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Everything posted by eberkain
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[1.3] KerBalloons v0.4.2 - Balloons for KSP!
eberkain replied to JoePatrick1's topic in KSP1 Mod Development
They do have their own category, I've been trying to cut down on the number of mods and parts I'm using because I'm tired of it taking 2-3 minutes to load to the main menu. I finally just deleted everything but the 1.25 version for each planet, and am going to attempt to create a tweakscale config for them. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
eberkain replied to Ger_space's topic in KSP1 Mod Releases
Was there ever any more progress on making the ground stations work for Remote Tech? -
[KSP 1.3.1] KEI - Kerbin Environmental Institute(1.2.3) 2017-10-11
eberkain replied to RealGecko's topic in KSP1 Mod Releases
I find that using the entity purchase required helps to balance out a bit, you will have enough science to blow through the first bit of tech, but you wont have the money to unlock everything. -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
eberkain replied to JoePatrick1's topic in KSP1 Mod Development
Any thoughts of adding tweakscale support? It could really cut down the part list for those with lots of mods. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
eberkain replied to Angelo Kerman's topic in KSP1 Mod Releases
Anyone made a Window Shine patch? -
[1.12.x] Kerbal NRAP - Procedural test weights!
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
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[1.12.x] Kerbal Launch Failure Revived
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
These are the settings I am using, so far I have flown 5 aircraft missions, 4 of them have had part failures during flight. I just had a failure on this one, and you can see the MET is 5:27, but the max time before fail is 5 min. Perhaps I don't understand what some of the settings mean? -
[1.12.x] Kerbal NRAP - Procedural test weights!
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
https://drive.google.com/open?id=0B_wAo_KZdHCrUzhLMEJ3ZGhPX2c -
There are two features that I would like to be able to disable. Investing points in research so that you get science points from building craft, and then being able to spend science to upgrade the production rates. It seems like a closed loop system that lets you just infinitely improve. You invest X funds to build a vessel, which in turn gives you Y science points and you recover the vessel to get back X funds. Then you can invest the free science into the production rate, which makes the process of getting more science go faster, which lets you in turn increase the rate you can build which gives you science points faster. So in the long run you get something that just increases exponentially without any external input. I would vote to remove completely the option of gaining science from construction. If you want the mod to have a "the more you build the faster you build" cycle, then I think it should not be science points, but some other point, so you can't arbitrarily boost that by investing science points. I've always loved the mod, still a cornerstone of my career playthorugh, I just fell that it might could do with some design tweaks.
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[1.12.x] Kerbal NRAP - Procedural test weights!
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
It ts resized. That is an 0.625 size. -
What kerbalism features do you loose by disabling the signal option and using something like remote tech instead?
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[1.12.x] Kerbal NRAP - Procedural test weights!
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
Discovered another bug. Take this simple rocket. I remove the launch clamp, and then press undo and I get this. You can see that performing an undo causes the NRAP to clip downward, well below the attachment point, this is repeatable with different vessels and after reloading the game. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
eberkain replied to RoverDude's topic in KSP1 Mod Releases
The SAS is a function of the probe core / pilot. The gyro is just what gives the probe core the control authority to change the crafts orientation., -
When you take a screenshot there is a little delay as the screen flashes off my ui and back on. I've noticed that regardless of settings the delay when the mod takes a screenshot is dramatically longer than when I take screenshots manually. I played a good 6 hour session without any problems performance wise or crash wise. As soon as activate auto screenshots and launch a rocket I get a crash. I zipped up a few of my crash logs, not sure if its worth looking at, I didn't see anything that would point me at anything that was the culprit. I really do want to get this working for taking pics for my logbook. Going to try a fresh download, maybe I have a corrupt copy of the mod? EDIT: Tried messing with it again this morning, mod took one SS and then crash when it was trying to take a second. The only thing I see in the crash log is this block... not sure if it might be telling on what the problem is? ========== OUTPUTING STACK TRACE ================== 0x00007FF6F576D584 (KSP_x64) AnimationCurveTpl<float>::Sort ERROR: SymGetSymFromAddr64, GetLastError: 'The specified module could not be found.' (Address: 000000002734A0E5) ERROR: SymGetModuleInfo64, GetLastError: 'A dynamic link library (DLL) initialization routine failed.' (Address: 000000002734A0E5) 0x000000002734A0E5 ((<unknown>)) ERROR: SymGetSymFromAddr64, GetLastError: 'The specified module could not be found.' (Address: 0000000027349D3E) ERROR: SymGetModuleInfo64, GetLastError: 'A dynamic link library (DLL) initialization routine failed.' (Address: 0000000027349D3E) 0x0000000027349D3E ((<unknown>)) ERROR: SymGetSymFromAddr64, GetLastError: 'The specified module could not be found.' (Address: 0000000027354DA3) ERROR: SymGetModuleInfo64, GetLastError: 'A dynamic link library (DLL) initialization routine failed.' (Address: 0000000027354DA3) 0x0000000027354DA3 ((<unknown>)) ERROR: SymGetSymFromAddr64, GetLastError: 'The specified module could not be found.' (Address: 0000000027354A7E) ERROR: SymGetModuleInfo64, GetLastError: 'A dynamic link library (DLL) initialization routine failed.' (Address: 0000000027354A7E) 0x0000000027354A7E ((<unknown>)) ERROR: SymGetSymFromAddr64, GetLastError: 'The specified module could not be found.' (Address: 00000000273548C5) ERROR: SymGetModuleInfo64, GetLastError: 'A dynamic link library (DLL) initialization routine failed.' (Address: 00000000273548C5) 0x00000000273548C5 ((<unknown>)) ERROR: SymGetSymFromAddr64, GetLastError: 'The specified module could not be found.' (Address: 000000002734BCA8) ERROR: SymGetModuleInfo64, GetLastError: 'A dynamic link library (DLL) initialization routine failed.' (Address: 000000002734BCA8) 0x000000002734BCA8 ((<unknown>)) ERROR: SymGetSymFromAddr64, GetLastError: 'The specified module could not be found.' (Address: 000000002734B7F9) ERROR: SymGetModuleInfo64, GetLastError: 'A dynamic link library (DLL) initialization routine failed.' (Address: 000000002734B7F9) 0x000000002734B7F9 ((<unknown>)) ERROR: SymGetSymFromAddr64, GetLastError: 'The specified module could not be found.' (Address: 00000000048B0126) ERROR: SymGetModuleInfo64, GetLastError: 'A dynamic link library (DLL) initialization routine failed.' (Address: 00000000048B0126) 0x00000000048B0126 ((<unknown>)) 0x00007FFFF9954FFB (mono) mono_set_defaults 0x00007FFFF98A8341 (mono) mono_runtime_invoke 0x00007FFFF98AE72F (mono) mono_runtime_invoke_array 0x00007FFFF98AEA04 (mono) mono_runtime_invoke_array 0x00007FFFF98CE9C3 (mono) mono_security_set_mode 0x00007FFFF98CF41A (mono) mono_security_set_mode 0x00007FFFF98D30FF (mono) mono_thread_interruption_request_flag 0x00007FFFF9987729 (mono) unity_mono_method_is_generic 0x00007FF82C858364 (KERNEL32) BaseThreadInitThunk ========== END OF STACKTRACE =========== **** Crash! ****
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
eberkain replied to TriggerAu's topic in KSP1 Mod Releases
I have been timwarped past a node a couple times recently too. -
[1.12.x] Kerbal NRAP - Procedural test weights!
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
There are plenty of parts that are not allowed to be a root. It makes since for NRAP because its just a test weight to simulate payload. -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
eberkain replied to NecroBones's topic in KSP1 Mod Releases
ok, I figured since stock SRBs worked fine and the ones from here didn't that you might have had something else going on with your SRBs. I will post a bug report in the other thread. -
Any idea why this would cause me to crash? I tried it both in png and jepg modes, crashed both times. I did the same flight manually taking screenshots about the same as the mod would, no crash... EDIT: I'm using this as the file name [vessel]-[year][day][hour][min][sec], tried to change it to [vessel]-[uT] still crashed. EDIT EDIT: Yeah, I've tried every option in every setting, if I try to use auto screenshots, I crash. I'm sure its a mod conflict, but doing a test to figure out what one is going to be a serious undertaking. And not sure if any test would be reliable. Right now if I turn on auto screenshots it will take 2-4 before I get a crash. I can take manual screenshots all day long and not have a problem. So frustrating.