Vkihyone
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Everything posted by Vkihyone
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For some reason my minmus landers' LT2 landing legs explode as soon as I touch down on minmus. now I know I'm not going too fast because a) I've accidentally landed a lander with the same legs going about 20 m/s on minmus when I ran out of fuel and the legs didn't explode and b) I'm touching down at about .3 m/s.
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Debris Fields And Kerbal Kessler Syndrome
Vkihyone replied to Mark Kerbin's topic in KSP1 Discussion
Whats funny is I decided to make a rocket that would simulate Kessler syndrome just to see how long it took for the debris to form a ring, the results were scary. This was the initial design. Here is the initial debris cloud. And after only about 4 kerbal days (so around 24 hours) this is the result. Kinda puts the whole problem in perspective. -
Battery Charging in 1.4
Vkihyone replied to Vkihyone's topic in KSP1 Suggestions & Development Discussion
Ah that makes sense (I suppose) thanks -
Replacing engine sound effects of 1.4 w/1.3
Vkihyone replied to Vkihyone's topic in KSP1 Suggestions & Development Discussion
Figured out how to change the engine noise though it requires some trial and error. you have to go into the part config file and look for the effects section, there should be two listed engine sections one is running_thrust the other is running_turbine, by altering the audio volume & pitch parameters you can adjust how loud and how high pitched the turbine sounds. -
Battery Charging in 1.4
Vkihyone replied to Vkihyone's topic in KSP1 Suggestions & Development Discussion
I leave while they are charging -
So I'm running two separate orbital labs, one around the mun and one around kerbin and every time I go back to check on them after moving one of my deep space probes forward 30-40 days (don't want to miss out on the accumulated science gains) I find that instead of their batteries being fully charged or nearly so they are almost always nearly empty. Now I know I have enough charging capacity to keep them fully powered even while running research so I'm wondering if this is a bug or something else.
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So I was playing KSP 1.4 today and noticed that a lot of the engine sounds have changed, like for example the solid rocket boosters sound like someone hit a snare drum when they are lit and the panther afterburner engine now has this really annoying whine when switching from wet to dry mode. Now not all of the changed engine sounds are bad, I like the change to the turbo fan engines (they sound like a passenger airline). Just tested the Whiplash turbo ramjet and it now sounds like a turbine engine. I want my old sound effects back.
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Terrain lighting
Vkihyone replied to Vkihyone's topic in KSP1 Technical Support (PC, modded installs)
not sure how to unmodded install short of making a fresh install, however I have figured out that the mountains DO reflect spotlights until a certain distance Now notice how the spotlight is barely lighting the mountainside but the tuft of grass is fully lit. from what I can figure out it seems as if the spotlight doesn't appear correctly on steep inclines. -
Version 1.0.4 While I was building some floodlights on the mountains near the KSC, I noticed that the spotlight and even the kerbals helmet lamp do not create a light cone when active, now I'm not sure if it's because of the altitude of the lamp or the mountains themselves but here's what I'm talking about. Notice that the lamps are on. I realize that this is technically NOT an unmodded version of the game however I highly doubt that the few mods I have are responsible for it. (for reference the mods I have are the KAX KIS and KAS mods as well as diazos vertical hover mods. but no graphic mods.) I also realize that this is a minor bug at best. (unless you're flying a jetplane at night and aren't paying attention in which case it can be fatal.)
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Construction question: closed loops
Vkihyone posted a topic in KSP1 Gameplay Questions and Tutorials
Is it possible to join parts into a closed loop? i.e. taking 4 micro nodes and 4 cubic octagonal struts and forming a closed cube. -
so apparently the glitch effects ships that do not have the claw attached as well. I was flying a rather large ship on an intercept to one of my fuel rocks which of course had a clawship, anyway I had the two objects get within 1100m of each other and was waiting for them to get closer later on, this led to them being separated by the 2km mark for full ship physics, once they had gotten back into the 2km range and I again accelerated time, the ship under my control froze in place and refused to move.
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Alright I've made three ships to make the bug occur first take the BUST I and launch it on the runway and move it off to the side so you can then launch BUST II. Position BUST I under BUST II and then switch to BUST II, raise BUST IIs' gear and it should grab onto BUST I, to make sure raise the gear on BUST II and BUST I should lift with it. Now go the the VAB and launch BUST III. set the warp to at least 10x for about 5 seconds (5x doesn't cause the glitch when used for a few seconds for some reason). if done correctly the rocket should not go anywhere. here is a link to the files https://www.dropbox.com/sh/pqzsq2jrtjtqs2x/AACQf90k__kHPIvR5lli7w56a?dl=0
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After more testing I've found out you don't even need to have a claw attached to an asteroid, you just need it attached to another object that is able to be affected by physics i.e. grabbing a rover with a claw on the runway. I think the reason this is happening is because once a claw that is holding another object/ship is piloted/flow etc and time is then accelerated the game freezes the piece and prevents movement as normal but once it is brought to normal time the game fails to bring the claw back into normal time and still sees that piece as accelerated.
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Off planet construction/modification
Vkihyone replied to Vkihyone's topic in KSP1 Suggestions & Development Discussion
ah thanks I will check it out -
What I would like to see would be the ability for kerbal engineers to be able to modify/reinforce structures like space stations by adding support struts after the ship is launched and in orbit/on surface. What I mean by that is say you want to make your space station less wobbly, you would add an attachment point similar to how you add support struts during construction except that instead of having to connect the other end to something now you could use an engineer later to attach a rod between two of these connection points later allowing for more stability. The other idea I had (though it would take some work to pull off) is for engineers to be able to actually build a vehicle from parts on-site, i.e. build a mun buggy out of parts stowed in a service bay like they did in the apollo missions. The complexity and size of the object being built would also depend on the skill of the engineer and the time it takes to build it would also be affected by the number/skill of all the engineers working on it.
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Interplanetary liquid fuel tanks
Vkihyone replied to cptdavep's topic in KSP1 Suggestions & Development Discussion
I'm in agreement here with most everyone here, we do need some more liquid fuel only tanks besides just the space plane tanks, if I knew how to make my own mods I would build them myself but I'm not that clever. -
I have had success in causing the error to appear every time I do the following: 1) have a ship with a claw that is deployed on an asteroid (not sure if it can also be triggered by having it deployed and attached to something elsewhere.) 2) go back to the space center load a vehicle with the claw attached and when it's on the launchpad accelerate time by 10x (enable sas if it won't stay stable) 3) bring the time warp down to 1x and launch your ship, the claw should remain in place and refuse to move.