-
Posts
1,392 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Deimos Rast
-
These look really well done; kudos. Oh, in the future, ask for a log: it'll show if everything loads properly and spacedock says license is MIT but you might want that in the OP...
- 34 replies
-
say, I recognize some of those changes! such a mighty fine list. mighty fine indeed.
- 720 replies
-
- 1
-
- mrs
- modular rocket systems
-
(and 1 more)
Tagged with:
-
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
I meant in delivering content; you're way past due for a burnout and yet you keep picking up steam. You're also running out of signature space, hah -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
Those patch notes look like an essay...don't hurt yourself now. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Deimos Rast replied to Nertea's topic in KSP1 Mod Releases
@Nertea If you're looking at something else to add into the next update, maybe look at costs? Every single one of your engines clocks in at a low low $3500 (except the Liberator at a still low $9100, but that's a Size2), while the Size1 stock NERV is $10,000. If your engines were some bargain bin specials I wouldn't say anything, but your's are damn fancy with all sorts of bells and whistles (multimodal, sometimes fission-y, etc etc). All the unlock costs are the same as well ($23,000) except the Liberator again ($273,000), so I suspect that this area got skipped in the last balance pass or something. Also, what's the reasoning behind dropping the mass of the engines when you add in the Fission patches? Just curious, in the broadest of senses; I would have thought it might increase it if anything (added hardware). I really have no opinion either way. Cheers. -
Next time try opening the debug menu > cheats > show input stack lock > clear input stack clock. Should fix camera problems. Open debug menu with MOD + F12. MOD is either LShift on Linux or Alt on Windows. I looked at the log briefly and it seems there is just a lot of collider issues. How exactly did you crash? High time warp perhaps? Your mod list looks fine, except for Adjustable Landing Gear and BahaSP. The landing Gear isn't updated to the latest KSP and will likely cause problems. BahaSP requires the plugin version from the community maintained QuizTechAeroContinued at the very least (released yesterday). Currently linked on the last post of the thread, or found on spacedock.
-
50, 500, what's a zero or two between friends? Probably right. And I hope you mean KIS storage, as it hasn't been "KAS storage" in a while there old timer. The bug is what, buoyancy? Probably too much Abbylator . already submitted ALL THE PATCHES FOR ALL THE THINGS, read back a page...I know this thread is massive. But if you have any other ideas, I'm game to have a crack at it.
-
You can if you use a SmartParts Timer part, but as far as I know, not in this mod alone.
- 1,353 replies
-
- edit actions
- actions
-
(and 1 more)
Tagged with:
-
So there is this thing called Physics warp. It normally only goes to 4x. Both BetterTimeWarp and TimeControl use and abuse it the same way. It's just that the default for TimeControl is Physics warp while the default for BetterTimeWarp is hyperwarp. BetterTimeWarp has what you need as well, it's just controlled differently, same as stock. You can accelerate under steam (e.g. with engines burning) in stock without mods, by holding MOD + PERIOD (that's ....... these guys). MOD is either ALT on Windows or LShift on Linux. But it only goes up to 4x. In BetterTimeWarp the default scale is 20x physics, but can do whatever you want it to. TimeControl I've pushed to 80x physics but things start breaking down. The real plus of TimeControl is the "Warp to/ Warp For" which allows you to warp for a predetermined a mount of time, like MJ Warp Helper, in the KSC screen. The issue becomes one of physics fidelity, but that's besides the point. As for older installations. If you are on steam you can look under options and there is a way to revert to previous installation version under the Updates tab.
-
[1.2+] Stuff that doesn't fit elsewhere
Deimos Rast replied to Randazzo's topic in KSP1 Mod Releases
tyvm -
try combining it with the mod KSPCasher! When you start the game, the money you get from all the initial science this mod gives you is worth $49 million cool ones. -- And @RealGecko I would second (third?) having you take a look (when ever you have a moment) at Kerbal Construction Time. Your mod works with it, but it gives you the science points when you click the Upgrade button, not when the building actually is finished upgrading (since things take a while to build in KCT). I'm not sure, but it seems like it might trigger again when they complete, but at zero science. The "Local Science Boost" mentioned a few times from the mod Strategia, linked below. There are a few variations of it, variously boosting Kerbin Science and KSC science, and both. Having a "Local Science Boost" + KEI seems a bit much (since you are outsourcing the leg work), but that might be outside the realm of your responsibilities. Cheers.
-
Erm, I dun goofed? Thing is, everything seems to be working normally - things get are getting built fine. Here is le log, as per request. If you can see in the background of the picture, there is a capsule hanging by a parachute line above the ocean. Was taking too long, so I time accelerated at 20x physics warp, which it turns out was one click too many and *splat*. Reloaded, and got this message. Generally hitting stationary objects at high time warp will cause all sorts of funky behavior, but this is the first time I've seen KCT complain. Checking the logs doesn't reveal too much a miss. We see it a earlier trying to write to the persistence file, then some other mods do there thing, then KCT throws this (see below). Seems like a one off to me, but I'm diligently reporting it as requested. Cheers. 160711T175505.560 [ERROR] [KerbalConstructionTime.KCT_OnLoadError.FireAlert] [KCT] ERROR! An error while KCT loading data occurred. Things will be seriously broken!
-
I gave this mod a whirl (thinking it was mainly for planes, and I never fly those) and I'm blown away. There are a ton of cool features! Kudos! A couple things: does it disable features after reaching space? I lost my landing options 100km up, go figure. Trying the "Orbit" option without nodes unlocked yet caused a wall of NRE spam, but goes away when cancelled. I like how detailed the manual is! I didn't read it, but it looks impressive! It's rare that someone actually provides documentation in game, thank you. I'll read it when Jeb isn't flying....promise!
-
@Morse any chance for a recompile for 1.1.3? I'm getting the popup dialogue exception error in the log and that's an easy fix.
-
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
Deimos Rast replied to blizzy78's topic in KSP1 Mod Releases
briefly, yeah; was a wrong version I think. Try the latest or try to get the proper version for your KSP. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Deimos Rast replied to ethernet's topic in KSP1 Mod Releases
I seem to remember successfully adding core heat to it as it's just a converter. But I also added thermal efficiency, which is a bit rough. -
[20/05/2015] LV-2N & LV-4N Nuclear Engine Clusters
Deimos Rast replied to Kommitz's topic in KSP1 Mod Releases
@cy4n Way dead. I have an original copy that I updated to work, but the license is "all rights reserved" so can be done about that. Kommitz hasn't been seen since Oct 2015, so... Check out AtomicAge or KerbalAtomics for more recent nukes. -
@linuxgurugamer Didn't see a new thread, so here I be. The version file for the firespitter plugin is way out of date, but looking at the plugin itself, I'm guessing it's recent? Also, is the BahaAnimationsModules recent? If so I might need that for...a thing. Is there a changelog for the changes you made (in the broadest sense)? Cheers, and thanks for doing this. Edit: I seem to remember "FSengineMenuCleaner" throws NRE's Aerospike uses the old Velocity curve (which I think is out of favor?) wings use (I think) old Far stuff, not nuFar (not sure); at the very least a patch would need to kill the drag values
-
Makes sense. Did you change internal part names? I noticed the Heavy Radial engine has a FAR compatibility patch at the end that refers to a SABRE engine, but it doesn't match the part name of the config it lives in. Also, the maxTemp values seem a bit on the low side across the board (like 800-900 range). While not in the danger zone, iirc most stock stuff is 1200 minimum, with defaults at 2000. I know back in the day things were colder (before the temp scaling), so maybe a carryover.
- 1,632 replies
-
- part count
- storage
-
(and 1 more)
Tagged with: