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Everything posted by Chippy the Space Dog
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Thank you, I'll see if that's practical. I suspect if the chute is disarming the timer will disarm too. I expect to be reusing this rocket 4-5 times only, and I doubt after that I'll have issues later with not getting out of range. I only stage it just now because it seems to survive re-entry in 2 parts, but not in one. It's extremely early in the game and the rockets aren't -that- expensive, so I can swallow the loss. I only brought it up because I know that when not using Realchute chutes on other stages do deploy when in visual range is all.
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Thanks Starwaster. The 'must go down' effect is enabled, but my issue is the booster stage smashing into the ground without chutes opening, so it's fair to say there was some downward motion I suspect I'm not getting the stage back because it is still in render range, so it's destroyed rather than recovered. I only mentioned stage recovery really to explain my motives for chuting the spent stages. I did a little more experimenting, switching between the stages during descent. And it looks like every time I switch active vessel the chutes disarm.
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Hi folks. I'm sorry that I havent supplied a log at this stage, as I just want to ask a general question. I'm using stage recovery to recover spent stages so I fit chutes onto my booster stage. I have a rocket with 4 chutes, two on the booster and two on the payload. All 4 chutes are configured identically and armed at the same time. After I separate my stages, thechutes on my payload (active vessel) deploy, but the chutes on my free falling booster don't, even while the stage is still in render range. When not using realchute this generally works for me. Is this a known issue or am I doing something wrong?
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Thank you, I was firing up a fresh game to give it a test myself, so I can put my feet back up again As I'm still on the very first tech node in my RO game, I don't yet have a feel for how the late game plays, but judging by how long it takes to research a 20 point node where I am, I'm curious how it'll progress. That said, RO is very popular with many of the hard core crowd, so I probably shouldn't be feeling too concerned about it. I will however end on the note that technologies generally tend to advance exponentially. Not wanting to hijack this thread any further (I probably should have posted my initial query over on RP0) I will end by taking my hat off to @magico13 for making this wonderful mod, and saying that playing a career game in KSP without KCT just feels -wrong-! @Aelfhe1m, thank you muchly for helping improve my game!
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You da man, @Aelfhe1m I'll give it a try to test it out. I imagine it'll be a couple of game years before I can afford to upgrade my R&D in my campaign game, but I'll do a quick tweaked game to test it out. I think it;s much more reasonable in a somewhat more advanced game that a space agency be looking at several technologies at once. The earliest tech nodes are at least a bit diverse in their content, but it would be crazy to picture in today's world that all NASA's scientists and labs were looking at say, engines, then when they had the working engines they needed they all filed over to the solar energy lab to see what electronics they could develop..
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Thank you so much for the detailed reply and explanation. Although the progression is achingly painful at least I know now my install's not broken and I can tweak it if I need. o/ It might be cool and more realistic if the R&D building upgrades had a similar effect as the VAB upgrades. Maybe it already does for all I know. Where a level 2 R&D does 2 techs at a time, and a level 3, 3.
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Hello good KCT people! Have recently started an RSS/RO game and was wondering if this is normal for the RP0 setting. As you can see, only 1 tech is advancing at a time. And when the techs take months or years to complete that makes for some mighty slow progress! One of the main reasons I ask is I also note I'm not able to add a 2nd build rate in my VAB/SPH. Rate 2 is listed but there's no box to tick. Looking at other peoples youtubes of RP0 games they do seem to be able to build a 2nd craft simultaneously.
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1.1.3 Hype Train: Branch Line Edition
Chippy the Space Dog replied to Whirligig Girl's topic in KSP1 Discussion
My ticket is purchased, but I don't think I'll actually take the ride til this baby upgrades to the Hyperloop. Can't be hanging about! -
Thank you for making this wonderful collection of mods Even though I'm running 64bit my pc isn't quite comfy with all the KW Rocketry parts, so the SpaceY is a real blessing for me. I have a question though. I noticed when adding a docking module to the top of the 4 man capsule it's not possible to transfer crew through it. Is this by design, or is there something wrong with my install? It seems to me a shame if the only way to enter a station from it is via a spacewalk.
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- lithobrake
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Boo. Very strange.
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- usi
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Hi Roverdude I'm not sure how many kontainers are effected, but the Supplies 4500 at least seems to have a footprint larger than its basesize. I know these things aren't ideally suited to reentry maybe, but in the picture below the supplies can suffers heat effects that the modules around it arent exposed to. This vessel is skimming Kerbin's atmo doing a fairly routine retrograde pass. The can is flanked by a hitchhiker module and a fuel tank. The engine is shielding the rest of the vessel (note its 'Exposed Skin' value. Neither the fuel tank nor the Hitchhiker module have 'Exposed Skin' but the supplies can would appear to be 'sticking out'. It would be a very bad day for that vessel if the can overheated and split the vessel in half!
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Thank you. Actually today I uninstalled KSPI-E and it had the unexpected drawback of clearing all my active contracts. Lo and behold, I have a Field Science contract in view now. I think maybe as far as tourism is concerned maybe the Space Agency next door has more leg room.. Guess we'll see..:)
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It is the old contract pack. I've removed it now to see if it changes anything. It does appear to be the latest version of CC I have installed. Thanks for input.
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Its the one by DMagic that's currently on CKAN Oops, ignore that, its by DBT85
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Just popping in to note that since last update I still don't seem to be getting any Field Science or Tourism Plus contracts. I did get Kick off Tourism and a single Field Science contract offered the day it updated, but nothing since. I have contract packs for Field Science, Tourism, Bases, Remotetech and Scansat. I'm getting very regular contracts for the other three.
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Aww, poo. But that answers that. Thanks for reply!
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- mrs
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MRS Parts are great. This is really an awesome mod. I have a suggestion re the Radial Controller Panel. It starts off without SAS but later in the tree there's an identical one but with SAS. It would be better, I think, to make that an upgrade. Once you have SAS you'll never use the non SAS version again, and it's exactly the same part. Just one less thing in the hangar and less saved spacecraft to update. Thanks for your super work!
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Good-ish news re the Titan control unit. Other folks in Remote Tech are having the same problem with other mod probe cores, so it seems to be an issue on the RT side. Those poor guys. That thread is no joy to look at. Hope they don't get too demotivated. The Hex Trusses worked okay when I moved them. Strange. Whatever the problem with the menu is, it seems to be related to where you attach the part. Where I had them, they were spanning two different parts. Anyway, they seem fine where I have them now.
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Woof? I wonder where @ibanix is..
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Also, I think there's an issue with the Titan control unit and Remote Tech. Remote Tech seems to be treating it as a piloted vehicle. The flight computer doesn't function with it, instead declaring 'Local Control'.
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Firstly @Angel-125 your mods are frickin' awesome! And I really enjoyed your Duna mission series too. You should link it in your sig! On a slightly less upbeat note, I think there's a bug in the Hex Truss (Quarter) piece. When you switch it to Fuel tank config it spams the info applet and configs itself to 100's of iterations of green bars offering 123456/202.5 liquid fuel. After that right click is no longer functional in the VAB.
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Well, my game seems to want to crash when I come out of time acceleration. It may be unrelated to this. I just upgraded my pc memory and I'm being to think it has some issues going on there. Not certain, but it's number 1 on my suspect list.
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I may have a problem with the new patch. After building my first vessel after applying the patch, when the vessel neared completion using Kerbal Construction Time, the game hung with 100% CPU usage. I waited about 5 minutes before killing the game process. Last thing on the log shows.. [LOG 10:33:54.100] Contracts Loaded [LOG 10:33:54.108] CurrencyOperationRandomized.OnLoadFromConfig [LOG 10:33:54.112] CurrencyOperationRandomized.OnLoadFromConfig [LOG 10:33:54.113] CurrencyOperationRandomized.OnLoadFromConfig [WRN 10:33:54.207] HighlightingSystem : Edge Highlighting requires AA to work! [ERR 10:33:54.208] HighlightingSystem : Highlighting System has been disabled due to unsupported Unity features on the current platform! [LOG 10:33:54.209] [MessageSystem] Reposition 0.02 424991 [LOG 10:34:18.488] [UIApp] Adding ContractsApp to Application Launcher [LOG 10:34:18.512] ScaleModList: listSize 779 maxListSize 1434 [LOG 10:34:18.681] [Contract Parser] Loading All Contracts... [LOG 10:34:18.839] [Contract Parser] Finished Loading All Contracts [LOG 10:34:18.845] [GenericAppFrame] Reposition 0.22 424996 [LOG 10:34:19.015] WiderContractsApp: Making adjustments to contract frame! Will continue to experiment and let you know if it was just a quirk.
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Yeah, I think so. I made a suggestion that there be a way to generate samples via some kind of tech, like using actual surface samples or something like Eurekas out of Station Science, but the mod maker seems to pretty quiet. And anyway I'm not sure it's even possible to convert an experiment output into a resource. But I expect he has some kind of plan in the works
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I think currently it's not really implemented. You start off with 10 samples in the first tier lab, which get converted to processed samples, and then to 8 units of medicine. But there's no way to carry up more, or transport any of the materials until containers are created for them. As far as I can see, anyway. I checked to see if the price bug was mod conflict. I made a ksp build where the only mod installed was Hab Tech and MM. But the bug was still there.