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KSP2 Release Notes
Everything posted by Dweller_Benthos
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Dweller_Benthos replied to TriggerAu's topic in KSP1 Mod Releases
I was watching it closely last night, and it seems that KSP is not running on rails when it's warping. At least that's what it looks like. The orbit was changing a bit the closer it got to the SOI change, it was a quick flash, but it looked like the predicted orbit line flickered a bit just before the ship hit SOI, maybe a few minutes out from it. I had the alarm set to 2 or 3 minutes ahead I think, and it still missed it. But I'm pretty sure the orbit also did something wonky, it happened so fast I can't be sure. This was just a changeover from Kerbin to solar SOI, so nothing strange was happening, just coasting away from the planet. -
That's pretty much what I did, and it does activate mech jeb 2 for that part, but corrupts the config file so that several of the elements of mech jeb do not show in the command list pop out and are inaccessible. I'm only trying to change over the old mech jeb parts to the new mech jeb 2 layout so I don't have two mech jeb mods running when I have a ship that has two parts (mother ship and lander for example) that both have a mech jeb pod on them. The AR202 case that is the only pod included in mechjeb 2 doesn't always fit the configuration of the ship. Plus, I'd like to upgrade the ships already in place that are using the old mech jeb parts. Anything I try just corrupts the config file, and the most useful modules I use (orbital info, delta V stats) get removed because the config is garbled. When you did your changes, did you check to make sure all the modules are available?
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I've been fooling around with this, and every time I try it, my mechjeb_settings_global.cfg file gets corrupted and a bunch of the windows don't show up in the main list, such as the vehicle info in the VAB, delta V stats, etc. So, what's the trick? I've tried several ways to change the cfg file, but since there isn't much to change, there's not much else I can try. This isn't the first time I've fooled around in the configs, so I know a bit what I'm doing. Mind posting a config that works so I can compare?
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Dweller_Benthos replied to TriggerAu's topic in KSP1 Mod Releases
OK, thanks for the explanation. I'm just going by how it worked in the last version I had, which never seemed to miss an SOI change that I noticed. The latest version seems to have the problem, and I'm just using the default settings, not even sure what this recalc setting is, I don't recall changing anything like that anyway. It looks to me that a setting of 2 or 3 minutes margin should be enough to allow it to slow down. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Dweller_Benthos replied to TriggerAu's topic in KSP1 Mod Releases
Nice update, the new alarms are pretty useful. Having a problem with the SOI change alarm though, at least twice, it missed the SOI change and I flew past it at high warp, which of course, changed my orbit. Nothing I couldn't recover from, but I thought it was strange. I'm using the default of one minute before SOI change alarm, and it seems to be off by at least 30 seconds, as it is still warping past the SOI change, then the alarm kicks in, and after I turn off the alarm the orbit is saying I have a new SOI change. Anyone else see this? I was on the way to Jool and a couple of my perfect encounters got messed up because I missed the SOI change. Another thing I found, it would be handy to have an altitude alarm, is that possible? Right now, I'm putting a maneuver node at about the altitude I want and setting the alarm for that. But being able to enter a specific altitude for an alarm would come in handy. -
Yeah, Duna is pretty easy to get to, interesting landscape once you're there. I've never tried to get back from it though. The inner planets just seem a lot harder to get to, though Eve is pretty, Moho not so much. Once you're at Jool, you have essentially another system to get around in, needing even more fuel. Dres and Eeloo aren't very exciting, IMO.
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The post mentions that the flags will be 256*256 in memory. From other game mod stuff I've done, but nothing in KSP, that usually means that the image file is 256*256 with the bottom 96 pixel rows empty, or transparent. Not sure if that's how KSP will handle it, but I wouldn't be surprised, as more often than not, video game graphics are usually square no matter what part of the image actually gets used.
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This might help jog the memory, though VAB movement like that isn't possible, far as I know. Don't know why the VAB and SPH controls aren't the same.... http://forum.kerbalspaceprogram.com/showthread.php/25074-KSP-Keyboard-Map-Old-School-Gaming
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Centrifugal Stage Separation - anyone else do it?
Dweller_Benthos replied to The Ideal Gas Lawyer's topic in KSP1 Discussion
Yeah, I do it now and then, mostly for the "coolness" factor, as it looks good with the spent rockets flying off in all directions. For staging early in the flight I use the sepatrons, but if the rocket still has stages after I'm out of atmo, and the flight is going well enough (read: I have it under control) then I'll give it a little spin and get rid of the empties. It's easy enough to stop the spin afterward as the ship is usually much lighter and has no asparagus stages left, just the central core, and that's easy enough to correct the spin. -
Someone had the Death Star in KSP. I tried it, but it never showed up in the parts list, I guess it's hidden under the decals tab, didn't know that at the time. The screenshots showed the thing on the launchpad and it covered the entire KSP complex. The files are here http://www.kspyard.com/mods/packages/Death+Star/#.UXqwXLWG285 the forum thread is gone, but another thread mentioning it is here http://forum.kerbalspaceprogram.com/showthread.php/10023-Build-the-Death-Star Don't know how that compares to anything else, just tossing it out there. As for the Sulaco, I would imagine a ship like that would be built in space, it's not meant to be launched or landed. Getting it to work in KSP would be problematic, even launching pieces and assembling them would be tough.
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Simulate in background while minimized or Alt-Tabed in fullscreen?
Dweller_Benthos replied to Suma's topic in KSP1 Discussion
LOL, now that's quick thinking! -popupwindow, that's the command I was thinking of, thanks for posting it. -
Simulate in background while minimized or Alt-Tabed in fullscreen?
Dweller_Benthos replied to Suma's topic in KSP1 Discussion
There may be an option to run in full screen windowed borderless, that should allow you to alt-tab out of a full screen game. Otherwise, you have to run windowed (smaller than screen resolution) and not minimize, but keep the window open. I think the game deactivates when minimized no matter what the settings are. I can't remember if someone posted the way to run in full screen window or not, but I think it was here before the forum wipe. I don't recall the method at this point, but I think it may have been something you add to the command line? -
I don't know for sure, but those ships must have been huge, each dome had a good sized forest in it. Plus they needed a nuke to destroy them, so.... As for classic sci-fi ships that are huge, with domes, how about the ship from Starlost? Now there's an obscure reference for you. But my all time favorite has to be the Cygnus from the Disney movie The Black Hole. Way to huge for KSP, even at a small scale, but that is one cool ship.
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[1.0.x] KSP Keyboard Map v2.5 - Old School Gaming (Aug 5)
Dweller_Benthos replied to TriggerAu's topic in KSP1 Tutorials
Glad to help. -
Protractor - Rendezvous Plugin - Under New Management!
Dweller_Benthos replied to mrenigma03's topic in KSP1 Mod Releases
Awesome, nice update. Hey, looks like I had the very last post before the forum died. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Dweller_Benthos replied to TriggerAu's topic in KSP1 Mod Releases
Nice to see this back after the forum implosion. Trigger, I sent you a PM. -
[0.22] ISA MapSat 4.0 Dev Build
Dweller_Benthos replied to Innsewerants's topic in KSP1 Mod Releases
I believe the icon to show the GUI does not move when screen resolution is changed, so it's always X number of pixels from the edge. If your screen resolution is too low or your setting for GUI scale too high, the pitch & yaw etc controls will cover the ISA icon. Try increasing your screen resolution or decreasing your GUI scale, that might help. -
Yeah, my mapping sats are about that small too. The first few I didn't even bother with ion engines because a mothership placed them in polar orbit and left them there, no need to maneuver after that. But the next few I did put ion engines on just in case I wanted to change orbit afterwards. They are still pretty small though. My launch vehicles, though, are huge, I don't bother trying to make them small.
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I survived! Join the survivor camp! Let KSI help you!
Dweller_Benthos replied to iDan122's topic in KSP1 Discussion
Yeah, I survived, don't know how many posts, but it was well over 100, so voted yes. Mostly I miss my activity page where I had all the threads I check on stored. Some of those threads are still there, though severely truncated, but some of them are gone for good. Hopefully the authors of those threads will be able to start them again. -
Landing a rover on the Mun? I'm sure everything goes perfectly and according to plan....
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[0.22] ISA MapSat 4.0 Dev Build
Dweller_Benthos replied to Innsewerants's topic in KSP1 Mod Releases
Yeah, a few searches have come up empty, I thought there was a separate web page but I can't find it at the moment. -
OK, looks like we lost a few pages, so let's just start from the new one. Kurt is back with KSP now that Ultrahardcore on Minecraft is done, doing some funny stuff with planes, and only crashing a little bit:
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Protractor - Rendezvous Plugin - Under New Management!
Dweller_Benthos replied to mrenigma03's topic in KSP1 Mod Releases
Just made my first rendezvous with Duna last night. Well, got distracted by Ike on the way and now have an ISA Map Sat mapping Ike. I'll probably leave that one there and launch another one for Duna itself. All thanks to this mod. Makes things like this a lot less hit and miss. I know I'd be doing a lot of missing if I was using any of the other methods.