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KSP2 Release Notes
Everything posted by PT
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
PT replied to KillAshley's topic in KSP1 Mod Releases
From 1.1.3 patchnotes: Greatly reduce Apoapsis/Periapsis changing with no input, with thanks to ferram4 and eggrobin. option is toggleable in Settings->Gameplay and tunable in Physics.cfg. I think I saw somewhere on forum someone complaining about orbits changing on their own in 1.1.3, and some Squad member responded that this new option is toggleable because it changes one bug into another bug (or something like that). Have you tried switching it? (Just random thought, haven't played 1.1.3 yet) ---------------------------- Edit: I managed to achieve decaying Kerbin orbit by accident. KSP 1.1.2, NH 2 up to date, heck lot of mods. After aerocapture I got into ~55km x ~2.500km, I was still at 4x physics warp and orbit kept decaying after I left atmosphere. After disabling warp it kept decaying at same rate (25% effect of 4x warp effect). Standard warp killed this phantom force, but switching warp (both types) on caused change in PE/AP by few dozen meters (however it seemed to keep same values). Can warp on active vessel cause similar issue on inactive ones? -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
PT replied to KillAshley's topic in KSP1 Mod Releases
Brace for next update: Go to C:\Program Files (x86)\Steam\steamapps\common (or wherever you have it) and just make copy/rename of KSP directory to protect it from Steam. Example of KSP protected from updates: "Kerbal Space Program" is where Steam puts KSP. After update I just add version to name, make shortcut on desktop, and never worry about updates breaking my modded save. Only "negative" side effect I can think of is Steam not counting play time. Meh. Alternatively, if you do not want to make copies, you can disable automatic update for KSP: If you switch to "Only update this game when I launch it" it will ask before you open game, and if I am not mistaken, you will have option to ignore update. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
PT replied to KillAshley's topic in KSP1 Mod Releases
I failed to update to 1.1.3 (too many mods, I guess ) so I continued in 1.1.2 and got to Eli. And damn that Eli. It sucks. It looked like brown Mun. It is very much not like Mun >.< I might be mistaken, but it seems that orbital view and actual surface weren't exactly matching. Which almost ended deadly, with KER, Better Burn Time and Trajectories are getting crazy with landing spot prediction. I had to land by eye, like some savage I was supposed to hit ground out of crater even before braking, instead I landed on crater inner slope (which was too sloppy so I jumped further in). -
Life Support in unpowered trailer on a hinge, fixing truck with KAS/KIS from spare parts in (another) trailer. You could even use winches to put it back on wheels after crash.
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Forgive me for not digging through hundred pages of forum topics, but after hour of searching and few drinks I simply want to just launch rockets Are Nom-O-Matics capable of creating noms in background? Kerbs are perfectly fine with eating while no one is looking so I expected farms to counter it. Am I missing something? I made test craft, 5xNom-O-Matic5000 and single victim Kerbal, made sure it have enough power to last through night. When focused it makes plenty of noms, but in background it does nothing
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A plane. A boat. A submarine. A modable list of craft types. Let it be moded, wory no more for lack of options.
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Oh, that. I guess you would need to edit save file to change Kerbal state from debris/landed to normal. Place another victim on EVA as source of correct values and copy&paste them into broken Kerb. Something like this one:
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Kerbal Space Program to hit XBox One and PlayStation 4 in July!
PT commented on KasperVld's article in Developer Articles
Will there be demo to test how horrible it will be to build rocket without mouse and keyboard? -
Guys, look at this. This is interesting.
PT replied to Secret Agent Kirrim's topic in KSP1 Discussion
Umm.. I am away from KSP, but aint it just http://wiki.kerbalspaceprogram.com/wiki/Debug_Toolbar#.22Hidden.22_Cheats ? -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
PT replied to KillAshley's topic in KSP1 Mod Releases
It appears it is 1.1.3 ready, but I have no idea if NH itself will work. I'll test it later today, and then off to update horde of mods. @KillAshley link to Kopernicus in first post is dead. (And google does bad job at finding new one >.< ) -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
PT replied to KillAshley's topic in KSP1 Mod Releases
That's a Kraken! Can you share list of mods? -
Keeping Steam "Previous version" updated
PT replied to KerbaDex's topic in KSP1 Suggestions & Development Discussion
It would sound better if that stabilizing patch wouldn't destabilize game by breaking mods -
Keeping Steam "Previous version" updated
PT replied to KerbaDex's topic in KSP1 Suggestions & Development Discussion
And that's why I have disabled steam auto-run/auto-update and do preemptive backups ;p I do not think there is legitimate way to obtain 1.1.2 after you updated to 1.1.3. You can try "previous version of file" function of Windows or other form of wayback machine, if you have any, but I doubt it will do its job. -
Keeping Steam "Previous version" updated
PT replied to KerbaDex's topic in KSP1 Suggestions & Development Discussion
KSP is DRM-free, that means you can create "branches" manually. 1. Opt-in for previous version. 2. Steam downloads KSP 1.0.5 3. Rename KSP directory to "KSP 1.0.5" 4. Switch to current version 5. Steam downloads KSP 1.1.x 6. Launch KSP by .exe, not Steam. Done. Now you have both old and current KSP version to play with. You can also do it preemptively: 1. Download KSP with Steam. 2. Rename KSP to "KSP [version]" 3. Make shortcut do desktop with version in name 4. Enjoy Steam not breaking your modded game with updates. Repeat when updates happen. Of course there is "problem" of Steam no longer counting your playtime. So sad. Note: you can also make separate copies for modded and stock game. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
PT replied to KillAshley's topic in KSP1 Mod Releases
Ugh. Sometimes I hate updates Note to self: Copy&Paste KSP 1.1.2 before steam touches it, luckily its DRM-free. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
PT replied to KillAshley's topic in KSP1 Mod Releases
I understand that this issue replicated on your copy of KSP? My installation may be a bit unreliable, with over three thousand MM patches. (Which leads me to science probes using solar lamps as source of electricity...) -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
PT replied to KillAshley's topic in KSP1 Mod Releases
Neat. With some gruop effort NH 2.0 should come out of beta in a week or two -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
PT replied to KillAshley's topic in KSP1 Mod Releases
I guess I need to build nuclear cargo plane... If I can get enough science for parts without easy muns Edit: It appears I mistaken Sonnah with Serran yet again. Ugh. This contract should not happen, right? -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
PT replied to KillAshley's topic in KSP1 Mod Releases
Okay, after some testing I indeed do have lags from Contract Pack: Be it orbital view, KSC, tech tree, or whatever, game gets micro lags every few seconds. FPS graph in Debug Toolbar is flatlining, with spikes right on lag, instead of proper jagged line of normal performance. Removed it and everything works fine. even with more mods than before (went from ~500 MM patches to ~1200). Can anyone try it on another machine? I will try to test some more tomorrow. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
PT replied to KillAshley's topic in KSP1 Mod Releases
I had bunch of Remote Tech contract packs and Strategia (it uses CC as well as Barnkit). I used RT and Strategia with KSP 1.0.5 (long time) and KSP 1.1 (few minutes, then I decided to wait for NH 2) together with NH 1.x and got no such problems. To celebrate release of NH 2 I decided to start serious career with heck lot of mods on clean KSP 1.1.2 installation, I tested several mod configurations and so far I learned that: KIS/KAS - innocent MJ/KER/KAC - innocent SpaceY/MRS/LETech/FuelSwitch - innocent CC, RT - innocent on its own CommunityTechTree - it should not be able to hurt game in-flight... right? Interesting lines from Log: [ERR 00:10:36.819] Strategy: Cannot add effect 'OrbitRequirement' as it does not exist. [ERR 00:10:36.615] [SurfaceObject]: Cannot return to original parent, it no longer exists. [ERR 00:10:31.961] [DestructibleBuilding]: ID for this building is not defined correctly. Cannot unregister. Increased loading time is rather bothersome for such tests, but I will prevail. Currently checking out with more contract packs. My laptop is not so fresh, poor Radeon HD 45xx, mere 512MB video ram (it also gets some shared from RAM, of course). KSP 64bit, settles around 3GB RAM usage. Got any ideas what exactly to test? -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
PT replied to KillAshley's topic in KSP1 Mod Releases
Ete, that potato flying around Titanus, have a type in description: "suer" instead of "super". In unrelated news: NH 2.0 lags for second or two while zooming in (loading visuals?) and out (other planets enter camera?) of mod planets, stock ones cause no lag. I went through all bodies and lag persist. I have quite a bit of mods, but nothing with planets or visual enchantments (except NH, of course). It did not happen to me with NH 1.0 with roughly same set of mods. Is it possible to have some tiny potato mun around Kerbin? (Multi-star mods make me think answer is yes) Edit: I narrowed lag source to Contract Configurator or related mod. That to say, even KSP with NH only have suspicious change in performance between 1.x and 2.0, was anything changed in graphics/shaders? -
So you also had this weirdness at ~50km. Can you share/describe craft/mods?
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Escaping Kerbin by aerobraking :)
PT replied to PT's topic in KSP1 Technical Support (PC, modded installs)
I have not used CKAN, everything was manual. Mods downloaded and installed same day bug occurred. It appears I am not alone:- 9 replies
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