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Everything posted by Glaran K'erman
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This topic shouldn't even be debated, life support is a core element of manned spaceflight. The fact it is left out is an embarrassment to this game. This topic was edited without my input. Merely a factual statement, no feelings either way
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Trivia: how far forward have you journeyed in UT time?
Glaran K'erman replied to Hotel26's topic in KSP1 Discussion
Always the toughest part of the game for me to deal with. Technically I could just time warp to my hearts content with my current way of playing careers, which is I don't have life-support installed, but I play by a set of 'rules' for off-world kerbals regardless. Guess you can put me in the juggling camp, overall I probably do more of that. 12Y 339D, 45 flights in progress none of which are debris. -
I forgot solar panels barely work at Eeloo. Did I mention I was going to capture using ion propulsion...
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I believe that is a composite view where the auroras are in the ultraviolet, much like Chandra took these of the aurora in the x-ray. Can be a bit deceiving but JunoCam's views from the visible spectrum should be different. Nevertheless exciting and totally awesome.
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How do you roll with your modded careers?
Glaran K'erman replied to Kyrt Malthorn's topic in KSP1 Discussion
Not too into sharing craft so never bothered with stock past the first couple months I had the game. I definitely agree if it's a priority then that person should for sure stay stock. I just wish stock would include a few more "realalike" parts so I could tick a few mods off my list. I do wonder about your specs/setup because that does seem like a rough time you are having with part mods. And to the OP, I would highly recommend starting to add mods in bunches of 2-3, even better if you add them one at a time. Generally mods are well maintained and sometimes depending on their function may even work well past their version number. That being said problems with mods happen all the time so adding them into the mix slowly better allows you to find those one or two that just seem not to want to work for you. I currently have exactly 40 mods all working quite well together! I am sure with a bit of time you'll be able to get all the one you want working sooner or later.- 22 replies
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Starting this month NASA will stop airing the daily SpaceStation Live program which follows the day to day activities of ISS. This is both good news and bad news, on one hand I absolutely loved the interviews and little details that were shared about the station, on the other it was starting to become a real bore-fest with the replaying of dull pre-packaged videos on "why the ISS matters". Of course it matters, we wouldn't be watching if we didn't already think it was cool...preaching to the choir folks. So in that regard I can respect the fact it is ending, but was very disappointed I wouldn't be able to see the downlinked video they would often play in the background. Luckily I saw this! Apparently this has been around but I never knew of it. The videos are pretty much audio free and cover activities aboard the station such as unloading the recent Dragon delivery or Kate Rubins working with the heart cells experiment. This stuff is great if you are interested in a particular visiting vehicle or experiment as it contains a lot of usually unseen video such as on orbit Soyuz thruster test firings. The files are rather large for what you get though, maybe somebody can explain that to me...
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Strange docking port problem
Glaran K'erman replied to Scarecrow's topic in KSP1 Technical Support (PC, modded installs)
@Scarecrow I feel your pain. I had this happen very recently to a station and used @Claw's stock bug fixes found here. Installed it will add the option to 'Force undock' in the click menu of the port if it detects that it failed to do anything. Not sure if they have nailed down the cause but it was mentioned that it's caused by certain staging events. I wonder if the sepratron thing is a clue? -
As an Aircraft Mechanic this makes me wonder...
Glaran K'erman replied to CombatWombat9402's topic in Science & Spaceflight
Funny, BBC just ran a piece about this airship the other day. Despite the lack of resemblance, this bot creeps me out...I hate spiders. -
I usually have a fair amount of part-hungry stations and always appreciated the "Disassemble" feature to clean up extra RCS thrusters, batteries, and such after docking. Now for memory purposes pre-1.1 and just to try other things since I had always built around the suite, I have had the USI mods uninstalled for quite a while now. Now, I believe I have narrowed down this feature to one of the USI mods and am desperate to find the most bare bones way of acquiring it again. Hope someone can help...
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The spreadsheet line, much akin to the Karman line for hobbies.
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Indeed it does @NecroBones, as well as several nifty tanks and structural pieces!
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@NecroBones small but huge quality of life request. Any chance of adding the meshes for the the 2.5m decoupler with solid fuel? I don't know if it's SpaceY regular or expanded that adds the 5m decoupler with solid fuel that has the different mesh options, but I find myself constantly scaling that part down purely for aesthetics. Stay frosty
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Realism Overhaul Discussion Thread
Glaran K'erman replied to NathanKell's topic in KSP1 Mods Discussions
Just curious, in all my meanderings of the forums I have never seen RO address thermal management. That is, the making sure your electrical components are kept warm (generally, sometimes cool) enough to function. While the stock heat system does the job on a part to part basis, the sub-components of these parts are always magically within their thermal tolerance. It doesn't take much digging round to figure out either that this is a critical part of spaceflight. Heck, half the power requirements of the Juno mission are for thermal management, and by no means do they have power to spare. Has any mod tried to take this on? -
Well someone obviously uses it...they HyperEdited this thread from the past.
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
Glaran K'erman replied to NecroBones's topic in KSP1 Mod Releases
Ah yes I am using the stockification patches. Ya know, I had a sneaking suspicion that might be the case. Just glad to hear it's not me this time (imagine a thumbs up emoji).- 966 replies
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
Glaran K'erman replied to NecroBones's topic in KSP1 Mod Releases
Always love it when a problem solves itself, right! But hold your horses, no one is getting away with "less work" while I'm around! My muck-it-up powers have promptly activated and I now have no fairings (well any of the non-procedurals that is). Would have probably found this last night if I wasn't so tired, just spot-checked the Delta tanks I was missing. I have made a trade of tanks for fairings it appears! Apologies if you thought you had escaped my clutches. Edit: real short time span this will be relevant, but SLS booster qualification time!- 966 replies
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
Glaran K'erman replied to NecroBones's topic in KSP1 Mod Releases
You know those time's when you feel really stupid because you were using an outdated version of almost every single mod and have been for a while because you've been busy in real life and every time you hop on you say, "Oh, I'll just do it next time", and then a problem comes up but you realize too late after you post a question about it that it was your fault all along for not properly maintaining your mods? Yea I know what it feels like. Everything is fine @NecroBones, tested against a clean install to make sure as well. Facepalm.- 966 replies
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
Glaran K'erman replied to NecroBones's topic in KSP1 Mod Releases
Yes it's very odd that it shows up everywhere else in the game....except when researched in career! I just now tried removing the Launchers Pack mod, but that didn't help. I'll toss up a screenshot of my mod list in a minute, there are mods that affect the tech tree in there but nothing too crazy. Here's the list @NecroBones- 966 replies
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
Glaran K'erman replied to NecroBones's topic in KSP1 Mod Releases
Thanks for this mod, and especially a patch for stock, I love the stockification of these launch vehicles! Just wanted to report a minor though. In career, despite it appearing correctly in the tech tree node, at least the Delta core stage and 3.75m cryogenic fuel tanks never show up in the VAB. They do however appear/work fine in sandbox. I say 'at least' because I haven't gotten around to see if other parts have been affected, but everything else seems to be just fine.- 966 replies
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Mother of god...
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Fallout 4 is making good on a promise it made last year to bring mods from the PC to the console versions of the game. The links below do a good job explaining the basic story and how it has played out. http://www.cinemablend.com/games/Fallout-4-Mods-Coming-PS4-All-73097.html (from a while ago) http://www.forbes.com/sites/davidthier/2016/06/21/fallout-4-mods-are-having-some-problems-on-ps4/#3a1f63104b3f (current status) Now, the first article quotes Bethesda as saying they made sure their architecture was set up to be able to do this sort of thing. My question then is how feasible is it for KSP to do something similar? How hard is something like this to do from a development point of view? The second article, as the links suggests, explains some problems I didn't think about such as PS4 using a proprietary sound format that causes issues with the standard formats trying to be uploaded from PC. Can it be done?
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I have no clue what you're trying to do. But whatever it is, as long as it's personal use, do whatever you please. Rip apart, dissect into "McNugget sized pieces", alter, alter again, transform, combobulate, and discombobulate to your hearts desire. The minute the project becomes publicly shared, disregard everything I just said. Hope you find what you're looking for!