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Everything posted by Rodger
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I'm trying to make a way to make "relay satellites" for stock CommNet need a long range direct antenna for connection to KSC, with shorter range relay antennas to pick up closer signals to relay via its long range direct. So for example a Jool relay sat would need a 88-88 to talk to KSC, and then an RA-2 to cover the Joolian system. One way I thought I could do this was with ModuleProbeControlPoint, with minimumCrew = 0, but that just enables control even if the main relay sat has no connection to KSC. Is there a way to enable that module after checking VesselControlState , just in a part cfg file? (I haven't done any dll modding...)
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[1.12.x] Heat Control - More radiators! (August 18, 2024)
Rodger replied to Nertea's topic in KSP1 Mod Releases
Ok cool, I just only saw 50kW mentioned as required cooling in the VAB, 200kW isn't mentioned at all: -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Rodger replied to Nertea's topic in KSP1 Mod Releases
Am I doing something wrong here? The GR-EXP 50W core radiator on the MX-EXP generator doesn't seem to be doing much of anything (17% cooling?), so the core temp just keeps climbing. -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
Rodger replied to DMagic's topic in KSP1 Mod Releases
I'd like this yeah, esp for OPM. For now though I made a tiny MM config for it to try: @PART[dmSIGINT.End]:FOR[DMagicOrbitalScience]:NEEDS[CommunityTechTree] { @MODULE[ModuleDataTransmitter] { antennaType = RELAY } @TechRequired = specializedScienceTech } -
Just tried some of the upgrades, and it looks like the mass reduction isn't working properly. It seems to be adding the reduced mass to the base mass instead of replacing it. Same with the cost change, adding instead of replacing.
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parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
Rodger replied to RoverDude's topic in KSP1 Mod Releases
that was a reply to a post from last year, it's fine lol -
I think I've found a problem while coming out of warp when PR is disabled after having been enabled... It seems to reset a ship's rotation to pointing upwards (normal + on a standard LKO for example) upon coming out of warp, no matter which way the ship is facing before and during warp. It can even tear a large enough ship apart when it gets snapped into the new position. Reproduction steps: Have PR in dynamic mode launch a ship into LKO, and set SAS to stability mode disable PR, warp for a bit, then exit warp. The ship will suddenly snap to be pointing upwards.
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[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
Rodger replied to Dewar's topic in KSP1 Mod Releases
I just made a quick MM patch to show GoldOre while using SCANsat overlays: Just copy that into a new .cfg file in your game data and you should be able to select GoldOre in SCANsat's list of resources for overlays, and the M700 will scan for gold ore with stock scanning disabled. Compatible with CRP resources, but may not be compatible with any other resources added by other mods. -
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
Rodger replied to DMagic's topic in KSP1 Mod Development
I'm getting some weirdness while scanning at 1000x warp, where the sample resolution for updating the map is too low, but only on the southern hemisphere of the body I'm scanning... Screenshot attached of a m700 scan of the mun run at mostly 1000x warp, except the last little trail behind the ship being done at 100x: This was done on a sandbox save with commlinks disabled and infinite electricity enabled. -
Using 1576 and 3.2.19, also back to at least 1553 and 3.2.17, the offset tool in local offset mode isn't rotated to match the part's rotation. The movement snap grid is centered on the part in local mode as normal, just the rotation of the offset tool is the same as absolute. Rotate tool is working as intended in local mode.
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Oh so THAT'S what 'default reference body means! derp lol
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Ah yes, I didn't notice the switch to momentum mode. And the reason I'd tested it with no SAS is I just forgot that you needed to set SAS to hold, not to some 'advanced' marker lol It's definitely working as intended though, thanks for the update! Also an idea for a new minor feature - an option to have it default to on/dynamic?
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Not sure if this is a bug or a feature, but I seem to be getting a bit of drift in KSP 1.2pre 1532 and PR 1.8.1 http://imgur.com/a/ZXhPW
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[DISCONTINUED] DropAManeuverNode [v0.2]
Rodger replied to Superfluous J's topic in KSP1 Mod Releases
Nice, looks like this will become a standard mod for me! But am I missing something obvious, or is there not a compiled version of 0.2 available for download? -
1.1 64bit always crashing
Rodger replied to eroglu994's topic in KSP1 Technical Support (PC, modded installs)
I've just about ready to give up on KSP at this rate... Just tried another re-install, disabling all kinds of mods I play with, and still the crashes happen. Is there anyone with any ideas as to what's happening or how to fix it?? -
My science parts icon is a little weird, and I've checked the icon files and they seem fine... Any thought as to why?
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1.1 64bit always crashing
Rodger replied to eroglu994's topic in KSP1 Technical Support (PC, modded installs)
Well I just tried 1.1.3, after spending a while updating mods, and excited to get back to playing KSP! Go into the VAB on my main save, start building a new probe, delete a part, and crash again New set of logs: https://www.dropbox.com/s/yitc0bnxcj3e4u8/KSP113.log?dl=0 https://www.dropbox.com/s/sv8jjvrxyrq3sks/Player113.log?dl=0 For the above logs, I loaded my main save, went to VAB, selected a mk1 pod, then just spam clicked on a cubic strut part to repeatedly pick one up and delete it, until I crashed, which took about 15 seconds. (ground crew is disabled, level 3 VAB) So, can anyone else confirm this still happens in 1.1.3?