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Everything posted by AngrybobH
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I have a couple of questions. Is there a up to date chart on the usage and production of all resources and pretend resources like humidity? The planner is only useful for the current vessel being built and cannot plan for things like station building/expansion. I'm not opposed to doing my own math and I like charts. Does such a thing exist? Does having 2 or more mobile processing labs increase the speed of research? I can't seem to get any data into a second lab so I can work on 2 things at once. Intended behavior or broken? Is compatibility with multi-sample science parts from Dmagic orbital science on the radar to be fixed? currently only 1 sample can be collected before reset is required. Also compatibility with universal storage alkali fuel cell in the automation and background processes would be nice. Are there any plans on making the chem plants and external life support parts in a radial mount(or making existing ones also radially mountable) and possibly compatible with tweakscale(more capacity with less part count)...and universal storage? US chem plants and external life support would be useful.
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How far down into the atmosphere is the radiation belt supposed to go? I currently am flying a plane at 7990m to the northern ice caps for some science and I received a warning about crossing the radiation belt. Rads are climbing. At this moment rads are over 0.08 r/s. Is this normal?
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In my search for a long range plane to fly around to anomalies on Kerbin, I made this small plane with really large engines. I fought inertial coupling (I didn't even know KSP would simulate that correctly) for sometime before remembering some planes made the tail anhedral to counteract it. That worked very well and this plane outperformed my expectations. After building that I decided to try my hand at a flying wing. It flies. But, like the Northrop YB-49 it has severe yaw stability problems and stalling the wings is a death sentence.
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I'm mostly rational but, some of my rockets are bizarre contraptions that no one would ever ok to fly in real life. They do fly in KSP but mostly because they are overpowered brute force method things. I do this when I want a station in orbit and I don't feel like making 10 launches to build it in orbit.
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@ricgecomet Handy trick with the SmartA.S.S. module is that it still functions without a pilot. I use the orbit functions for that reason or to hold normal/radial with inexperienced pilot. I use the node button to hold the maneuver node if I'm going to go to another ship before I perform a maneuver so if I'm a bit late back the ship is already facing the node. The target selection has all kinds of useful things if you are rendezvousing manually and the par- (when a docking port is the target) will keep your ships docking port parallel and facing the target. That makes manually docking very easy. I use the surface stuff for manual landings. you can kill just your horizontal speed(hvel-) or vertical speed (up) or kill them both equally(svel-). Svel- will end up bringing both vertical and horizontal speed to zero at the same time but it gets strange at really slow speeds. I use svel- when reentering the atmosphere to hold the heat shield where I want it.
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@Maestro22 I have not noticed that but I haven't used Kerbalism for very long(under 2 weeks on new career) but, I have noticed that Kerbalism does some very strange things various science parts. For instance, experiments capable of multiple samples only can gather one. The DMagic little or big brother recon telescopes are supposed to take 2(4 for big) pictures before a reset. Kerbalism breaks this behavior and will only allow one, which makes parts like the double materials lab part useless.
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My opinion is to reduce shielding mass through the tech tree. If you think about modern tech, the only thing it has really done in decades is make current tech smaller and lighter. I'm sure when they send people to mars the shielding won't be lead plates and/or water tanks. It will likely be some high tech composite. I did find out that 50% shielding on the 2.5m crew pod still floats with a 2.5m heat shield, parachute, and some other small parts. If there was a way to dump the shielding, that would also be a solution to the floating problem without getting rid of the mass penalty for shielding(which I think is fine). Also, comfortable landing looks like an excellent mod and will probably solve my buoyancy issues. I never knew it existed, thanks for the suggestion.
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I am having two issues with this mod. The first one is with pods and shielding. They no longer float. This really isn't that big of a problem because I land at the KSC most of the time, but sometimes I miss. Is this intended? If so, Is there a way to change buoyancy on the pods? I don't mind the mass penalty for shielding but I'd like to not sink to the bottom of the ocean. I built a medium sized station (~250 parts, medium for me) that is powered by 8 single fuel cells and 8 1x6 PV cells(15000+ EC battery capacity). I set the automation to kick on the fuel cells when power is low and turn off when power is high. This was not firing at all. I set the messages to tell me when the scripts fired. I never received a notification. I changed the the automation to light the fuel cells in shadow and turn them off in light. This also did not fire. After observing the behavior for a while, I noticed that when in shadow and when the station is not the active vessel I have 15 minutes of EC and in sun it is perpetual. When the vessel is active everything works, scripts fire, fuels cells act normally, power is eternal(well as long as the hydrogen lasts). After reloading, I receive the messages for the automation but the power runs out when the station goes into shadow when I am controlling another vessel. I run 47 mods currently and I see no exceptions in the log. Is there any known issue like this occurring with a mod conflict? I'm looking for a place to start solving this if this is indeed a problem on my end. Edit: I have found the problem. I had a universal storage alkali fuel cell on board as a test to see if this mod controls those. It does not. I also left it on and it is not calculated in the background. It provided the extra EC I needed when the vessel was loaded. The script behavior is slow to react, though, when the vessel in unloaded.
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
AngrybobH replied to politas's topic in KSP1 Mod Releases
Thank you, sir. This has fixed it. -
Same issue. I posted in the CKAN thread about it but I am unsure where the problem is. I can install manually but I would prefer to use CKAN because I tend to use many mods and I don't want to manually update. This is the error that occurs just before/as the download is done. CKAN.InvalidModuleFileKraken: Kerbalism 1.6.0: C:\Users\jerbe\AppData\Local\Temp\tmp2A0F.tmp has length 3789554, should be 3786341 at CKAN.NetModuleCache.Store(CkanModule module, String path, String description, Boolean move) at CKAN.NetAsyncModulesDownloader.ModuleDownloadsComplete(NetModuleCache cache, Uri[] urls, String[] filenames, Exception[] errors)
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
AngrybobH replied to politas's topic in KSP1 Mod Releases
I'm having the same problem as @GJNelson . I have the exact same error messages when trying to install kerbalism. Oddly enough, CKAN was on version 1.24 and would not update itself. When I got the error it would crash. I checked versions and found 1.25 available. I replaced my CKAN with the new one. Same error comes up but, this time instead of crashing it locks up entirely forcing me to task manager kill it. Clicking "refresh" as @HebaruSan suggests has absolutely no effect. I can install this mod manually but I really hate to handle my own updates when I start getting mod crazy, which is the reason I use CKAN to begin with. Could this be kerbalism even if I can install manually? I have installed other mods today with CKAN and discovered this problem when installing KAS, KIS, and kerbalism (and dependencies). After the error, I installed the dependencies first then KAS, then KIS, and finally Kerbalism which threw the error. It is the only mod I have found that has the problem. I'd be happy to provide any information required. -
1.4 is a different version of Unity. I think(but do not know for sure) that all other versions were the same until they updated for 1.4. I started with 1.something. Before the comm net stuff. I had the tick back then too. They talk about 1.4.4 there
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It was KSP/Unity cleaning up after itself. Apparently the version of Unity that 1.3 is on had problems with that. I don't know if 1.4 is any better but I do know it is smoother and I don't have the regular "tick".
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If I remember correctly that was a "trash management" thing. I had that same problem. doesn't seem to be an issue in 1.4. Also, I use the same gfx card.
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This is true for me also. I had some issues with 1.3.1 that were bothersome mostly because of fluctuating FPS that got a lot worse with mods. I have not modded 1.4 too heavily yet but I have installed all the "pretties" I like. EVE/SVT/SVE/scatterer/PS My FPS is always at max of my monitor (60) now with the limited play time I have with 1.4(no ships over 50 parts yet) and the whole game seems smoother. This alone is a reason to go.
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I haven't been playing that much for a while now. But, I had a strong desire to fly something. My 1.4 career game is in a very early state but some of the best machines come from low tech solutions(and use of tweakscale). 1.25 scale junos carried this fun plane to mach 2.07 in level flight. The flaps make it a little jumpy(and draggy but thats sort of the point I guess) but I can pull it off the runway at 34 m/s.
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I converted a cargo hauling SSTO into a tourist transport, did a quick check of the CoL and CoM, then threw some ignorant hopeful civilians in there. Launch was great and I circularized with no problems. Warping around to the Mun transfer node I noticed that I had forgotten a very important feature. I had removed the cargo bay for seating but I did not think to add any solar panels or RTGs(which were in the old cargo bay). Thankfully this SSTO is severely overfueled when hauling kerbals. I used the engines in a series of burns to charge the batteries from orbit, to the Mun, and back. When landing, I found out that I did not check where the empty CoM was. The right rear wheel hit the runway first and tossed the plane left. The resulting skid at over 180m/s caused a roll that blew off the right wing. Five or six very lucky rolls later (one of which was a bounce over the fuel tanks near the runway) the single winged, no tail, no engine "plane" stopped on the runway. Everyone lived, I got paid, and mission control said "the tourists had a great time".
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Firespitter is a dependency of something. I always end up with it and I never directly install it. Your mod list includes a bunch of things I use and some things I don't know anything about so I cannot say for certain there are no clashes. My advice is to copy the whole install to another folder, remove all the mods, then install only the ones you need to load the station in question (parts only, no textures). Double check that the installed version is compatible with the version of KSP you are running. If that goes well and docking ports are now working, load mods one at a time and test it again. If it doesn't work then the problem is with one needed for the station. Removing anything truly needed will destroy the station so finding where the clash is will be a little harder. You said you also have dock rotate. I have been tempted to use that but I understand it to have problems when using autostruts (which I use). If you use autostruts from KJR or in the VAB/SPH when building you might try to turn off the autostruts prior to docking then turn the autostruts back on(not sure of the procedure here but the dock rotate mod page has info on this). That might be the root of the problem. Hopefully the problem shows itself without too much trouble, good luck.
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I have had issues with ports not working with extremely high parts count and very low FPS. I have also seen a video of an extremely long station having a physical limit. The limit is 1km I think. Also, docking ports seem to hit performance more than other parts. There is a reason things are not working out. Some of it may be game limitations and some may be design or other things like mod clashing. Try posting a pic of the station and a list of installed mods maybe someone here can help or has seen this particular problem before. In situations like that I actually use KAS/KIS to remove the docking ports and reattach the parts I know will not ever be separated. On high part count ships, I edit the cfg so that 1 kerbal can move all the weight from a great distance because FPS lag is not fun. Not sure if any of that helps.
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Unless you have magneto-viscous(ferrofluid) dampeners (or other available technology) you cannot change that in real life without actually changing the dampeners, which is hard to do in flight. Of course real life springs self-dampen quite a bit more than KSPs. So, I have to agree with you. OT, I play because I really enjoy building things and solving problems....and science....and space....well pretty much I feel like they built this game specifically for me. It scratches an itch that my job(that involves solving problems, a bit of science, and occasionally building things but, no space) just can't. the first mod I downloaded was Docking Port Alignment Indicator and there is a reason for that. After playing for many hours I can dock even the most horribly designed junk together without assistance. It takes practice, also why I like this game.
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You think the island airfield is hard to land on because it's short?
AngrybobH replied to GDJ's topic in The Lounge
One big advantage these airports have, none of the planes landing on them were designed by kerbals. Also, their wheels aren't so bouncy. But, some of those would be terrifying the first couple of times you attempted a landing regardless of what you were flying. -
This is how I feel about it. Mods can completely change the game to a new experience. Also, 1.4.x will eventually become stable and people will share ships as they did before(if they aren't already). There will be ships you might not be able to have because the builder had the DLC, but this is no different than needing a certain mod for a certain craft. When 1.3 came out, I remember quite a number of people staying with 1.2. I don't see 1.4 as anything different and besides, you get 1.4 for free, it's just the mission builder and some minor things in the paid DLC. I would call that totally optional to the larger experience of playing KSP your way.
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Wow. With this patch I might start playing again....well that is when my favorite mods update. Thanks Squad.
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I haven't played a stock game in a very long time (1.2.1 maybe). I also have not played 1.4.x at all. I downloaded it but I'm waiting for mod support and more bug fixes. My desktop is a Ryzen 5 1600 on an MSI x370 pro gaming board with 32GB of memory(all that memory does not help KSP) and a GTX 970. KSP and the OS (Win10....yeah, I know) run off a Samsung 960 EVO M1 SSD. Boot time from cold to putting in my password is 12 seconds. In 1.3.x with over 70 mods(half are performance killers), all in game gfx settings at max, and the Ryzen running at base speed (3.2ghz) I can get about 150 parts(all stock parts) in atmo flying with a flickering yellow clock. At the "turbo" speed (3.6ghz) it is near 200 before yellow. I have overclocked to 3.9ghz but never got it fully stable(I didn't tinker long enough) but KSP seemed like it was faster and the 200 part plane did not flicker yellow on the clock. But this is all dependent on the actual parts the ship is made from and position of the camera.I have never seen a red clock with this rig but, I have seen a yellow clock with as low as 25 parts and green with over 500 parts. Also, I still have a yellow clock with over 1800 parts (3 vessels, 1200 on one of them) landed on minmus. So, part count and color of the clock isn't as telling as one might think.