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Everything posted by Jognt
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Using flaps to prevent spaceplane flipping
Jognt replied to Milesy's topic in KSP1 Gameplay Questions and Tutorials
Could you share your craft file? I’ve spent many nights perfectly balancing spaceplanes (CoL _just_ behind CoM at all times) and I can re-enter at whatever angle (45°, 90°, etc) and she’ll be fine. Though I do fly with the Atmosphere Autopilot mod for the solid FlyByWire. Maybe there are some changes you can make to improve handling.- 21 replies
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Unfortunately that tends to be the main way I summarize most of Squads efforts .
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Are we still pretending the wheels/legs aren't broken?
Jognt replied to Geonovast's topic in KSP1 Discussion
Watching that lander crawl up the hill I realized that I thought "wow, it's moving uphill! I wonder if I can make that work to my benefit!" which then was followed by the thought "Yes.. I think I *have* accepted that they are forever broken". Back in 1.3 I used to set the spring to near minimum and the damper to max for my landers. It wasn't perfect, but at least it wasn't bouncing. Not sure if that still works with the new hydraulic/autobounce suspension. -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
Jognt replied to _Zee's topic in KSP1 Mod Releases
@_Zee A small heads-up: there're a few parts in US2 and DMagic's Orbital Science that did not have their xmit value altered in your compatibility patches. (though the DM parts are hidden by default, so it's just the US2 science wedges that needed changing) I've written a small cfg that allowed me to just blanket find any part with a xmit value <1 and a thermometer/barometer/seismic/etc experimentID and to fix the problem on my end. I'm not sure if you had a specific reason for targeting specific parts in each patch versus finding each part that had a value you wanted changed, but if it's any help, here's the cfg with the bit that allowed me to track down the parts in modulemanager.configcache commented out. -
Theorycrafting is fun and all, but wouldn't it be more informative to just.. let kOS perform rotation towards a SAS vector and then see if it 'snaps' to the SAS marker like it does without kOS? If it works as desired then kOS won't really be able to move the ship much towards that vector without RCS, but when it arrives, it'll 'magnetically' snap towards it.
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
Jognt replied to DMagic's topic in KSP1 Mod Releases
Yes I meant Toolbar Controller, my bad ;). Thanks. I'm just going to blink a few times and ask myself how I missed that.. -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
Jognt replied to DMagic's topic in KSP1 Mod Releases
I had that installed, great for managing the parts list in the VAB/SPH but I have not found a way to remove toolbar icons with it. It's not registered with Toolbar Manager either so I can't hide it from there either. -
Yes, I'm at that point in my career where I don't have SAS advanced enough to have those buttons though :P. Therefore I have to move around manually which takes a lot of RCS if I keep SAS active (since it tries to stabilize if I let go of WASD). The RW don't really do much anyway unless I'm in Stability mode or within the selected marker. So instead of disabling RCS while waiting for the probe to turn to the selected marker, I disable SAS with F and initiate the move while waiting for my direction to arrive to where I need to be, then I release F and Stability mode will settle me down :). One question though: I was under the impression the pilot and SAS got the same amount of torque when SAS was not within a few degrees of the target orientation. If you're saying I'm depriving myself from the torque they can provide, is this not the case? ps. With my smaller starter craft I kinda exploited Mandatory RCS's RW system by disabling SAS just when it was within a few degrees of prograde/retrograde so the momentum from the 'snap' would turn me 180° quicker . Nowadays I bring RCS like a good boy though .
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
Jognt replied to DMagic's topic in KSP1 Mod Releases
@DMagic Any way to hide the Celestial Body Science Editor button in the flight scene? It's installed because of Zee's Probes Before Crew pack and the icon taking up toolbar space is just *bugging* me. -
On 1.7.0 I'm getting Nullrefs for Strategia when I right click the Administration/Strategy building. Appears to work fine regardless, but I set KSP to show errors onscreen and it's kinda.. bugging me Log: https://www.dropbox.com/s/yoi8cng8xc0upzc/Strategia_Nullref_output_log.zip?dl=0 Disregard the nullrefs from Basic dV, Waypoint Manager, and Mandatory RCS. I've already reported those. ================================================ Edit: @nightingale I tested Strategia on a clean 1.7.1.02539 +MH +BG installation, just Strategia +dependencies (CC, MM, CBK), with a fresh career save. When I loaded into the Space Center I right clicked the strategy building -> No Nullref. I then accepted two contracts (test flea and test hammer at launch site) and the hammer contract instantly failed when I entered the VAB. After testing the flea and completing that contract I switched back to the Space Center (via Recover Vessel) and right clicked the strategy building -> Nullref, each and every time I rightclicked. So. Two bugs: 1. Contracts failing for no reason; 2. Nullrefs on right click; Outputlog: https://www.dropbox.com/s/wrm7iut56t3bvsn/output_logStrategia.zip?dl=0 Let's just say I don't envy you for owning several "Should be stock" mods
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
Jognt replied to nightingale's topic in KSP1 Mod Releases
A heads-up. While checking my output log due to a Basic dV Nullref I saw that there was also a Nullref in there from Waypoint Manager. Log: https://www.dropbox.com/s/pqksfjoqgoh1yez/Basic-dV_output_log.zip?dl=0 KSP 1.7.0, quite modded, but not ridiculously so. =============================== Edit: @nightingale I tested again on a clean 1.7.1.02539 +MH +BG install, no mods other than Waypoint Manager, fresh Sandbox. It appears that the 'removeduplicate' fix you wrote is having a bit of trouble here and there. I got three nullrefs after entering the VAB, and got another one after quitting to the main menu. Outputlog: https://www.dropbox.com/s/011fwfryui0fc5o/output_logWaypointManager.zip?dl=0 -
Works in 1.7 but it appears to throw a Nullref whenever I EVA a Kerbal. Output log: https://www.dropbox.com/s/pqksfjoqgoh1yez/Basic-dV_output_log.zip?dl=0 ====================================================== Edit: @DMagic I tested again on a clean install of KSP 1.7.1.02539 +MH +BG, no mods other than Basic dV. Getting nullrefs whenever I place a part in the VAB and 'dump' it back into the partslist and whenever I EVA a kerbal. Logs download link: https://www.dropbox.com/s/99ftz94kws0x2mw/BasicDvLogs.zip?dl=0 (one log per nullref repro) To reproduce nullref 1: 1. Enter the VAB; 2. Place a part; 3. Dump it back into the partslist; Nullref 2: 1. EVA a kerbal;
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Cheers! I'll give it a whirl and let you know if it fixes the 10.000 Nullref Combo Breaker during re-entry (just had it again) . With regards to the parts pack, I've been using the adorable mini RCS thrusters from ReStock+ so I do not how how they currently work in 1.7. Ps. Man, figuring out how much RCS fuel to bring is a whole new challenge of its own. I'm getting into the habit of disabling SAS during RCS movement though since SAS likes to waste RCS like no tomorrow.
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I've been using Mandatory RCS (without the parts pack) for a week now in my 1.7 game. The functionality is there, but while tracking nullrefs from other mods I encountered a situation where I got about 10.000 NullRefs from Mandatory RCS in the timespan of one reentry.. Maybe I screwed up something, maybe not. I exited the game asap after the nullref flood. https://www.dropbox.com/s/4h4b51ofl5xsbtg/Nullrefs4ever_output_log.zip?dl=0 Context: I just did a pretty big probe-only rocket that sent 6 probe-only commsats to the mun, landed, and came back. Lots of RCS had been used and decoupled, etc.
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[1.12.x] Near Future Technologies (September 6)
Jognt replied to Nertea's topic in KSP1 Mod Releases
If it's any consolation, my eyes widened while reading those changes due to the level of attention to detail that goes into all the work you do. Thank you _very_ much. -
[1.7.3] Graphics Enhancements Assembly (GEA)
Jognt replied to Davian Lin's topic in KSP1 Mod Releases
Your honor, I think I made my point xD. -
[1.7.3] Graphics Enhancements Assembly (GEA)
Jognt replied to Davian Lin's topic in KSP1 Mod Releases
Yes, that’s the whole upside of bundles like this. But you’re not the only person releasing mods ;). Bundling mods like this is a pain for every single user and modder that uses any of the bundled mods. Look at it this way: if you make them dependencies then you don’t have to worry about file paths and versions for them. That’s why dependencies are a thing: always the latest version, always compatible with other mods that interact with yours (as long as they play nice). If I were to install this pack it’d work fine as long as I installed nothing else. But this is KSP so I will install other mods and I will probably add my own module manager patches for some of those mods. Since you’re bundling some very popular mods chances are pretty big that at some point, I’m going to have problems because other mods expect those bundled mods to be version X in location Y, but they’re not. Honestly, if “A single mod to install > multiple mods” isn’t the reason you made this I am not quite sure why you actually went the ‘bundled’ approach. Anyway. I’ve read back a bit and I see I’m not the only one that has historically suggested this so I guess you have your reasons. I just don’t quite understand them :p edit: if I were to release a mod right now that alters any of the bundled mods, say, a config for visuals that looks great. I would make the mod I based it on a dependency and it would work just fine. But it wouldn’t work with your mod and people would get confused since as far as they know, your mod contains the exact same mod, except it doesn’t. Then you get to support hell where everyone is trying to figure out why it isn’t working. Really, dependencies and such are a solution to a problem you don’t want to deal with xD. -
[1.7.3] Graphics Enhancements Assembly (GEA)
Jognt replied to Davian Lin's topic in KSP1 Mod Releases
I recommend ditching all the bundled mods and just make them regular dependencies. I appreciate the benefit of mod packs, but a simple step-by-step would solve that while making it all a dependency would solve a whole lot of other headaches. -
[1.4.4] - [1.6.1] Mono Map (map audio equalizer)
Jognt replied to TheUltimateKerbonaut's topic in KSP1 Mod Releases
I assumed this mod dealt with the Mono garbage collection but I’m glad I checked it out since I remember map audio being pretty annoying! thanks! edit: I’m on mobile, guess I missed the added bit in the title! -
[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
Jognt replied to linuxgurugamer's topic in KSP1 Mod Releases
Work around it by rotating the entire craft 90°? -
Sometimes I just want be a child end-user and just enjoy plonking something in and having it just work ;-;
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