibility from pure guesswork that Friday might be a day to expect something... But maybe not. 

    Perhaps the numbers tick up on the weekend, perhaps they jump after news of a patch comes out.

    Or maybe they drop the price by 50% (looking at you, Mexico) in hopes of getting new players into the pay for Alpha experience. 

    The press on this, the word of mouth is terrible... And yet we die-hard fans are still here, still hoping. 

    Maybe that is why the CM team seems so unengaged.  

    Useless. 

    Can you show the same chart for a similar, long duration, early access game? Say, Baldur's Gate 3. 

    Gut feel: lots of people bought as it *will* be an awesome game but they don't want to faff around on a daily basis. I loaded up BG3 at EA inception and then left to let things sort out. I'll be back at full release.

    I only got into KSP1 at about 0.8 or so. Missed a great deal of these same issues.

    Homer

  8. On 2/28/2023 at 10:23 AM, MARL_Mk1 said:

    You are still forced to store BePiNex mods in -/Bepinex/Plugins and SpaceWarp mods in -/SpaceWarp/Mods, which is suboptimal.

     

    Uh...

    Can't you just make the .../SpaceWarp/Mods point to .../Bepinix/Plugins via The Complete Guide to Creating Symbolic Links (aka Symlinks) on Windows (howtogeek.com)? Or will that make Bepinex choke on the SpaceWarp mods?

    Homer

  9. On 2/28/2023 at 1:50 PM, linuxgurugamer said:

    Nope!  Last night was an Apollo style mission.  Only real issue was the driver (ie: me) making a mistake on the lander.

    Again, I'm not saying it's perfect.  But it's not the s--thole that some people are claiming it is

    Not to sidetrack but...

     

    @linuxgurugamer On your Apollo style mission, did you stack your CM atop your LM for launch? If so, how did you do it? KSP1 let docking ports be staged. I'm struggling to get mine stacked without a bunch of decouplers that will fly all over the place.

     

    Homer

  10. I believe the technical term is E-AF-A...

     

    Seriously, is there a way to see when patches get posted for those that bought direct from Private Division?

    Here is what I think I have seen so far, I'm sure of the first two...

    0.1.0.0.20893    Patch 1 (or whatever) <- live now
    0.1.0.0.20892    EA / Scott Manley's first video
    0.1.0.0.20658    Matt Lowne's first video
    0.1.0.0.20375    ShadowZone's first video

     

    Homer

  11. CKAN is awesome!

     

    My vote, if we get those things still, is to sort of separate them. With one executable, make two branches of the meta data and manage them via the game instance. Only load the repo for the base game either on the default or the one you load. That might make it easier-ish for you to maintain while allowing people to quickly launch their default and then allow them to switch back and forth without too much overhead.

     

    That all relies on KSP2's devs sharing their planned mod structure now. Otherwise, it might have to get redone when they officially release mod structure. Unless they already have...

     

    Homer

  12. I love the idea of this mod but I can't get around using it in Career mode. You end up with being able to get a rocket that is only meant to go 1000 m beyond the Karman line and it looks nothing like the original because you haven't unlocked the right parts yet. Is there an easy way to play these missions with all the right parts? I was thinking to convert this to Mission Builder format but it is not straightforward, or I haven't found the right set of instructions.

     

    Homer

  13. You could always publish this as a mod "shell" where people would have to locate & provide the old files needed from their legit copy of the last software version where this existed. I'm assuming GOG/Steam/SQUAD still let you download the old version...

    Homer

  14. KSP: 1.8.1 Windows 64bit

    Problem: Hinge leads to pinwheeling, see linked video.

    Mods installed:

    Both DLC and below. All the mods are current according to CKAN 1.26.6. Those marked are pre-1.8.0:

    AutomatedScienceSampler
    Chatterer
    ChattererExtended
    ClickThroughBlocker
    CommunityDeltaVMaps
    DistantObject
    DistantObject-default
    DockingPortAlignmentIndicator
    EasyVesselSwitch
    EnvironmentalVisualEnhancements
    KerbalAlarmClock
    KerbalEngineerRedux
    KerboKatzUtilities
    ModuleManager
    NavballDockAlignIndCE
    PlanetShine
    PlanetShine-Config-Default
    RealTimeClock2
    Scatterer
    Scatterer-config
    ScienceRelay
    StageRecovery
    StockVisualEnhancements
    SVE-MediumResolution
    SVE-Sunflare
    TacFuelBalancer
    TextureReplacer
    Toolbar
    ToolbarController
    Trajectories
    TransferWindowPlanner PRE-1.8.0
    TriggerAu-Flags
    unBlur PRE-1.8.0
    UNDOCKINATOR PRE-1.8.0
    VaporVent
    WaypointManager
    xScienceContinued

     

    Reproduction steps:

    I have a station en route to Minmus. The station uses 2 of the hinges to deploy solar panels. Launched, extended and performed trans burn no problem. Switched to Space Center and a few Kerbal days later switched back. The result is here, sort of amusing (10 second video, about 14MB). Anyone seen this before and short of redesigning without the hinge, how can i fix it? My mod list is above in case one of these is the issue (I sort of doubt it.). Note that in the same game save I have a hinge in a shuttle as part of a grabber arm and it works fine.

    Update:

    Reduced mods to just these two, as they have parts on some of my craft.

    KerbalEngineerRedux (1.1.7.1)
    VaporVent (1.1.10)

    Switched to station and still pinwheeling.

    Homer

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