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Tyko

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Everything posted by Tyko

  1. I didn't know about the burn time readout..that's a great tip. Thanks!
  2. Porkjet! really love the direction your new parts are taking. Thanks for all the hard work.

    Question ... when you redesign the probe cores, could you please make it visually obvious which side the "front" is? With the current models it's really easy to get turned around and forget which direction it's facing.

    Thanks for your time :wink:

  3. Great reference...what was that president/s name...JFK? John F Kerman???
  4. Interesting that you and I made most of the same choices for the center HUDs (same order and everything). I don't use Mach number because I almost exclusively fly rockets. Also agree that the Situation readout is so useful for science collection
  5. Left to Right top row: DeltaV info / Orbit / Default Altimeter / Situation info / Vessel targeting & switching. Below the Altimeter I switch between a rendezvous HUD and a landing HUD.
  6. I have PorkJet's new parts installed. That's the special engine you're seeing. Sorry, I kind of think of his parts as "stock" Also, I can replicate the same crash switching from Mun Station to Minmus Station. Neither of those have custom parts on them.
  7. In case my KER setup could somehow matter for the bug, I've included a screen shot of how I'm using KER Search bar. It's on the right side across the top. (image placement is odd..if you enlarge your browser window the pic gets clearer)
  8. Okay, I uploaded my save file to the same dropbox. it's called KERTest.sfs https://www.dropbox.com/sh/8lx4jp9i22tuykd/AABmQFHX-TBlWn7kxkD88B4Pa?dl=0 One thing though...the Mun Lander craft has a custom part (also on the dropbox) called Science Pod. It offers the same functionality as the new Science Collection Container. I just used the model from the Goo Container. To load the save you'll need to add the Science Pod part to your Game Data folder. Steps to reproduce: Load the save - it should take you right to the Mun Lander Use the KER Search Bar tool and select the Mun Station as target From the KER Search Bar tool click the "switch to target" button - this is where the CtD happens every time for me
  9. I'm pretty sure it's KER related. Here's what I just did to test: KER Installed I have a HUD window set up with just the Search Bar. I saved my game Made my Mun Lander active from Tracking Station Targeted Mun station using the KER Search Bar. I clicked Switch to Target on KER Search Bar CtD I removed KER started game and reloaded my save game Went back to Mun Lander from Tracking Station used the map functionality to click and switch to Station used map functionality to click and switch to Lander Did this a half dozen times. quit the game Added KER back in went to Mun lander from Tracking Station Targeted Mun Station with KER Search Bar clicked Switch to Target on KER Search Bar CtD I've uploaded the following new files to the same dropbox New Log file (designated "log2") 2 new crash reports associated with the above test
  10. @cybutek I've found a bug that causes a Crash to Desktop. It occurs when I'm using the "Switch to Target" button on the Search Bar. It doesn't happen every time, but more than 50% of the time. I've loaded two crash reports and my log file into a dropbox folder for you. https://www.dropbox.com/sh/8lx4jp9i22tuykd/AABmQFHX-TBlWn7kxkD88B4Pa?dl=0 I'm running 1.2 build 1548 on Windows. I've seen this crash behavior on several previous builds too.
  11. in Scott Manley's Interstellar quest series he decided to institute a self-imposed limit of one launch every 7 days. This seems like a good simple middle ground between CCT and "launch as fast as I can"
  12. My map often displays orbit lines for contracts - some of them are only offered contracts that I haven't even accepted. How do I hide these orbits - especially for the available contracts? They're just adding noise to my map view.
  13. I even loaded a save prior to the launch and re-launched with the same problem. Tried quitting and restarting several time - probably tried a half dozen ways to reload/restart and still had it
  14. In the new 1500 build I'm having a heck of a time with maneuver nodes. Several times I've placed a maneuver node to build an intercept with the Mun (which i've done 100's of times). I'll prograde out to around 860-875DV and move the node back and forth along my orbit and it just won't show an intercept - the projected orbit passes right through the area I'd expect to intercept the Mun and the plot looks like the Mun and it's SOI don't even exist. Are others seeing this too?
  15. Every time I launch KSP prerelease from Steam it pops up a box with two options Play Kerbal Space Program Launch KSP (64-bit) The first option is the default and it also sounds a lot friendlier - the second option reads as rather technical, like something only technical people would select. This could result in newer players choosing the non-64 bit option
  16. EDIT - It's because Module Manager isn't updated... I noticed that even simple .cfg changes don't work. For example. @Alshain wrote up the .cfg script below that reduced the weight of Mk1-2 command pods and Mk2 lander cans. Even this doesn't seem to be working. // Change the mass of the Mk1-2 and Mk2 Lander for better balance // Author: Alshain @PART[Mark1-2Pod]:FINAL { @mass = 2.4 } @PART[mk2LanderCabin]:FINAL { @mass = 1.4 }
  17. suggestion: rescale the Communotron 16-S to 75% it's current size. The default size is too long to fit on the side of a Mk1 capsule. Since this seems like a very normal way to use this antenna it would be nice if the antenna didn't extend past to heat shield and/or extend into the parachute at the top.
  18. @cybutek Thank you so much for the work. I just sent you 10 pounds via paypal to keep you caffeinated through the 1.2 release Side note: KER stage view is showing inaccurate thrust metrics for some engines. the Reliant engine shows 325kN in stage view (vs 275 shown in info box). Swivel is showing 230kN (vs 200). My test platform is a Mk1 capsule, a single fuel tank and the engine - simple as possible.
  19. The game currently doesn't include part failure. Unless they implemented part failure across the board I don't it makes any sense to single out nuclear reactors. Especially since historically nuclear reactors have been pretty safe and Kerbals seem to embrace nuclear power more than humans - more use = more experience = more reliability As a side note, I don't think part failure should be part of the base game anyway.
  20. I'm really liking the new PorkJet engines...if the cowlings in the Boat-tail versions are reducing drag I'm thinking it would also make sense for them to be a bit heavier. Not sure if this is already in the works, but it's worth considering.
  21. Porkjet's new MK1 pod is great, but the bottom is so rounded and elongated that it extends through and past the 1.5M heat shield...Not sure the heat shield will provide any protection.
  22. I saw in the advanced game settings (when setting up a new save) that you can select for Kerbals to get experience immediately instead of waiting until Recovery
  23. KerbalSpaceProgram.com go to Store Log in My Account Click on the Download button next to your purchased copy of KSP Scroll Down to near the bottom and the Downloads list You'll see the PreRelease options at the bottom
  24. it's at the bottom of the same page where you'd download a current version...go to the store, log in, go to download KSP and scroll down
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