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Everything posted by Deimos Rast
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Correct. No. (Edit: See new log below) Log here. "AmpYear Scenario OnSave completed." is all I see. Note: This is a rather long running log/game and there is some dirtiness in the intro of it (I believe it's related to an unofficial Telemachus build I was testing earlier). I've been using this play through to track down bugs and I haven't exited out of the game yet. I can give you a fresh log/game if you'd like. No. See pic. Vessel is at 100% EC and has solar panel with direct sunlight. I've done it with the Electricity Cheat on in the past as well. No, no Kabin Kraziness going on over here. See pic below. Note: it only occurs with the Subsystem tab open. I'm pretty sure it works as expected when I do have an available SAS. I know it also affects kerballed craft as well (non-pilots). Edit: Here is a clean log.
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[1.1.2] KSPCasher: Cash Economy Rebalance [0.2.1] 22 May 2016
Deimos Rast replied to astat's topic in KSP1 Mod Releases
Bummer. Although a maybe hacky solution would be to point something at TechTree.cfg and put the costs in the description/title/tooltip? I was going to say a MM patch, but that wouldn't update dynamically (or is this something that even needs to be done dynamically?). You would of course need to make sure it stays CTT compliant/compatible. Only thing I can think of. --edit-- @astat you saw my bugreport about the multipliers not being persistent, correct? If you'd like I can raise an issue on github. -
So, about that video. I made it. Link here. (As an aside: it's the first video I've ever recorded or uploaded to Youtube; half the battle was finding proper video software for Linux. Not a lot of options.). It's ~2:30min long, mainly because it took a bit for PA to maneuver with RX Wheel alone. I set my recording software to hide the mouse cursor, which in retrospect was a bad idea. Video starts out a little dark as well, but pod is still visible and eventually the Sun comes out. Here's a list of what's happening in the video: Pod free floating in orbit around Kerbin (note: I've tried in atmospheric flight - results were the same, albeit more destructive). No SAS was used or available. Turn off MechJeb (you can tell by the Red Light on the case) and lock it's electricity to make extra certain. Turn presets to default/reset to default. Set Heading to 0 (take hands off controls completely for remainder of video, besides panning with mouse). You'll see the pod convulse twice for no apparent reason as it meanders about en route to a heading of 90. Heading eventually reaches 90, which happens to be my prograde vector (this is a coincidence, it's not always the case), where it settles firmly. At two minute mark: Set pitch of 0 degrees. This works sometimes (it does this time), other times it causes the pod to flail about wildly. This has been the case since 1.0.5, for numerous versions of PA and Kramax. No idea what to make of it really, since I know many people who swear by them. Here is the log of the the event. Previous to the video I was testing an unofficial Telemachus build for the first time, and there seems to be something really odd going on (at the very top) which I have never ever seen before. I don't see anything else outside of the ordinary, and nothing pertaining to PA. I can rerun the experiment without the Telemachus stuff to see if the log comes out cleaner if you'd like. I should note that Telemachus controls were also shutdown (although I didn't show this in the video) -- I've only had the mod for about an hour, and this problem precedes that. Cheers.
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@DuoDex which part of the license is @yosh31 in violation of? I copied it below (see spoiler) from the github linked in the OP. I'm assuming section #0 (edit: and #1 & #2): redistribution requires permission? @Rich seems to still be somewhat active (last seen a month ago), so getting permission doesn't seem outside of the realm of possibility. Honestly, I'm more concerned with yosh31 disappearing back into the ether from whence he came with his source code, never to be heard from again. Hypothetically speaking, if another individual happened to have a copy of yosh31's .dlls and managed to get permission to redistribute them, would they be allowed to, or would there still be a missing link in the licensing chain of yosh31 never having received permission in the first place, causing complications? Thinking about it now, I suppose it's probably best to try to right that wrong than to try building upon it. Seeing as you've already done the hard part @yosh31 you might as well take the next step and message @Rich. Pretty please?
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Quoting you from the StockBugFix Thread. The reason I assumed MechJeb used something different is because even in a relatively clean install, I'm still unable to get either Kramax or Pilot Assistant to work, pretty much at all (as I reported previously); whereas MechJeb works perfectly, as does RemoteTech flight computer. I just assumed they used different types of systems or something. In the latest install, I actually tried them individually, without either MJ or RT installed, so nothing could possibly be conflicting. I know you asked for a video last time; I think I'll get on that.
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[0.90] Orbital Material Science version 0.6
Deimos Rast replied to N3h3mia's topic in KSP1 Mod Releases
Are you using this version? The above version is outdated; use the linked one. Post your problems there if that doesn't fix it, as it is still being developed. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
A couple things (I know you have a lot on your plate with this mod already) CactEye is another telescope mod to consider supporting; Angel-125 ran it for a while, but it recently underwent a change in management Galactic Neighborhood was a mod simon56modder was hoping to integrate with at some point (not sure if he ever achieved that). It's run by Sigma88, of SigmaBinary fame. It's basically a super mod that achieves compatibility with every major (and minor) planet pack out there, and includes Sigma Binary. Yeah. Good luck, Commander. I believe he knows the guy who works on TST quite well actually... -
@JPLRepo I'm testing the latest dev build (1.3.1.3): Outdated MM still being bundled (.25 is is the latest, you have .24) Tested persistence of ISOLATED RESERVES; it works (tested by restarting game with reserves isolated and state persisted, and through scene changes). It's still doing the SAS issue I reported a while back (not sure I ever made an issue tracker for this one, and I know this dev version wasn't supposed to fix it anyway). Repro steps: Launch a stayputnik or anything without an SAS module and open AmpYear (subsystems tab might need to be open as well). Watch AY continuously try to apply SAS and display messages to the effect of "Can't apply SAS as none is present" even with the SAS module button unselected in AY. Suggestion: AmpYear "Traffic Light" Icon Status Color still works even when AmpYear manager is disabled. Working as intended? Maybe make it grey? Otherwise, player gets "something for nothing." That's all I have at the moment. Nothing major. Not playing with NFE like I normally do, so can't comment on that. Cheers. Edit: Regarding high CPU usage; I read the forum post linked in the issue associated with it. How did the person who report it know that AmpYear is to blame? I have yet to find a way to figure out a way to break down resource usage by mod (besides file size) - if you know of one, I would be more than happy to hear of it. I can't say that I've ever noticed CPU specific issues, except that KSP doesn't seem to take full advantage of multiple cores, as best I can tell. I realize this is a bit offtopic, but it's been something I've been wondering about for a while.
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Deimos Rast replied to Claw's topic in KSP1 Mod Releases
ControlSurfacePlus as far as I know, is just tweakables for ailerons/spoilers and such for planes (or if not, it's limited to them). AmpYear's TurnBooster, I believe, is limited to Reaction Wheels only. As JPLRepo mentioned, it feeds more power to the RX Wheel, increasing its strength. MechJeb does not, I do not believe, touch control surfaces, mainly gimbals, RCS, and RX Wheels. It might though, not 100% on this one, but unlikely. I know most atmospheric pilots use a PID tuner over MechJeb (e.g. Kramax or Pilot Assistant). Without more details, I would offer a tentative: No. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Deimos Rast replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm not sure this has been mentioned before, but I rather like your naming conventions and theme. There is a definite South-Western/Texan/Cowboy theme to a lot of your work that I enjoy. The parallels between the frontier of the 1800s and the Final Frontier are many (I'm sure the early settlers thought California was made of Icecream too, just like Minmus), and you've done a good job of capturing that in my opinion. Was this a conscious decision ahead of time, or did it just sort of morph into that? Cheers. p.s. now I just need to find a KIS compatible cowboy hat...- 3,523 replies
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
Deimos Rast replied to blizzy78's topic in KSP1 Mod Releases
@donnie welcome to the forums; my post was actually a bug report about a separate issue Also, if you ever can't find PreciseNode after you make a Node, try hitting "P" - this hides/unhides it. either way, glad you got it fixed -
[1.7.3] GPOSpeedFuelPump continued v1.8.19
Deimos Rast replied to hab136's topic in KSP1 Mod Releases
I run a lot of mods too, so I know the feeling. Did the patch work, by the way? I don't heave RO to test it, but it's basically the MFT patch, slightly altered. -
That was actually the opposite of a suggestion, as it caused conflicts when I had it and Open_Worlds installed. It is a dependency for some things though. That was outside of Galactic Neighborhood (separate issue) though, so it might be different with this mod (I think this mod uses Open_Worlds). Only thing I could think of at 5 am. Welcome to the Kommunity by the way.
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[1.4.2] Contract Pack: Kerbal Academy 1.1.8 (18/04/2018)
Deimos Rast replied to severedsolo's topic in KSP1 Mod Releases
@severedsoloWas going to suggest this to save you headache; open up some of it to the player (basic multipliers to training speed maybe). Something for the bucket list. I think you have to actually. Last I checked, level 0's didn't get offers to get a mentor and such, since getting them to level one is easy. This only disables the rescue missions, as it replaces/reduces the cost of new hires. Edit: Nevermind, looks like 1.1 has bootcamp advance recruits to level 1.- 205 replies
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so hyperedit allows you direct access to any "body" in ksp, to edit or do whatever with. My guess is he/she used hyperedit to select the barycenter as point of reference and hit "orbit." He/she likely created the very non-issue they then fixed.
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yes, ksp is a playground for mods. This one promises to be fun. Regarding your solar panel issue: do you have ModuleFlightIntegrator installed? I had issues with that mod and Other_Worlds, due to the 2nd sun. Not with this mod, but might be related.
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[1.4.2] Contract Pack: Kerbal Academy 1.1.8 (18/04/2018)
Deimos Rast replied to severedsolo's topic in KSP1 Mod Releases
I'm just imaging sitting down at the first day at Kerbal Academy, and looking at my class Schedule: 9am - How To Fly Your Own Rocket with Jeb and Val. 11am - Unlocking the Power of the Atom with Bob. 2pm - How to Change a Flat with Bill. 5pm - Naptime. I'll stop giving you grief now; I'm sure it's fine (I should preface this by saying I haven't tried it yet in game, but will next time KSP loads). Part of the issue is, in my opinion, that the class system in the stock game is a bit underwhelming and you're stuck with making do with a limited situation. As a half-way measure, you could do a "study buddy" program as a way to keep engineers from falling too far behind (until you come up with something else, or keep it if you like the idea), where if you bring a second kerbal on say a science mission (an engineer as the rover pilot for example), he gets a small portion of the experience that the scientist does for completing the mission. Might not make the most sense from a strictly academic perspective, but from a gameplay perspective, sure. Add in some flavor text about the "advantages of cross training in diverse disciplines" and call it a day. Just an idea (not saying it's a good one, but it's a thought). re: Rewards - those do sound a bit high, but again, no first hand experience. Considering the fact that to get that high (level 3) one normally has to visit entirely new planets, being able to get the same effect from a mentor sounds, at first blush, a bit OP. My 0.02 cents.- 205 replies
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[1.4.2] Contract Pack: Kerbal Academy 1.1.8 (18/04/2018)
Deimos Rast replied to severedsolo's topic in KSP1 Mod Releases
hmmm, didn't see that this disabled the rescue missions. Honestly I hated those anyway (except with HyperEdit, they're fun). A few things: reading through the posts you made above, looks like the Engineer could use some additional content (if I'm reading the nature of the simulation correctly)? Maybe something ISRU related? I think fixing tires is cool and all, but...big drills are cooler. Although, that might be too much of a setup for a training mission. What about a "training bonus" or some sort of synergy with the Strategia Pilot/Scientist/Engineer Focus Strategies? Maybe work with Nightingale to have some sort of cross recognition (or whatever), where if you have the Pilot Focus Selected in Strategia, they train 5/10/15% faster, (level dependent in Strategia). Or whatever. Strategia already does that with a few contract packs (pilots with Tourism Plus for example). More importantly: I don't see this contract pack linked in your signature; how do I know it's legit?- 205 replies
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[old thread] Trajectories : atmospheric predictions
Deimos Rast replied to Youen's topic in KSP1 Mod Releases
@Youen I have to say, this is far and a way one of the coolest mods out there. It has fast become an essential tool for me, since I'm horrible at landing and aerobraking. I just did a double orbit aerobraking descent (I don't know the proper vocab to describe it, but it took me two orbits of kerbin before my orbit decayed enough and it was business as usual). It was a lot of fun, and I would never have been able to do something like that without this mod. I also really like how you can watch the trajectories of debris and such. Overall, this is a very well thought out mod. Two things: Is it possible to get it enabled in the tracking station or would that be a lot of work? I suppose it's mainly useful in flight, but if it's as simple as enabling the button on the toolbars, I wouldn't say no. (Edit: I think this is PreciseNode actually) Does the below mean anything to you? After that first NaN, it's a non-stop wall of it. Doesn't seem to affect gameplay or performance; not even sure it's related to Trajectories, except it first occurs right after loading the Cache. Log here if curious. I only ask because I'm in the middle of a debug battle and I'm trying to naildown loose ends for larger problems, and it's cluttering up the log. In game I'm just lazily in orbit around Kerbin 5Mm out or so, adjusting a satellite. Nothing special. [LOG 22:40:07.941] Trajectories: Initializing cache [LOG 22:40:07.941] E is NaN! tA: 3.14159265358979, e = NaN -
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
Deimos Rast replied to blizzy78's topic in KSP1 Mod Releases
Slight bug report: Snap to Apo/Peri doesn't work correctly when chaining nodes Steps to reproduce Options: Show Additional UT Controls Achieve orbit Make Node #1, fill out vectors as desired Manually click on where the projected Apo/Peri is going to be (I was adjusting them at the time), make Node #2 there. This step can probably be skipped, but provides a good idea of how far off Precise Node is. Switch Precise Node to focus on Node #2 Click snap to Apo/Peri and watch Node #2 move way off where you made it (on either the Apo/Peri). For me, I snapped to Peri and was trying to adjust my Apo accordingly, but the snap-to moved it far far way, and I had to manually drag it back. To further drive the point home: on the proper Peri, where I originally made Node #2, adjusting Prograde/Retrograde correspondingly affected only my Apo altitude, with my Peri altitude unchanged. On the 'snap-to' Peri, which was far closer to the Apo than the actual Peri, the altitudes of both changed (with Peri changing significantly more). If that's not clear, I can try to get pics, because I'm getting tired of saying Apo/Peri. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Deimos Rast replied to Nertea's topic in KSP1 Mod Releases
Not out of the box, no, but it does have a patch for ModularFuelTanks (CryoTanksModularFuelTanks.cfg), which I believe is very similar to what RealFuels uses and could probably be adapted. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Deimos Rast replied to K.Yeon's topic in KSP1 Mod Releases
@Steel Dragon Odd. Which legs/wheels do work for you? If stock wheels don't work for you, then something strange is going on. See #5. Are just OPT parts affected? Are you running KSP version 1.1.2.1260? If you have Steam, try Verifying the Cache (Right Click on the Game > Local Files > Verify Integrity of Game Cache). Are you part clipping the wheels at all? Otherwise, a log would help (read here if unsure which log). You could also post a picture of your craft and/or craft file for bonus points. I suspect something more is at work here. A clean install wouldn't be a bad idea. If #2 is true, then stali79 would definitely be interested. -
Will do. Loading up now. Might be a bit, as it doesn't always trigger 100%, I don't think, but I have a few vessels in orbit to try it on. I never saw that you released 2.0a, so I don't think I ever updated to it; I was still running 2.0. FYI: your part patch should probably have a :FOR[AGExt], no? I believe that any patch that doesn't have a FOR or NEEDS is considered "Legacy" by MM and they're trying to steer people away from that. Don't ask me why, I just see the MM people complain about it a lot. Also, I think :Final should probably be :FINAL, but that might not actually matter, although you'll get grief for using FINAL at all as well (not a "best practice" or something). Could substitute it for something like :FOR[zzz_AGExt] probably (as that should force MM to wait till near the end to apply it). I'm not the greatest with MM, but that's what I've seen other mods do. ---edit---- @Diazo I did half a dozen EVA/reboards with Jeb under the same conditions, triggering ForScience and KRnD each time, and it went fine. Not a huge sample size (game crashed before I could test a second craft; issue is unrelated to present one), but it's something. Also, I "fixed" the non-problem I was having with the missing 250 action groups. Thanks. --edit2---- Tried on a second vessel a dozen times, and it again worked flawlessly. ---edit3--- Maybe my comment about career overrides was in fact accurate. Although it was set to Override = 0, I still had partial AGExt capability (access to basic action groups), even at a VAB level 1. I thought it went: No AG/AGExt (Lvl1) > Basic AG/AGExt (Lvl2) > Custom AG10/AGExt250 (Lvl3)? Whatever. It might be because I also had the old .cfg file in the folder as well, which did have a Override = 1; only thing I can think of.
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