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drhay53

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Everything posted by drhay53

  1. Just want to say that for me, KSP is mods. Without mods, I would not have bought the game or be playing it still today. It took me a very long time to try SSTU, because I was worried that it wasn't complete enough or that it would change too rapidly for me. Now I don't think I can play without it either. With KSP I feel like I'm always waiting for a few more things to come together before the game is truly "stable" for me. Every save I run into something that turns me off; the first time I learned how bad framerates can get, for instance, or game-breaking bugs in mods with authors who have taken a break or who are otherwise unwilling to hunt down specific bugs. I'm always waiting for KSP to be "exactly what I want it to be". I won't hold it against anyone if they get burnt out on modding; it's such a thankless job. It's so much work that takes away from gaming time, family time, relaxation time, etc. I've donated more money to mod authors than I've spent on KSP. Anyway all this rambling is just me saying thank you to all mod authors who've given me literally thousands of hours of time-wasting, work-avoiding, sleep-reducing fun. If you decide to leave, I'll just say thank you for all you've sacrificed for my fun, and I will never hold it against you.
  2. review bombing is stupid
  3. On one hand, I get why people are upset, but on the other hand, I wonder if people realize how many of these "contracts" they've explicitly or implicitly "signed", and what of their rights these "contracts" have explicitly said they've waived.
  4. Just a note, you also have to upgrade mission control to level 2 to unlock maneuver node creation
  5. As others have said, it's best to just have SAS off entirely. On fuel transfer, you're redistributing the mass, so it's really kind of the same as docking in some sense. These are all symptoms of the same problem, which is that the attitude control systems are causing wobbling (my guess is that it's likely because it takes some time for the torque to actually transfer through the craft). When you're about to dock, you want to have all sources of potential attitude control off as well.
  6. I guess I have two thoughta really. 1) the mod kerbal joint reinforcement should help with the wobbly death spiral 2) likewise, minimize the use of reaction wheels on the station. In my experience attitude stabilization is a common source of the wobbly death spiral kraken.
  7. I didn't have Chatterer installed, so that's probably not it (and it would be weird if that were it), but there's a decent chance I had AVP and scatterer installed, via CKAN.
  8. My vote on the tanks is for #2), but I do like that the MUS come as #1), because it's nice to have a small amount of monoprop in there for time where I'm forgetful
  9. One note, it does make a difference in a different way, in the sense that if you launch prograde (with the direction of the planet's rotation), it requires less delta-v to get to orbit, since you gain the benefit of the velocity at the surface of the rotating planet. Because with ascent guidance, you could launch retrograde (absolute value of inclination greater than 90).
  10. I have a couple of mods that add ISRU equivalent parts, but I think they use stock ISRU modules. So I guess I need something that finds everything with the stock ISRU module on it, clones the LFO converter and changes it to Hydrolox, and clones the MonoProp converter and changes to Hypergolic.
  11. I have a theory about this which is that your CSM is orbiting the moon retrograde. If, in map view, you zoom out such that Kerbin is behind the moon, you want your insertion into Munar SOI to come from the left. This will make sure your orbit is rotating in the same direction as Mun's rotation, because that's the direction that Mechjeb will launch with ascent guidance. I have recently used ascent guidance from the Mun and Minmus for a landing in every individual biome, with a launch to rendezvous, so that's over 20 launches, and Mechjeb never launched retrograde. My guess is that your CSM is orbiting in the wrong direction.
  12. Does anyone have a custom MM patch that adds Hydrolox and Hypergolic to ISRU converters? I can manage to modify individual parts, I'm sure, but I'm not quite good enough to just modify every converter. I don't really care about balance, I just want to be able to do it; usually I just copy electric charge and resource rates for LFO -> Hydrolox, and MonoProp -> Hypergolic.
  13. I've never used these, can someone explain why I would want them? (Other than that the models look awesome)
  14. I've played around with the 2 major base-building mods that add significant gameplay elements, i.e. MKS and Pathfinder, but in the end, I think KPBS with TAC-LS and EL is really going to be the right level of complexity for me to actually play a career save to my designated "end." On that note I'm going to start a career save with KPBS and FUR for the first time, despite having admired them for a long time but always felt like I "needed" to have a Pathfinder or MKS style mod. Having actually installed them for the first time, I just wanted to commend you on the really nice and clean parts and textures, excellent part descriptions, and the relative simplicity of the parts catalog. You've covered pretty much everything that I'll need without too much parts bloat, which I greatly appreciate. Looking forward to this save a lot.
  15. Would help with the website if I could, but I'm a python programmer and a scientist, which is to say, I'm self taught and don't write very professional code Had no idea SpaceDock was run by such a small crew. Will donate when I can get to the website again.
  16. I never found a solution and eventually started a new save with a totally different set of mods.
  17. @Angel-125 I have encountered a couple of issues which have previously been reported, and I will try to describe them here. The first issue was reported about a year ago and I don't see that there was any resolution. I have a Casa inflatable that was originally configured as a Pigpen, which was reconfigured to a Geology Lab. It's "Manage Operations" button does not work; it causes a new "Start Converter" button (currently I think it has 10 from me playing around) to appear in the right click menu, and throws an NRE. Here is the NRE that I believe is thrown, as well as a link to an output_log: There is also a lot of spam at the end of the log for this: https://www.dropbox.com/s/5d624j2gk6h0tx9/output_log (3).txt?dl=0 For this issue, I cannot track down the full set of steps to reproduce what happened. When tested with my clean install shown below, the Casa is behaving normally, but perhaps the NRE will give you the answer. The second issue was reported in January and is that there is no deflate button on any of the inflatable modules. I set up a clean install with only Buffalo, Pathfinder, and the associated requirements. Here are screenshots of the install, the right click menus, and a link to an output_log from that game. https://imgur.com/a/9Mu3q The MLM holds equipment. https://www.dropbox.com/s/kxlqmaq2mylwvt3/output_log (4).txt?dl=0
  18. Ok, I found a bug in your Orion patch for SSTU. In lines 268 and 271, you have a comma where you should have a period for a decimal place. Fixing that fixes the exploding bottom fairing.
  19. @Jimbodiah originally posted over in the SSTU thread: Ran into a strange issue with an exploding part tonight. The SC-C-SM-250 blows up on me when the bottom fairing is toggled on. It blows up as soon as it loads to the launchpad. Here's an imgur album: https://imgur.com/a/Dq1pp Here's the craft file: https://www.dropbox.com/s/3anp9h6lh1qb1fg/MunBaseCrew3.craft?dl=0 and an output_log: https://www.dropbox.com/s/j6ubxyrmcb2ubgh/output_log (2).txt?dl=0
  20. My bad, you're right, the Orion patch is one of the few from @Jimbodiahs patches that I am using. I use filter extensions with an SSTU config and for some of Jimbodiah's parts, they weren't added to the SSTU category; for some reason these parts are added there. So I assumed they were from the base mod. edit: post moved to Jimbodiah's thread. Apologies to Shadowmage if this is annoying; I'm sure it's not fun to have someone else's MM patches cause a bug report on your mod, so I'm definitely sorry if this is Jimbodiah's patch's issue Edit: I tried a similar setup with the default parts and didn't get any explosions, so I'll post this over in Jimbodiah's thread. Thanks for catching my mistake. Edit2: FWIW, there's a simple bug in Jimbodiah's MM patch that uses a comma instead of a period for 2 numbers in the fairing node config. Fixing those fixes the exploding craft.
  21. I am pretty sure the the OP has no actual interest in debugging what is happening, although I'll be pleasantly surprised if I'm wrong. "The same thing happens in stock" is repeated so many times that it's fairly clear to me that no rigorous attempt at testing has actually been done.
  22. Let's just be honest, the people who posted that review and the quote you picked out assume that the GPU has anything to do with the framerate of KSP.
  23. Interesting to see a lot of orbiter references. I learned about KSP first, and then orbiter due to becoming obsessed with KSP. I also played alot of Elite: Dangerous. I found the learning curve for orbiter was a little steep after having a kid, so I have never fully gotten into it.
  24. Hmm. I see it in my tanks now. So I was either blind before, or it was gated behind a tech node that I've now unlocked? Anyway, sorry for the confusion.
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