danielboro
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KSP Interstellar Extended Support Thread
danielboro replied to FreeThinker's topic in KSP1 Mods Discussions
@FreeThinker is the extended warmup and cool down i see in the solid core the intended behavior? is there a way for me to configure the length of time the warmup and cool down take? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
danielboro replied to erendrake's topic in KSP1 Mod Releases
i have a scrip to copy and set new boot scripts the new script is copyed to /boot set core:bootfilename to "1:/boot/"+bootf+".ks". works as in can see in the save bootFile = 1:/boot/bootgetlander.ks i have room it the CPU as doing cd("boot"). and run bootgetlander runs the boot script but on reboot the boot script wont run wat happened in 1.3/1.1.1 to change this? found the problem i dont know if 1:/boot/ was allowd bifur (but this script is one i used bifur so i think it did) but it wont work in this version core:bootfilename must be /boot/ -
KSP Interstellar Extended Support Thread
danielboro replied to FreeThinker's topic in KSP1 Mods Discussions
i did a ckan update last night but after killing the game to do the 1.2.2 movie (https://yadi.sk/d/I_-FxHCY3Kxbsx) wen started KSP 1.3 i got an avc message ters a new version (i was on .14) updating now to .15 running in .15 exactly the same on first Z no worm up go to full trust on X slow trust redaction on Z slow worm up on X slow cool down whit trust redaction log 1 https://yadi.sk/d/6zqN_PTl3KxfUj log 2 https://yadi.sk/i/Wo2-z3783KxhV6 movie https://yadi.sk/d/DT3Bkrq93KxfzP i have log 2 and a movie but i cant get a link at the moment will try layter in case the cool down is by disain - how do i cut the propellant to the NTR- no propellant no trust -
KSP Interstellar Extended Support Thread
danielboro replied to FreeThinker's topic in KSP1 Mods Discussions
this is a move of Z then X then Z then X https://yadi.sk/d/YMLqNuHh3KxZht ill do now one of 1.2.2 for comparison -
KSP Interstellar Extended Support Thread
danielboro replied to FreeThinker's topic in KSP1 Mods Discussions
until now it had a worm up time but cut off was imidiate this time it was reverst no warmup time and long cut off but on the cut off, i think if i stop running propellant to the core truse suld drop to 0 un like jet that gets propellant from the atmosphere and i only stop adding heat to it (no more burning fule) ill start doing som tests soon -
KSP Interstellar Extended Support Thread
danielboro replied to FreeThinker's topic in KSP1 Mods Discussions
it has some radiators. i think this is the original craft file but its been in space for ~ a kerbal year by now https://my.pcloud.com/publink/show?code=XZOkfiZX32q38vvfXBRRoLb1Enoa0F5s0UV it has a number of USI-LS parts. an old obsolete greenhouse from the 1.1 days and a number of supply and fertilizer packets the tourist epod attached to it has also a kos part and the puff engens edited to ther old 1.1 size and a pic of it from a number of minutes ago (auto screenshot saved to a cloud drive wily im at work) https://yadi.sk/i/yy55BCnm3KwoWh -
KSP Interstellar Extended Support Thread
danielboro replied to FreeThinker's topic in KSP1 Mods Discussions
last night i moved my save to 1.3 (finally i have all the needed mods) i have a ship that uses 4 solid core NTR it had more power on lift off (no worm up time) but wen i turn off trust (press X) it needed ~2 minutes to get to 0 trust is this new behavior how its sapuse to work or should i look for a problem maker? -
@RoverDude last night i finally run the 1.3 version i still see every ship 2 times in the LS panel can you write the header to look for in the save file? i think some how the info was saved 2 in the past and now i have an old version and an updated version for every ship p.s. i also took the time to test my understanding of the multi/crew formula for hub time my first test were run in my carer save and the limited parts i have lead me to the wrong conclusion doing the tests in sandbox i see the formula you use for it is brilliant
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@Starman4308 i suggest installing auto screenshot and saves by linuxgurugamer i have it set up to save every 30 minutes and to keep 48 last saves by combining the auto screenshot and saves i can let the game run and if disaster strike just look for the last good save to load wen moving my save dir from 1.2 to 1.3 i see its ~ 10Gb of saves
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sorry. my bad im still in KSP 1.2.2 USI ls 0.5.24 - 2017.03.17 MKS 0.50.18 - 2017.03.17 (just in case)
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did dis doubling of ship happen to any one else? sorry. my bad (edit in) im still in KSP 1.2.2 USI ls 0.5.24 - 2017.03.17 MKS 0.50.18 - 2017.03.17 (just in case) logs https://yadi.sk/d/hB6I9Yn-3Kp8mj https://yadi.sk/d/BxZ5QORo3Kp8sa
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hub is a big problem i never run out of supplays but alwis at the edge of hub time i use smart parts and kos and my epod (4 kerbal, PPD, 2 dock ports,4 chut +2 drug,probe core whit embedded kos,heat shild) has a long successful minmus and mun returns but i use a tug to get the epod to minmus orbit from ther it has the dV to get back directly or v mun fly by
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[1.11.0] Airline Kuisine v2.5.0 ~ [Jan 2, 2021]
danielboro replied to JadeOfMaar's topic in KSP1 Mod Releases
i use the portraits to count my kerbals (didnt forget any one on the station)<- way i posted that as a bug, after undocking i was missing a kerbal seeing the */job thy have transfer them from one place to another i dont care wat is the background so i think the ide to have just the black background until you make something you like better is good- 146 replies
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im not sure running out of supply is reversible in orbit (need a mead bay+scientist?) i think only if recovered hub defenatly is reversible in orbit
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thank for the sugensions i installed Hyperedit but first i tried some things. the second thing i tried was to send the rover to a new spot using the pick target in map (the first was to send it to the nav point agen) being in the mountean aperantly mean all wheels are in contact whit the ground it moved 2000m to the side and wean it got ther it was on the surfese. alas it was a sever slope and my rover tumbled down losing all solar panels and som sci equipment. but my kerbals are ok, just running out of time (USI-LS) a resqu mission is on its way. good thing i had a ship that can get to the mun in storage (i use KCT)
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@maja its in the mun the rover is ~200 m under the surface i have OPM installed but didnt get ther yet i can get a pic after work in ~8h
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im playing in 1.2.2 and i have kupernicos my rover is in side a mounten any suggestion on how to get the rover and crew on the surfese? extra data: i sent it to a mission marker to find an anomaly the anomaly is right next to the rover in the mounten
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i had one of that an engineer lost his spot in the urlum expedition got medevaced and replaced
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my opinion is that ship hub rating (hub space*(1+hub multi)) suld be independent of crew size if you keep the cap on multi, i think that doing sum(all multi part) and then compering crew size to sum() is better then doing it per part i dont think this is a good thing. this will make some places better then ader in the ship a moving kerbal (hot seat mod or manual) can move from a good seat to a bad seat and turn tourist (or die if so set) a sugestion add in the LS status window(in flight scean ) the max number of kerbals that get benefit from recyclers and the % you get. and if you use SUM(cap for multi) add the max number of kerbal`s you can add to the ship bifor the penalty starts
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ill try agen tommoro
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im not clear the main problem is in the VAB max(num) changes wen ever the current(num) chinges <- very bad the ship on the pics is just a test ship to see but still that mean that the window is near usless (for a ship whit a crew of 10 it will only add 0.02 multi) cal was supuse to be calculate p.s. i tested using ranger: cap of 4 max is still changing wen current grows bigger then 4
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then the cal and display for max crew is wrong my personal opinion is that the multiplier suld not be affected by crew in ship. like in my example i expect to have a hub of /10 if i 10* the crew but at the moment in my example a 10* crew givs /20 and thers no way to calc it in the head (even the VAB gets it wrong) i make a ship whit 100y hub (10y in space * 1+9 in multi) 1 kerbal -100y (10y*(1+9/1))/1 10 kerbals - 1.9y (10y*(1+9/10))/10
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