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Everything posted by Spraki
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I follow a little system. First I put some mission code like IOTAX (galileo mod's closest moon is Iota. X is for Expeditionary.) and some mission number. ISS would be Iota Space Station. SAT-(two letters). First letter depicts size. Like A would be something below 2 tons. Second letter for type of task. Comms relay, sci-lander, grand tour. Etc. Manned stuff gets two letters and random numbers. Still have to figure if I give numbers meaning - but these also tend to get fancy kerby code names. The second letter obviously defines the general role. J is for support. Like refueling. C is commercial, for doing transports like Airplane related contracts from contract pack mods. There are other roles but I can't remember right now. Rovers usually get RR. Only recently did I manage to get the Bon Voyage mode to work, and now rovers have an awesome purpose. One can launch a mini SCUD back to Gael/Kerbin. Filmed it too :3.
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Think it also depends on the size. If it i some tiny junk, it is not worth it. On the other hand, though, I had not tried using demolition tools. Career mode tends to be tricky at times to worry about deorbiting stuff. I had some bad ascent profiles and stuff just managed to remain in eternal orbit.
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Planned to remove debris manually? Yes. On a more roleplay side. I never got to actually doing it because patches tend to kill savegames and the mods related to them. Note that patches are just tooooo damn good to pass on, especially when 1.2 came with code cleanup. That helps losers with loooow-end laptops like me a ton. But back to debris stuff. I have already planned this agency which is basically a Kerbal Retrieval Program , tasked to retrieve kerbies and debris in Low Homeworld Orbit.
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I'm still stuck with GPP, but this is certainly on my to-play-dis-mod list. Like the stuff. Haha, I wonder how this would work with that n-dynamics mod xD
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This is unlikely, I think. I am playing hard/custom with no reverts and I had already played on due to my addiction to ksp. Logs should be possible. Provided I didn't leave that no-log launch option on (unless my brain is playing games with my mind again).
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Anyways. This would be the right time to grab the log. However, I will need to wait until my house inet is back.
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@danielboro @Merkov The ship had some 300ish / 400 supp, with roughly 4 days available. As soon as it docked, it was immediately depleted and "expired". Thankfully LS is not set to kia. Ok, I suppose it is a bug. This is not tragic as I had sent a fuel truck + food, but this could be devastating on distant planets.
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Hi. Ksp V1.2.2 + galileo planet pack here Career mode. Just a question. I have a station orbiting iota and it has a Nomomatic 5k. Just as i docked a lander which had some 300units of supply, they were immediately depleted apparently. Now the whole station is depleted with tourist kerbals (they were scientist kerbs before going afk after the sudden depletion of supplies). The ship had two kerbals. None were on station until docking. I suppose I will have to do a supply run, but what if it just nullifies it again? Did I miss something? I assumed that docking with some 3days worth of food would be enough. But something just ate the supplies away. Or is this due to a particular mechanic I missed? I know ketbalism had these hungry-debuffs where kerbs would eat excessively, I think, but that mod is not installed. Not surr what to do
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Ahh Didn't know we can decide :). Suppose simple buttons, but I think all visual effects of the OLS/ should be off by default. Maybe to avoid the lag on runway until we can position it. I made a silly meatball sort of rover with a long tower with lights. Was gonna put the OLS / CLS on it. However this could be due to my lowend specs. So don't mind me too much. Maybe somebody else has a better suggestion.
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Oh, Idling form? Not sure if I understand :). I am not all to into the terminologies or modding terms all together.
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Technically put, I bought it last year - literally a year ago and it was still boxed up until I have recently decided to use it. I have increased deadzone to 40% and such but the result remained the same. I spotted other responses from you and other posters saying that unity code is that feasible when it comes to joysticks? And that it does not handle oldschool negative values input? I fear this cannot be solved.
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Hi, so far I do see response in the options and AFBW mod. I must say that there a long while ago, I did use a usb game pad for entirely something else, now that I think about it. If that is an issue, I am not sure how to 'delete game controller' in win7. Edit Oh. Device manager. I will see if this does anything.
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@sal_vager Hi. Sorry to bug with this, but I've run into similiar issues related to the Joystick. I assume it would not be necessary to launch another thread. So far, all had been calibrated in Windows 7. Although, I must note that this is a Thrustmaster USB (Joystick) and Win7 seems to recognize it as a Game Controller. In KSP, I have both tried the standard axis setup and also the Advanced Fly-By-Wire 1.2.x workaround, with no success. In flight, no matter what is set, pitch and roll axes will just max out when the joystick is at rest. Recalibration and such has not worked :(.
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I'm no expert. This is all theorycrafting. Smells like a memoryleak. Also, I have this huge fps drop if meshes intersect with each other. For instance, if the visual ILS glideslope from Carrier Accessories mod intersects with the runway -> results in an UBER "FPS LAG" until I move the drone with the ILS display away from it. Maybe there is something due to that. I suppose you put your terrain details option to maximum?
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Hi.First off, thanks for your mod! I have a few questions about OLS. I had this idea of putting a drone rover with OLS at either end of the runway. I kinda ran against three problems. I am not sure if there is a FAQ around. One. For some reason, the game will lag heavily when spawning on the runway. Once I was off it, it was ok until I spawn a different craft on the runway. Not sure if this is due to the ILS slope gui intersecting with the runway mesh. Is it ok to put the OLS on other parts than your CV parts? Two, it seems that whenever I put the OLS on a different craft such as the said drone rover, the game sometimes spawn the craft 5000m above the runway, freefall drop like a skydive in Pilotwings on SNES lol. Three. The general OLS guidance gui + cockpit laserpoint only seems to appear at 1km range, which is damn short for most of my crafts since some are coming im with 80 to 100m/s (yeah too fast, but I love it all kerbally). I wasn't able to see the guide slope line in the SPH editor but this my be to my lowend laptop. Does the angle of the part play a role? Or even better, is it possible to raise the range of the OLS guide? Provided there is a limit. I checked the partcfg, but so far only edites the part's R&D availability to Engineering101node. never mind the third issue. Didnt see that the other thread had a minimod of your mod with a 10km range. Provided it works for 1.2.2
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Spraki replied to Galileo's topic in KSP1 Mod Releases
Congrats on the brick rocket haha! As for the downloading, I've been trying to the last two days from several places. Just recently, I managed to get it all in one shot. Had to use a faster DL from a nearby university. Seems like the equivalent answer akin to "moar boosters!"- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Spraki replied to Galileo's topic in KSP1 Mod Releases
Hi. Sorry to interrupt the conversation or be asking for this. I really want to try this mod, but I'm having a hard time downloading from github ,_, DL keeps dying after a few mins. Been trying all day. Is there any temporary dl mirror? Like google drive or such?- 7,371 replies
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[1.3] Kerbal Flight Data (Release 23, 2017-08-14)
Spraki replied to DaMichel's topic in KSP1 Mod Releases
Just wanted to say: Great mod. Kudos! Hard to play without it atm, but patience is a virtue these days. : ) -
Heya. Some new sketchies done, before I try making some inked/colored versions finally. I was thinking of making something like dossiers or such, like giving them some background info. Really got interested in something like that after reading the two Valkyria Chronicles artbooks :slobbers:. After all, can't just be different gals (and guys) staring for no reason in to the distant, uh, upper left corner. __________________________ Here's another unusual one, that's a bit like the other kerbonauts I sketched above. Kinda enjoying them with alternative body types. I really rather avoid the anime looks on the body but it's somehow the only way for me. Of course, the classic short Kerbal look would be better than "sorta-human proportions". But gahhh, it's just art in the end :D. Still would like to make a story. So much potential. So little time.
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Rover/Spaceplane - Travel mode for planets
Spraki replied to Spraki's topic in KSP1 Suggestions & Development Discussion
Ooooow. I wanna get it. But DOH. I'm kinda still stuck with 1.1.3 missions. Oh well. Gotta move on eventually. Thanks for that. Just when I thought I knew most of the mods. -
Rover/Spaceplane - Travel mode for planets
Spraki replied to Spraki's topic in KSP1 Suggestions & Development Discussion
Oh. There's a mod ,_, -
Hi. I don't know if this will make sense but seeing that rovers especially could need some love... How about two expensive and heavy modules. One being a generator. The idea is to have the ability to 'go there' from a to b without having to drive (or fly) manually. This is not to make the game afk but somewhere there is the debate of using landers most of the time especially for moons. Rovers shall not be able to travel into or out of steep hills or massiclve craters. They can only travel within the current border. The player would have to drive manually for crossing borders. The module should also have a cooldown period for recharging (Like in The Martian). I decide to keep it simple for now. Is there anything useful in this sugfestion?
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Many thanks! : ) Yeah. I will be making more. Hopefully more than just busts. Like situational ones. I will try to sketch them doing, uh, SPH construction stuff . Thanks! Yeah but nothing professional or that well really. I will try to color these some time. Just that that "time" factor is limited ._.
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Here are a few doodles I have done while in my university class. Gave the Kerblettes actual names from the Astronaut Complex RNG. Wish I could have a monsterlist of those names. They are so cute n fitting. haha Decided not to post these in the sticky thread as these are too crude and ugly. Too many things to do at the moment. Maybe some time in the future I can put in some flat colors and whatnots.