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Everything posted by AngrybobH
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What's the funnies/stupidest contract you've received?
AngrybobH replied to Athen's topic in KSP1 Discussion
But no one knew for sure that an airbrake didn't work in a vacuum until one was actually brought up there. Sure logic would dictate that it wouldn't but, without actual real testing it would just be a theory(a good one). The stupidest missions I got lately were station expansions that want me to add more pilots. How many pilots does a station need? I'm glad they accept pilots that go with the station parts and then return home immediately. I did get one for a parachute test on a munar suborbital flight but that was back in 1.2. It made me chuckle enough to accept it. -
The stutter is the unity garbage collection and happens to everyone to some degree. You can use Memgraph to see the GC events and the GC intervals. Then you can pad the heap to reserve more memory to increase that interval to something acceptable to you. You can also see, on the fly, how much memory KSP is using. If you run a lot of mods, I'd say its almost needed.
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Sounds loads better than wilderness where I am. It includes dirt, sand, dust, mesquite, and 100F(38c) days.
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Testing continues.... This time Jenmore(MKS Mechanic) joined Val because Bill was too scared to ride in the Mun Rover V2. Jenmore looks hopeful that she can fix it.
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I would suggest an NVMe SSD and decent memory speed. I shamelessly built this computer for KSP. Sure, I do many other things with it but, KSP was the only consideration. Well, a bit of price and the fact I normally only use AMD CPUs. My old rig was an AMD Phenom II 965BE(OC'd to ~3.8ghz), 8gb high speed RAM, and SATA 3 drives. The current one is a Ryzen 5 1600x(currently not OC'd), 32gb decently high speed ram, a samsung 960evo (OS and KSP and 12 second boots times), and a SATA 6. Both run the same 970GTX. I run about the same amount of mods from when I had one to the other(~78 mods, lots of visual). Load times are improved but not by a huge amount. switching scene times is also improved but, also not by a huge amount. The game runs smoother on the new rig but part count before slow downs start is roughly the same but max playable part count is considerably higher(over 4fps with over 1000 parts!). KSP with a lot of mods can store a quite a bit in memory but 32gb is more than it needs unless you are using That mod can slow down that little stutter every so often and put that 32gb of RAM to use. Memory speed is always good but, by itself the improvement is negligible. Most of my improvement is probably due to the NVMe.
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It sure is....
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Val, with a disapproving look on her face says, "Maybe you should have built a better rover, Bill".
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I spent some time developing a shuttle. But, before I send it to space, I needed to make sure it will fly ok during re-entry. I fitted it with some jets and took a "above 19km temp reading" contract. Turns out it flies pretty nice but it drinks jet fuel like they aren't going to make any more. At ~20,600m and a touch over mach 3.2(pictured there) it still uses 1.6 units of fuel per second. The only modification I made was to add a couple of drag 'chutes as it doesn't respond very well to wheel brakes and likes to roll off the end of the runway.
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I launched my first (for this career) Duna probe. I decided to stick 4 probes on one rocket because the total payload only weighed a little over 6t. And then my Parker solar probe inspired probe (that I also had a contract for) finally reached perihelion(~850,000km). The heat shield is burning off even from way up here. It probably won't survive the next orbit. Thankfully, the contract (Dmagic RPWS antenna and magnetometer low/high orbit) is done in 32 days.
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not that I have found. I just went to the MM page and dug through posts and the official docs then, started messing with it until I felt I understood it enough. I dont use DSEV parts mostly because I prefer CKAN and they say not to use it. But, regardless of which mod you are trying to patch the logic should be the same. It would start with a @PART[DSEV] (might use a :NEEDS or :AFTER as well to ensure it runs after the changed part is loaded in) type of line with the DSEV being something common to those parts(maybe DSEV_Greenhouse?). you would have to look at the DSEV parts you were changing to figure out what name is common or write a specific patch for each part(may be preferable). You would then use the -MODULE to remove the stuff in the part you are changing or @MODULE to edit. Then copy the appropriate stuff from the Snacks part that works like (snipet from USI greenhouse. snacks should be similar) RESOURCE { name = ElectricCharge amount = 600 maxAmount = 600 } MODULE { name = ModuleResourceConverter_USI ConverterName = Agroponics tag = Agroponics StartActionName = Start Agroponics StopActionName = Stop Agroponics INPUT_RESOURCE { ResourceName = Mulch Ratio = 0.00120000 } INPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.00012000 } OUTPUT_RESOURCE { ResourceName = Supplies Ratio = 0.00132000 DumpExcess = False } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 2.64 } You could patch that to "@PART[*]" and all parts would have electric charge and USI greenhouse behavior(not recommended). If all your squiggly brackets are good and the syntax is right, it will make a part that looks like a DSEV part but works like a Snacks part. Of course you can change any of the values too. How old is this patch? MM changed the way some things are done not too long ago. This and the fact that DSEV or Snacks may have changed some names of parts or modules within the mod might render it broken. It actually could be as simple as figuring out the proper names of things and altering the patch. Maybe this helps you out? Fighting mods/patches can be a game in itself but far less fun than launching rockets.
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Have you written MM patches before? I ask because it seems like it wouldn't be too hard to edit the greenhouses to have what you need after they are loaded in. That is how I would fix it. Just change the part to mirror a Snacks part with your own values or even a direct copy. I have never used snacks but I have used all the other life support mods and patching in behavior for unsupported parts was not real difficult. Well, except for kerbalism but that's a different story. As a side note, have you used USI life support? It is not any more complicated than snacks. I'm currently using it because of MKS and I like it for it's simplicity and lack of glitches.
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My guess would be to further modify your statement with wrong mod versions, improper installation of mods(dependencies, etc), and/or installation of mods with known conflicts because, I am like you, I have (according to steam) 1931 hours playing KSP and I have never seen this even in heavily modded saves.
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I wrote this module manager patch because of a similar situation. It adds the science container ability to all command pods that already have a minor storage capability. @PART[*]:HAS[@MODULE[ModuleCommand]]:FINAL { @MODULE[ModuleScienceContainer] { canBeTransferredToInVessel = True canTransferInVessel = True showStatus = True } } Of course you found Ship Manifest and that works too.
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Well Happy birthday! I'll be actively not celebrating mine in two days. Birthdays just make you older, and who needs that? In the quest for cash in my latest career save, I have been doing tourist missions until I couldn't stand it anymore. Then, I noticed there were missions for expanding my Munar station. These are more fun but the station is getting a bit large. Just two more contracts to go. But, one of them is expand crew capacity by 10. And that means I'll have to upgrade the power systems for the life support and by then there will probably be another contract to expand and on and on.
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Closest you have gotten to the Sun
AngrybobH replied to Cheif Operations Director's topic in KSP1 Discussion
I've flown a probe straight into the sun. I'm fairly certain an atom or two got to the "surface". The altitude before it blew up? Well that was much higher at several hundred thousand kilometers. -
I have encountered either a similar glitch or the same glitch before with small vessels(not quite the same magnitude). The thing I have noticed about it is, once it happens I can 100% reproduce it by launching any vessel from the dessert airfield until I reboot my computer. Yeah, it seems to persist between playtimes if I do not reboot. I have also had it occur when landing near another vessel on Minmus(once physics range is reached and getting worse the closer to the ground I get). Quicksave and reload fixes the glitch when landed on Minmus but not all the time when near the dessert airfield. @Kronus_Aerospace I'd be interested in seeing if a quicksave/load affects the glitch below 200m with your plane.
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Yes, just like that. And, yes, very sexy.
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
AngrybobH replied to Paul Kingtiger's topic in KSP1 Mod Releases
What if I has the 1st US mod installed? I have several things in orbit that have those parts. Is this independent? Can I use both until I phase out the old stuff?- 1,553 replies
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I would really like that planes' rear landing gear in KSP. The gear not the airplane-equivalent-to-wheelie-bars wheels on the very back.
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For any kind of real help you must provide some basic information like KSP version, what mods are installed, condition in which the landed vessel is in(i.e. rolling down a hill, standing upright on landing legs, floating in the ocean, etc), OS, and anything else that you might think is relevant to your situation. Possibly include information that may not be relevant. I once fixed a push button start problem on a 2016 model Nissan by unplugging a faulty phone charger. Weird things happen with machines and is pretty much the rule with computers. Considering I have never even heard of the potential bug you are experiencing, let alone experienced it for myself, my first thought is a control sticking slightly (joystick, game pad) causing a control input that prevents recovery. I have a joystick that will give left roll (about 1%) sometimes and that will stop recovery but, that is not a bug, it's a 15 year old wore out controller.
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What mod(s) do you use for the paint?
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In my early 1.4.5 career game, I made a new plane with the latest in engine technology. It sports two J-33 Wheesley turbofans. The part count is high (29) leaving only one spot for science but, it only weighs in at 15t. Not the most practical thing for an early career but, I am in it more for the fun. I can't wait until some kerbal invents the panther engine and airbrakes.
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There was a time when I thought this was true. Out of 30 rescues 28 were engineers in a 1.3.1 career. I started sending all engineer crews out to die on missions. RNG is a fickle mistress in most games. You can complain but, it does you no good.
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I guess I never noticed but, now that I have it kind of bothers me.
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@kurgut I had problems with them and FAR back in 1.3.1. Asymmetrical lift, low lift for area (compared with stock wings), and high drag. I still used them a whole lot because you can make some nice looking machines but not necessarily nice flying. It seemed like FAR helped but wasn't a solve. Are you using FAR in 1.4.5? I want it, but when I attempt to recompile the source for 1.4.5(which is another thing I did in KSP today) I get 3 errors but it completes. But then, I get no control surface operation and no lift/drag graphs and it makes me sad.