drhay53
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KSP2 Release Notes
Everything posted by drhay53
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~2 hours ago Elon said ~5 hours so I'm guessing ~3 hours from now
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In all seriousness though, I got major goosebumps when the side boosters landed within a split second of each other. It's a bummer they seem to have likely lost the core, but my expectations going into it were "I hope they don't blow up the launchpad"
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I'm sure Jeb snuck in there at the last second when everybody thought it would be an uncrewed mission, and now they'll have to launch another Falcon Heavy for a rescue mission
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Problems understanding difference between ISP and trust
drhay53 replied to Luc1fer's topic in KSP1 Discussion
If you have problems with ISP and trust, you should switch away from Comcast. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
drhay53 replied to Angelo Kerman's topic in KSP1 Mod Releases
I've been getting myself confused about "core samples" and "biome research", and I have a request to rename the button on the gui menu for the CrewCab Biome Research experiment. If I understand things correctly, the Buffalo Crew Cab "Take Core Sample" experiment does an experiment that KSP sees as "biome research", which acts like the surface scanner and unlocks biome-specific resource abundances. Then, the Gold Digger mini-drill has an experiment called "Take Core Sample" which actually refers to the "Core Sample" experiment, and which modifies the drilling efficiency. I don't know if it's a legacy GUI button naming issue, but perhaps the CrewCab button should be called "Perform Biome Research" to help avoid confusion. Unless I've got it all wrong! Everything is installed correctly, directly from the github releases. At some point the drill started working in my career save. Unfortunately I didn't notice which tech node or building upgrade may have unlocked it.- 3,517 replies
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built a prototype pathfinder base within view of KSC. It's mainly set up to handle life support and it barely has enough power, but I haven't filled out the tree yet and I could probably make a base on the Mun or Minmus as is. Will probably still wait for some more tech for power.
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Tonight I launched MunRaker II, the first kerbaled mun landing in my @Shadowmage's incredible SSTU mod save. I'll highlight a few images here but see the imgur album for everything. https://imgur.com/a/JtFTj MunRaker II sits on the launchpad for a dawn liftoff. Our destination peeks into view before circularization. Munar insertion burn takes 6 minutes, as Dres peeks into view Our mission flag on full display Final approach for a soft touchdown Launching to rendezvous was smooth, as Jeb and Bob approach the CM with Bill. Re-entry interface. MunRaker II's launch was delayed by a day because MunRaker I, the uncrewed test run, ran into some issues. On Munar approach, the Mun's texture disappeared from my game. Eventually I had to copy my full KSP install back into the Steam folder so I could force Steam to re-install it. After that, I decided to switch out AVP for SVE. Finally, MunRaker I was tested successfully, and today's launch pulled in ~175 science (30% science, no contracts, Play Your Way mod).
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
drhay53 replied to TriggerAu's topic in KSP1 Mod Releases
So I've noticed for a long time that ARP sometimes just disappears, and tonight I figured out where's it's going. Somehow it's getting set so that it only comes on when I press F2 to hide the UI. ARP will only show up when the entire rest of the UI is hidden. Before I post a log, has anyone seen this and/or is there an option in the mod that can fix it? I don't see anything weird in the console log edit: here's an output_log anyway https://www.dropbox.com/s/7tbipw74tkm9yhy/output_log - Copy (2).txt?dl=0 -
Luckily I've finally started isolating each install of KSP for a stable save situation, so KSP and SSTU updates will mean nothing to me until I decide to let it
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
drhay53 replied to Nereid's topic in KSP1 Mod Releases
Hello, tonight I had a major framerate issue caused by a FF console spam. Basically, random Kerbal names not in my astronaut complex (perhaps they're for hire but they literally just look like random names?) show up as: "Kerbal status change: Teory Kerman from Available to Available at time 2611404.924" If I switch to warning level I just see constant log spam of "no hall of fame entry found for kerbal <name>" with a bunch of random names streaming by. I have to turn the log off to get any control of my game again, otherwise FPS drops to ~5 and the game runs even slower than that. The log spam started right after changing from ORBITAL to SUB_ORBITAL around the Mun. The vessel has no Kerbals on board. Anyway here's a log file: https://www.dropbox.com/s/p8yx9njigjl3sbn/output_log - Copy.txt?dl=0 -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
drhay53 replied to Angelo Kerman's topic in KSP1 Mod Releases
The drill does not say that it has upgrades available in the VAB tooltip, and it claims to have a surface harvester module installed for Ore, but there is just no surface harvest option when it is launched. I looked around the tree a little bit and I don't see anything.- 3,517 replies
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ah, my bad, I misunderstood what you were saying entirely.
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I'm pretty sure DoE dims that skybox when you're close to anything really bright (i.e. a planet)
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Returning from a trip to Minmus to gather more orbital science https://imgur.com/a/B3zUA
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I think that happens in Distant Object Enhancement, but I'm not positive. The visual mods I have are: Astronomer's Visual Pack, Distant Object Enhancement, EVE, scatterer
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Headed to the Mun for a quick batch of science available after unlocking a tech node
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Today I spent most of the day working on some patches to make my new SSTU save more into what I'm hoping to accomplish. I'm using Pathfinder for base operations, with EL for in situ construction, and I wanted SCANsat to behave a little differently. So I went through and defined my own SCANsat resource config to show maps of all of the resources that Pathfinder will need. Then I wrote a MM patch to make the Pathfinder TERRAIN scanner into an M700 like "FuzzyResource" scanner, and patched each of the Pathfinder resources into the narrow band scanner so I could get accurate resource data with an orbital scan instead of needing to land in each biome. After that, I patched the Pathfinder Brew Works and Science lab to make the SSTU fuels for Hydrolox and Hypergolic systems, simply copying the LFO and Monoprop converter settings that were being used. I decided not to much around with adding them to the tanks, since SSTU provides very nice looking configurable tanks anyway, which I will keep on-site once base operations get going. I'm playing with 30% science and Play Your Way, with the only contracts activated being from Field Research, some of the WBI contracts, and some DMagic contracts. Though basically I'm avoiding all contracts and just going out to do science, with the goal of lots of station and base building. Also here's a pretty screenshot of Kerbin with AVP 8k textures, just because
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Sorry, I think I described it more fully in my first post. Geo Energy and Metal Ore show up in the selection pulldown menu of the large map, and the map acts like it updates, but it doesn't draw the new resource. The two resources work fine in the zoom map and the planetary overlay. Here's my output_log: https://www.dropbox.com/s/90gda6yhuojeld9/output_log.txt?dl=0
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
drhay53 replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angel-125 In career mode with Community Tech Tree, the Gold Digger Mini-Drill right-click menu doesn't have the 'harvest resources' option. The drill works fine in sandbox mode, so I don't think anything is broken. Is there some tech or a building upgrade required for the drill to start working? I've already upgraded R&D to the level where surface samples and resource extraction are claimed to be unlocked. Sorry if I'm missing something really silly.- 3,517 replies
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@DMagic Yes, I did read the Wiki and the KSPedia (I played with settings for ~3 hours last night before posting, with different scanners and whatnot). What I'm wanting is a way to get all of the information without using the instant scan. I want to scan the planet over time in the SCANsat fashion but have full resource detail without needing any surface scans or a narrow band scanner. Is that not possible?
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@DMagic I can't seem to get a fully accurate resource scan for all resources with anything other than the stock orbital survey. Any combination of options that requires SCANsat scanning methods results in a FuzzyResource type of scan, despite options like Resource Biome Lock and Require Narrow Band scanner seeming to imply that you should be able to turn them off and get full detail scans. One set of options that I feel like should work are: - Resource Biome Lock: unchecked - Require Narrow Band Scanner: unchecked - Disable Stock Scanning: checked - Stock Scan Threshold: unchecked I feel like these settings should allow me to scan with an M700 and get a full detail scan. Am I misunderstanding? I'm also seeing that the Metal Ore and Geo Energy maps are not working in the big map. They work in the SCANsat planetary overlay and in the small map, just not in the big map for some reason.
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Either way you're a true hero
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
drhay53 replied to politas's topic in KSP1 Mod Releases
Dealing with a seriously annoying antivirus issue that I just wanted to share. I'm using Bitdefender 2018. I set up a new KSP install by copying a fresh Steam install to a new directory. I then copied over a fresh CKAN download and started installing mods. After a while, eventually some mod gets flagged as being a virus, and everything goes haywire; ckan gets quarantined, and somehow a lock gets created on the directory such that I cannot copy any ckan.exe or rename any file to ckan.exe in that directory. This has now happened twice, with two different mods causing the AV destruction at different times. Even if I completely wipe the directory, somewhere on my system there is now a lock on the full paths that point to a ckan.exe. I have to make new directories and start from scratch. I'm ready to tell Bitdefender to GFY. If anyone knows how to unlock the directory, I'm at my wits end. edit: I turned everything off, and let bitdefender restart the computer, then renaming ckan seemed to work. Now I will try to whitelist ckan.exe and GameData and hopefully this will stop happening edit2: after the restart and rename, I whitelisted the local ckan.exe in Bitdefender's "Advanced Threat Defense" module, and so far I haven't had any more issues.