

AVaughan
Members-
Posts
662 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by AVaughan
-
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
AVaughan replied to Theysen's topic in KSP1 Mod Releases
@Inspierio Many of the dependencies haven't updated for 1.4 yet. If you are on Steam previous versions should be available from Steam's Beta tab. (On windows you right click on KSP in Steam - > properties -> Betas, and then select the version you want from the drop down tab).- 2,216 replies
-
- realism overhaul
- ro
-
(and 1 more)
Tagged with:
-
Career mode: fixing what's broke
AVaughan replied to Pthigrivi's topic in KSP1 Suggestions & Development Discussion
Well on PC, they have a window with that sort of info in the tutorials (KSP 1.4.3, not sure about earlier versions), so they should be able to do that, if they want to. Assuming the consoles have action groups, then you can use an action group to collect science. -
Career mode: fixing what's broke
AVaughan replied to Pthigrivi's topic in KSP1 Suggestions & Development Discussion
Regarding processing science results, I like the concept of being able to "process" any science result that doesn't normally give you 100% after transmission, into something that is 100% transmittable. (At a 1:1 ratio, so you get the same total science from either recovering it, or processing and transmitting it). -
Is KSP in need of a "balance patch" again?
AVaughan replied to KerikBalm's topic in KSP1 Suggestions & Development Discussion
I think some of the making history parts where "balanced" based on what stats they need to make things like good looking Apollo rockets, rather than balanced vs the pre expansion stock parts. Regarding the Mk3 parts having terrible drag, do remember that they are shuttle parts, and the shuttle had the aerodynamics of a flying brick. (Shuttle pilots trained in a modified commercial jet with the landing gear down, and the jet engines running in reverse. That was how un-aerodynamic it was. I suspect the shuttle designers deliberately made it un-aerodynamic, to help with slowing down during re-entry, descent and landing). -
@TanDeeJay I went and tested To the Mun part 2, and didn't have any issues, (other than nearly tipping over because that lander is a little top heavy, and might tip if you land on too much of a slope, or with too sideways velocity). From your comment, it sounds like you meant the follow mission From the Mun, so I tested that Mission as well without problems. Are you playing on 1.4.3? There were known issues with landing legs on 1.4.2.
- 10 replies
-
- bug report
- 1.4.3
-
(and 1 more)
Tagged with:
-
@chrisl Rollout costs include things like wages and training for launch control teams and pad personal, plus costs associated with moving the rocket to the pad, fueling, (in real life fueling with some of the toxic propellants can get very expensive), and range safety costs. Apparently these costs have been properly researched. Personally I agree that just counting those costs as part of the total cost in the VAB would be simpler, and less confusing to new players. For the battery, was that a procedural battery? If so the unexpected costs might be because it wasn't tooled. You can also add electric charge to tanks in the same way you add fuel or satellite payloads (I'm not sure about the starting tanks, but some of the later tanks definitely support adding electric charge). I normally add battery capacity that way, rather than using dedicated batteries. Also I'm pretty sure the starting cockpits aren't supposed to support full life support, (so that people can't use them for breach the karman line manned rockets), so they probably aren't intended to support missions that need electric charge for life support.
-
I've seen that sort of thing happen to engine shrouds and tank end caps quite often. Never seen it happen with a tank or a station part though. Does that part have variable geometry? (I mainly play modded games, so this might not happen in stock, but it has been happening with engine shrouds and tank end caps etc since at least 1.2).
-
I don't understand why the spaguetti rockets are not fixed
AVaughan replied to Luc1fer's topic in KSP1 Discussion
Even in real life long skinny things have a tendency to buckle, and joints have tendency to flex. That happens in real life. It happens in KSP, if it is causing you problems, then the best advice is to minimise the number of joints, and/or not make things so long and skinny. -
Science evolution through objectives
AVaughan replied to MidFellow's topic in KSP1 Suggestions & Development Discussion
You could start with landing legs (the only reason I can think of that wheels, ladders and landing legs aren't available in the starting node is to help players new to ksp to get started with a more focused and hopefully more accessible experience). As you implied can also land on structural members or spare fuel tanks, or even on an engine bell. But depending on how the contracts are organised, doing a landing when the contract only requires an orbit, then a return to Kerbin would not help you progress faster. Of course you could also structure the contracts, so the first Mun mission requires a flyby, and completes when you enter the mun's SOI on a flyby trajectory, then the second Mun mission could require an orbit, and complete when you achieve orbit, then the third could require a landing, and the forth could require a return from the surface. So once you understood the contract structure, you could do all four with one mission.- 8 replies
-
- suggestion
- evolution
-
(and 3 more)
Tagged with:
-
Thinking of picking the game up, how is it?
AVaughan replied to Soapstone's topic in KSP1 Discussion
Personally I just copy the game to another location outside of Steam, and play from the copy. That means updates can't affect a game in progress, and I can easily have multiple games with different mod sets (and even different versions). -
Science evolution through objectives
AVaughan replied to MidFellow's topic in KSP1 Suggestions & Development Discussion
I think you could create a mod that does something like what you are suggesting. Set all science reward multipliers to zero, then add contracts(missions) that reward you with science, which then allows you to unlock new parts. (Personally I never use the stock science lab for generating science. It just feels too cheaty).- 8 replies
-
- 1
-
-
- suggestion
- evolution
-
(and 3 more)
Tagged with:
-
Just pointing out the obvious, (because sometimes things aren't obvious to everyone). Make sure you login to the store before trying that link.
-
How I would go about testing Konstruction docking ports in your situation. (Before starting you should make sure you are using the right version of the mod for your KSP). 1. Build a couple of simple but heavy docking probes. Docking port, probe core, 2.5m rcs fuel, orange tank, another 2.5m rcs tank, rcs thrusters at both ends. Attach them together, so you have 2 of them. Use the cheat menu to cheat them to Minmus orbit or somewhere where they are out of physics range of anything else, and you have decent frame-rate. Undock, separate a little then re-dock. Then try that again but get further away and/or change the relative rotation of the docking ports. If they dock fine each time, then the docking ports seem to be ok. If they don't dock fine, then double check for alignment/rotations settings, and if they seem ok, then report the problem in the Konstruction thread. (But be aware that there is a fair chance Roverdude will say use a more recent ksp, and a more recent version of the mod. Sometimes it just isn't worth fixing bugs in old versions, if the newer versions work fine). 2. Repeat that experiment 200 metres from your station. (ie somewhere where you have a really bad frame-rate). If you have problems here then the most likely cause is probably related to your poor frame-rate. (Too low a frame rate probably means that the ksp physics engine is using bigger than normal time-steps, and that might mean that things which would normally dock successfully, might end-up bouncing off). Probably worth doing this test a few times as well. If docking is problematic due to poor frame-rate, then it might be worth trying to slow down time with the time control mod. That might allow the physics time-steps to get back to normal levels and allow things to dock successfully. Other than that probably the only thing you can do is reduce your part count to improve fps. And probably nothing Roverdude could realistically change as part of konstruction either. (Upgrading to a newer ksp might also help, but I assume you want to stay with your current version for a reason). If things dock ok here, then there is probably something wrong with the docking ports on the station or station modules in your save. Someone might be able to help fix that with careful save-file editing. Alternatively removing the old docking ports with KAS and attaching new ones might work.
-
In KSP low fps is normally caused by too many parts for the physics simulations. (You can probably also cause it by adding visual mod that your gpu isn't powerful enough to handle, but if that is the case you would notice that with even simple 5 part reach the Karmen line type rockets). Regarding part count, you can add the probe core, batteries, rcs etc to one end of your module, and just detach and de-orbit them after docking. You will probably want a couple of hefty reaction wheels, and to set the rcs to only respond to translation, and let the reaction wheels cope with rotation. You can also use a couple of detachable and disposable tugs near the center of mass. Lastly you could use Kerbal attachment system to remove the excess parts after docking. (It would be simplest to have a disposable tug at one end that you can simply detach, and just 4 rcs thrusters at the other end to be removed by KAS. Don't just use decouplers to detach bits you no longer need, you want to deorbit them to make sure they stay out of physics range, otherwise they will still be simulated for physics calculations).
-
If you are not getting a reply it might be because your initial post doesn't clearly describe what is wrong, what you have done to try to fix it, or doesn't include basic info like ksp and mod version. I went to the Konstruction thread to see if anyone has reported similar issues, and saw your earlier post about another issue there. No mention of what KSP version you are running. (But you do provide a log file, which says you are running KSP 1.3.0). No mention of which version of the mod you were having trouble with. Then less than an hour later "i fixed it by uninstalling the ckan version and installing version 1.2 from spacedock". Well ok. If it is fixed then there is no reason for Roverdude to investigate, and no need for him to reply. But you stated that you fixed the issue by installing version 1.2 from spacedock. According to ckan, there is no version 1.2 of Konstruction. Spacedock has a version labelled 1.2, but from what I can tell that is version 0.1.2 for KSP 1.1.3 and probably won't work with KSP 1.3.0. According to ckan the latest version compatible with 1.3 is 0.2.2.0. You can get it from https://github.com/BobPalmer/Konstruction/releases . If you are still running that spacedock download on 1.3.0, that might explain why docking ports aren't docking properly. Now back to that log file you posted. As far as I could tell, the konstruction.dll was never loaded in that log file. There also didn't appear to be an UmbraSpaceIndustries or Konstruction folder in gamedata, so it looks like either Konstruction wasn't installed, or wasn't installed properly, when that logfile was created. I'm wondering whether you launched all the various bits of your station using the same version of Konstruction that you are using now. It is at least possible that Konstruction docking ports launched whilst konstruction isn't properly installed won't work properly, or that Konstruction docking ports from different mod versions might not dock together, especially if you downgraded from 0.2.2+ to 0.1.2.
-
@RoverDude The front page lists spacedock as a download location, but as far as I can tell, it only has version 0.1.2 (labelled as Konstruction-1.2.zip). If spacedock isn't getting updated then probably better to remove it from the OP.
- 1,473 replies
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
I've had Konstruction installed a few times, but I don't recall ever actually using the weldable ports. I generally don't assemble stations in orbit. I'll dock ships to stations, or to other ships, but typically I'll launch a station all in one piece. Anything too big for a single launch tends to have too many parts for my old pc to handle at reasonable fps, and attempting to dock at 5 fps isn't fun. (Trying to control anything at 5 fps isn't fun). If a particular docking was giving me particular trouble I'd make a named save when I was lined up and about to start the approach, then press F5 to make another quicksave at about 5 metres or 15 sec from contact. That way I could at least F9 and try again without needing to spend lots of time on it. Personally if I was having that much trouble with a mod not working, I'd ask for help in the mod's thread. (Make the mod author's life easier by supplying a proper description of the what you were trying to do, and what happened. For something like this a short video could make it clearer. Provide the information he will need to help debug things, ksp version, mod version, mod list, ksp.log and output_log.txt). From memory konstruction ports have rotation settings, and getting those wrong might cause problems with docking, so be sure to double check that. I'm pretty sure you can buy adjustable shocks that can be electronically adjusted whilst driving, eg https://www.knowyourparts.com/technical-resources/ride-control/electronic-adjustable-shocks-struts/ . In real life NASA probably wouldn't use adjustable dampers, but NASA landers are always specially tuned for landing on a particular planet/moon. In KSP I often don't simulate missions first, and I might want to use the same lander on both Tylo and Bop, so lots of reasons why I might want to adjust landing leg settings in flight.
-
TBH I haven't noticed any serious bugs with 1.4.1 or 1.4.3 (I skipped 1.4.2). There is some texture fighting, the re-entry effects are weird, and I've decided I need to turn the spring dampers on landing legs up higher than default (and Squad I really should be able to tweak that setting in flight, not just in the editor) but none of that is anything that significantly affects gameplay. Edit: @putnamto what bugs in particular are you talking about?
-
I think it was grabbed from the [X] Science thread. There was discussion about the [X] Science causing stutters there, and someone released a patched version/dll. If you can't find a version that is working for you, you should be able to just use an unpatched version of [X] Science. Just be aware that the "Here and Now" window will cause noticeable stutters every time you enter a new biome/situation.
-
Thinking of picking the game up, how is it?
AVaughan replied to Soapstone's topic in KSP1 Discussion
Yeah I also recommend Scott Manley's tutorials. Just be aware that some of them are pretty dated, the gameplay and technical stuff is still basically the same, but the Ui has had some tweaks and looks crisper now. -
Thinking of picking the game up, how is it?
AVaughan replied to Soapstone's topic in KSP1 Discussion
You can also play without any calcs and just eyeball things and say "That looks like it will do. Lets try it". (That does lead to running out of fuel etc more often, which not everyone enjoys). In my opinion, that is how the game designers intended KSP to be played. -
They are working fine for me. (Admittedly I'm playing career).
- 637 replies
-
- 1
-