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KSP2 Release Notes
Everything posted by KocLobster
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
KocLobster replied to TriggerAu's topic in KSP1 Mod Releases
Hell yes. I absolutely NEED your 3 mods...I can't live without ARP, KAC, and TWP. Working for Squad isn't your day job? You aren't like..without getting too personal..a paid employee? -
[1.10.0] S.A.V.E - automatic backup system - 1.10.0-3173
KocLobster replied to Nereid's topic in KSP1 Mod Releases
For anyone out there like me, that considers this mod one of those absolute must-have core mods, I suspect @Nereid may have a 1.1 update ready for us soon. He said that FF and NanoGauges comes first before this, but both of those now have working 1.1 versions, so it may not be long until this mod is too -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
KocLobster replied to TriggerAu's topic in KSP1 Mod Releases
A huge +1 to this -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
KocLobster replied to TriggerAu's topic in KSP1 Mod Releases
Thank you @Fishbreath and @TriggerAu I love this mod and it was the last one I was waiting for before I upgraded to 1.1 -
This can be done by a technique called Asparugus staging. Remember that fuel flows through the fuel duct lines towards the direction of the 2nd placed node. Here is an excellent tutorial on everything you need to know about Asparagus staging, explained by someone who can do a much better job than me of explaining: Also, I highly recommend this tutorial by @Foxster. It taught me almost everything necessary to start building good rockets. Welcome to the forums, have fun.
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Hauling tourists to orbit on level 1 VAB
KocLobster replied to Loren Pechtel's topic in KSP1 Gameplay Questions and Tutorials
@Plusck is a total beast, I'd probably need to tone down what he can do to non-superkerbal levels, but I did manage sending up two tourists before upgrading the VAB, so I know it's possible. Sorry I don't have any pics to support this or help, I'm on my phone, not at home. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
KocLobster replied to nightingale's topic in KSP1 Mod Releases
Got it, thanks for the clarification. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
KocLobster replied to nightingale's topic in KSP1 Mod Releases
Ahh okay that makes a bit more sense. The problem is that I always load the game and have vessels in flight. I have multiple flights en-route to different destinations just because of my particular play-style. I also constantly am quicksaving/quickloading. So because of these two things, I basically just need to completely avoid the massive launches strategies, just until the next update, right? Everything else will work fine? Thanks again for your help and time -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
KocLobster replied to nightingale's topic in KSP1 Mod Releases
I did what you suggested but haven't found what you're talking about. It simply doesn't exist. There is no validVessel in the whole persistence file. I was able to find the OrbitWeightBonus, but it was not anywhere near a validVessel (because there is no such thing), and there was nothing to obviously delete that would fix the issue at hand. Here is the code if you're interested: I guess in the meantime, at least until you fix this bug, I will uninstall this and use the other custom strategies mod I used to use before this. So I guess this means none of the strategies work? If that's the case, how come nobody has mentioned this before? I'm kind of confused why only I seem unable to use this mod. It clearly works for everyone else, right? -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
KocLobster replied to nightingale's topic in KSP1 Mod Releases
You're very welcome. I am surprised to learn that I wasn't the cause of the problem; also surprised to learn that I helped bring a bug to light. Glad I could help. I am having a hard time understanding exactly what you mean. I assumed you meant to load up my persistent file in my save. I did that, and the document didn't contain either validVessel or OrbitWeightBonus in it. What file exactly are you talking about? In the rather small Finances-2-MassiveLaunches.cfg there are these lines: This is the only instance of OrbitWeightBonus that I am aware of, and deleting that definitely isn't the right thing to do; the problem is with all strategies, not just this one. So do you mind being a bit more specific about exactly where and what file it is you're talking about that I need to edit? -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
KocLobster replied to nightingale's topic in KSP1 Mod Releases
LOL...you twerk @nightingale? You were right, it is throwing exceptions. I know what they say but have no idea what they mean, so I will share my log. They all say this though: InvalidCastException: Value is not a convertible object: System.String to Vessel https://www.dropbox.com/s/84f6voyhs0kss6q/output_log.txt I am definitely not getting any of the awards I should be getting for the strategies, that is very clear now. For some reason I assumed all strategies were one time deals; you had to active them every mission you wanted them...because they are always gone when I return and check. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
KocLobster replied to nightingale's topic in KSP1 Mod Releases
Okay, well I tried my best to answer my own question before using up your time @nightingale (and failed). For the Massive Scale Launches strategies (any of them), at what exact altitude do you need to reach to get credit for it? I have done #1 and #2 multiple times, and after every mission I notice I no longer have the strategy active in the administration building, so I assume that I completed it. Is that the case? Do the strategies work such that you must complete them in your next mission launch, like you've only got one shot at it, or it is wasted and that's it? Or are they disappearing from the admin building after I complete the mission and check because I completed them? With that said, I have a very hard time actually determining if I received any money. A lot of times it feels like I haven't, but that of course isn't based on anything concrete, and as such can safely be ignored I suppose. I tried checking the CFG files, but the Finances-2-MassiveLaunches,cfg doesn't seem to say anything about what altitude needs to be reached. 1) So what I really want to know is, does it only matter what the weight of the craft is on the launch pad, or do you have to actually still have 20+/75+/250+ tons as part of your craft by the time you reach orbit? 2) Do you only need to reach 70km (suborbital), or do you need to reach a fully stable orbit above 70km (orbital) to get credit for the strategy? -
Need your own thread moved or locked? Post here.
KocLobster replied to Rich's topic in Kerbal Network
Can I please get a post of mine deleted? I accidentally posted twice. http://forum.kerbalspaceprogram.com/index.php?/topic/100190-11-ksp-interstellar-extended-1810-22-04-2016-new-umbrella-radiator/&page=194#comment-2533837 I am referring to the first post, the one without a quote. Much appreciated! -
KSP Interstellar Extended Continued Development Thread
KocLobster replied to FreeThinker's topic in KSP1 Mod Development
This image doesn't load for me. Can anyone else see this? -
Thanks! I can certainly understand why it's a touchy subject; I know programming is not always easy, and a lot of times it can be more like work, than enjoyment or fun. Not to mention that a lot of times, people have a tendency to forget that modders also have real lives outside of KSP. My favorite response: This had me cracking up...haha.
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[1.10.0] S.A.V.E - automatic backup system - 1.10.0-3173
KocLobster replied to Nereid's topic in KSP1 Mod Releases
I'm happy to hear this, thank you! I look forward to FF and S.A.V.E being updated to 1.1, I love both of these mods. -
Thanks for the clarification, and yes those are indeed the correct names..much appreciated!
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@Violent Jeb Obviously I can play without KER or any mod for that matter; I started the game with no mods. It's a matter of personal preference and enjoyment. I would enjoy myself slightly less without KER, for example, because I'd need to do the math myself for every vessel I created. That is not something I want to do. I do appreciate your point of view though. I am fortunate that of the ~70 mods I use, more than half have already updated to 1.1. On top of that, a few mods I am going to discontinue using, and one mod became completely unnecessary with 1.1 (Menu Stabilizer). Additionally, of the 30 mods that have no officially updated to 1.1 yet, almost exactly half of them have WIP 1.1 updates on the forums, which is a great start, even if they are prone to bugs and not officially released yet.
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Yes, I do that every time. I had just hoped there was a way to make it permanent, at least until I chose to upgrade KSP to 1.1 (which is likely ~4 weeks away). Thanks for clarifying though @blizzy78 and I'm happy to know you're still hard at work keeping this mod functioning. I'm much happier to have this problem, than I would be to learn that this mod wasn't going to be updated to 1.1 or something.
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Very insignificant bug, but still kind of annoying... I am still waiting for 1.1 to become more stable, and for more of my mods to put out more stable 1.1 versions of their respective mods. So I am still playing 1.0.5 for the time being. The toolbar mod recognizes that a new update is available, and bugs me every time I launch the game saying so. What it doesn't realize is that the update is not for 1.0.5, so I feel that it shouldn't be reminding me every time. If I updated to the version that the toolbar is suggesting, the mod would no longer work because it wouldn't be KSP 1.1. Is there a way to disable this notification? I feel like it's a mistake for it to be reminding me every time there is an update available when there really isn't, not for my version of KSP at least. PS: I love your mod.
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[1.10.0] S.A.V.E - automatic backup system - 1.10.0-3173
KocLobster replied to Nereid's topic in KSP1 Mod Releases
Does this mean you don't intend to update this mod to 1.1? This mod is an absolute must have for me, I can't imagine not having it... -
No, I don't think so. I'm pretty surprised I got it too, honestly. I assumed it meant no *poop* Sherlock.
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Ugh I hate when I read something and burst out giggling like an idiot in public. It's not just the LT-2 struts by the way.
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KSP Interstellar Extended Continued Development Thread
KocLobster replied to FreeThinker's topic in KSP1 Mod Development
No, I meant my tech tree has no empty part nodes. Yet it looks identical to yours. So maybe the Hide Empty nodes mod isn't a culprit. On the other hand, I'm not an idiot, and I know for a fact that none of my nodes have those parts in them that yours does. Well then I really don't know what the problem is.