doktorstick
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Everything posted by doktorstick
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[1.11] RemoteTech v1.9.9 [2020-12-19]
doktorstick replied to tomek.piotrowski's topic in KSP1 Mod Releases
Can someone provide guidance on setting up multi-maneuver nodes in Remote Tech. Right now, I'm having to guesstimate a signal delay, try to time the addition to the queue, and type in burn numbers. It's quite tedious at present. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
doktorstick replied to ferram4's topic in KSP1 Mod Releases
I see what you did there.- 14,073 replies
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[1.11] RemoteTech v1.9.9 [2020-12-19]
doktorstick replied to tomek.piotrowski's topic in KSP1 Mod Releases
Is this something that's in stock/RemoteTech? I've not unlocked the full tree nor really explored ahead to see what's available. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
doktorstick replied to tomek.piotrowski's topic in KSP1 Mod Releases
How do you handle landing on bodies outside of Kerbin's SOI with RemoteTech? As-is, I've manually landed remote probes on Mun and Minmus, and my remote probes are approaching Eve and soon I'll need to have then land on the planet and its moon... with 40+sec of signal delay. -
@DMagic @JayPee I've found similar behavior with RemoteTech and SEP. For instance, I have a small SEP base near the runway. The wireless symbol is lit green, but there are no bars, despite the KSC being a couple of thousand meters away. I tried a previous poster's suggestion and placed an omnidirectional antenna on the SEP central station to no effect.
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[1.11] RemoteTech v1.9.9 [2020-12-19]
doktorstick replied to tomek.piotrowski's topic in KSP1 Mod Releases
Check out SETI RemoteTechConfig. It'll add ground stations, but it does change other rules. Alternatively, you can copy the ground stations section from the SETI version into the RT settings file to add them. -
I have not. I'll keep that in mind next time the situation arises. Thanks for the idea.
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[1.2.2] Contract Pack: Historical Progression (v1.5 - 4/24/2017)
doktorstick replied to pap1723's topic in KSP1 Mod Releases
I'm on Apollo 4. One comment about it--if you have a unmanned vehicle for three people, that criteria (Crew Capacity: 3) remains with a red X until you achieve the proper orbit. I think it was after the 30 minutes elapsed on the first orbit. I can't be 100% though. This can be confusing because you aren't sure if you built your ship wrong or not.- 161 replies
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[1.2.2] Contract Pack: Historical Progression (v1.5 - 4/24/2017)
doktorstick replied to pap1723's topic in KSP1 Mod Releases
To put a bow on on the Gemini 7 & Gemini 6A mission, the next CC will protect itself against the malformed contract. Here's the note from the resolution:- 161 replies
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He (@blu3wolf) must be referring to another mod altogether, based on my reading. I've been using SEP for a while, albeit only on Kerbin because I haven't landed on another celestial body yet.
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[1.2.2] Contract Pack: Historical Progression (v1.5 - 4/24/2017)
doktorstick replied to pap1723's topic in KSP1 Mod Releases
Hey, I've been tracking down a problem that started with unrelated contracts' requirements not getting updated. I noticed a trace from CC in the logs, but was unsure if that was the cause. DMagic was able to provide clarity as to why, and it may be that the Gemini 7/6A rendezvous mission is causing CC to croak. For reference, here's the bug. @Moiety What did you edit to move past your problem? It might have not been the same problem, but I may end up needing to "complete" the mission so others start working again.- 161 replies
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It's not that; it was a new ship built specifically for this task after the contract was accepted. FWIW, the note reads: Additionally, the completed portion of that contract was to use the Mag Boom in low and high orbits and the RWPS in low and high orbits. I completed that, so I definitely have those two items on the craft. This second note reads: I opened a bug against ContractConfigurator because there's an exception in the logs. No idea if this is related to that... trying to cover my bases. From Mission Control:
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Any idea why the "Conduct a survey... around Kerbin" isn't triggering the sub-criteria regarding the orbit? The Mun one did, but it was about two weeks ago in Real Life(tm) or three weeks Kerbin Life(tm). Additionally, the craft has a Mag Boom and RPWS as that was required to complete the "return or transmit data" portion of the contract. It's like the whole "Enter and maintain..." section is busted. I've included the vessels KER orbit data in the screenshot as well for orbital verification purposes.
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Howdy. I have a couple of questions. I'm inferring from one of DMagic's screenshots that it makes sense to have a setup in each biome. Is this correct? For instance, I've set one up at Kerbin Shores and one at Kerbin's Ice Caps. Does each give its own science output? Are there diminishing returns? If you double or treble the same science devices connected to a SEP station, does it speed up the process, give you more science, doesn't help at all? If you setup two SEP stations in the same biome--with or without duplicate experiments--do you get more science? What happens when a data set is ready, but you don't collect/transmit it? Does it pause until it's empty? If not, what happens if a second data set because ready and the first hasn't been collected yet? Thanks.
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Check your KSP.log. With the new scatterer (via CKAN), mine in scrolling non-stop--every 40 milliseconds. [LOG 19:23:31.557] [Scatterer] Added eclipse caster Mun for Kerbin [LOG 19:23:31.557] [Scatterer] Added eclipse caster Minmus for Kerbin [LOG 19:23:31.561] [Scatterer] Atmosphere config found for: Kerbin [EXC 19:23:31.574] NullReferenceException: Object reference not set to an instance of an object scatterer.Manager.getDirectionToSun () scatterer.SkyNode.InitPostprocessMaterial (UnityEngine.Material mat) scatterer.SkyNode.Start () scatterer.Manager.Awake () scatterer.Core.Update ()
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Cool. Here's another corner-case. If I have a Command MkI (3 days worth) and a CLLS tank below the coupler and I eject the CLLS tank, the command pod doesn't refill before ejection. For instance, I now have the pod with 0.70 / 3.00 support with my debris with 49.96 / 50. I separated after about three days in space. Methinks the astronauts would be smart enough to transfer as much life support to their pod first. Though they are Kerbals...
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[1.11] RemoteTech v1.9.9 [2020-12-19]
doktorstick replied to tomek.piotrowski's topic in KSP1 Mod Releases
Good afternoon. When interplanetary probes are traveling, sometimes they fall out of comms connection, especially early on in setting up networks. Is there a way to get a notification when a satellite reconnects its connection? I need to manage a few interplanetary satellites and their dish angle is too narrow at the moment, but when they are further out, they should establish a connection and I can make burn corrections. Thanks. P.S. If there isn't a way, mayhaps you can work with the KAC devs to get a new alarm type. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
doktorstick replied to IgorZ's topic in KSP1 Mod Releases
I don't know how the save system determines where to put you; I don't have any special mods that manages saves or anything (Edit: I do use Dropbox to share saves between computers; maybe this is the cause). However, I do know that if you save a game while in space (either Quicksave or ESC|Save) and then load one of those saves (immediately or days later), it puts you in space. I *think* if the last autosave was in space and you crashed, it'll put you in space when you come back. At least I now know what the cause is and presuming the initialization isn't reset on ESC|Load then no big deal. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
doktorstick replied to IgorZ's topic in KSP1 Mod Releases
I understand you would like a modless save, but ATM I have about 30 mins a night to play. If I get more time, I'll see about spending recreating in a pristine environment. For now though, I'm reporting that it happened again. Same situation. Relaunched to do the last two satellites, repaired one, in transit to the other when I had stopped playing. Reloading and there's no tools. What I observe is this--my ship has two inverted Command Pods MkI and an SC-62 container. Upon the reload, the Command Pods no longer have the "Valentina's Inventory" and "Bill's Inventory" buttons; the container still has its inventory button (and its items when I EVA to it). The thing that makes or breaks it is this--if the game loads the save game and starts you at the Space Center and you have to get to the ship via Tracking Station | Fly Ship, the "Bill's Inventory" button is present. If the game directly loads into space, those buttons are gone. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
doktorstick replied to IgorZ's topic in KSP1 Mod Releases
New to KIS. Not sure if a) I did something wrong; b) it's a known behavior; or c) it's a bug (and I can open one or you can, idc). When I was setting up my satellite constellation, I didn't add enough batteries to make it through the night. I thought that I would do one launch to rule repair them all. Bill Kerman was loaded with 1 wrench, 1 screwdriver, and 6 Z-400 battery packs. At the first satellite, good ol' Bill EVA'd over to it, equipped his trusty wrench and repaired the first satellite[1], placing two batteries on its hull. He returned to momma and Val ferried them over to the second satellite. Before rendezvousing, I had to call it the night and I saved and went to bed. Today, I completed the rendezvous and Bill once again EVA'd. To my dismay, he had no inventory. His capsule didn't have it. Val didn't have it. His trusty tools were not so trusty after all. So, a) b) or c)? [1] Ugh, it was quite the challenge getting the batteries fixed to the hull. The drill sound kept happening like it was attaching but then it would be floating a few inches above the hull. After about half-a-dozen tries I finally got it to stick. My procedure was drag from inventory, click on location, press-and-hold H, click, release H. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
doktorstick replied to tomek.piotrowski's topic in KSP1 Mod Releases
OK, I'll give it a try. It still reads as a finicky solution. Right now I'm playing in custom harder mode and have resorted to save scumming and then turning on the cheat of allowing me to control probes out of comms and disabling it again once past the problem. A very naive solution would be to turn off thrusters if the maneuver "needed" delta-V increases, even if it was a configuration option. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
doktorstick replied to tomek.piotrowski's topic in KSP1 Mod Releases
Howdy. Is there are trick to prevent the flight computer from chasing a maneuver node? This happens as much as it doesn't, so much so that I cannot rely on the flight computer. What happens is that as delta-V approaches 0 m/s for the maneuver burn, but cannot get into the magic cutoff range (for whatever reason) and delta-V starts increasing, the flight computer will happily chase it spinning your ship, causing mayhem to your attitudes, and burn all the fuel in the stage. I'm running RT 1.8.4. If this is a bug and not a failure on my part, I'll open an issue in the repo. -
[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
doktorstick replied to nightingale's topic in KSP1 Mod Releases
@nightingale Can you prevent the Astronaut Complex from appearing in contracts until it's been upgrade to level 2. Once upgraded, it's not finicky and works as once would expect. For new careers (or new players of of this mod), it's not obvious that you need to find a very specific teeny tiny part of the complex to get it to work.- 469 replies
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- contract configurator
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