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Everything posted by Yakvi
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Kerbal's lose all momentum when exiting jetpack mode
Yakvi replied to RedderThanMisty's topic in v0.1.0
KSP Version: 0.1.0.0.20892w Operating System and version: Windows 10 v. 21H2 CPU and GPU models: CPU: i7 6700K, GPU: GeForce GTX 1070 Description of the bug. Expected Behavior: Kerbals falling from the orbit should not survive contact with the Mun surface Observed Behavior: After reaching altitude of ~12km ASL, every time an EVA kerbal toggles on or off the jetpack, their velocity is reset to 0. Steps to Replicate: Reach the Mun orbit above 12km Go to EVA and decelerate using the jetpack After reaching 12km altitude, toggle the jetpack -> Kerbal's Velocity reaches 0 Wait until Mun's gravity increases kerbal's velocity again Re-enable the jetpack -> Kerbal's Velocity reaches 0 Using this trick you can safely land without ever using the jetpack to decelerate Fixes / Workarounds (if known..) Don't use this trick A list of ALL mods. If the list is long, please consider using a spoiler window. None, vanilla only. Other Notes / Screenshots / Log Files (if possible..) Probably the case on other planets, didn't test. https://imgur.com/a/TDPRjq9 Apologies, this seems like a duplicate of the bug below. Hopefully, additional information (threshold of ~12 km) will be helpful. -
Just want to reiterate how awesome this whole pack looks. Great job and congrats on release!
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
Gotcha, thanks -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
found a big although im not entirely sure whats causing it but the following mods but my suspicions lie with mods i have installed today i've used regularly with no problem --> KWRocketry (Outdated at this time), Mechjeb, KOS, Scatterer (just updated today though), Kerbal Engineer some mods appeared recently and i never downloaded then --> Coatl Aerospace, DMagic, FireSpitter. --> these have caused no issue for me at this time mods i installed today --> Stock Visuel Enhancements with High Res Textures, EVE, Tracking Station Evolved and KWRocketryRebalanced bug details --> change ship via the map or tracking station and i am unable to see the planets on the day-side, the star field or Skybox is also Blacked out. in order to upload my Output log and Gamedata image i need a bit of help with that as i cant figure out how too Edit: sod it....Google Drive Links GameData: https://drive.google.com/file/d/1TxBtvAy6bwNToX8pqSDVkXSUKLVUjRgO/view?usp=sharing Outputlog https://drive.google.com/file/d/1ZYbjuFL4kOEKlVYCYmpZUsFxKbFtgquh/view?usp=sharing I actually have the same issue. Initially spotted in v. 1.4.1, with in-depth debugging in 1.4.2 (stripped down to having only scatterer, EVE and SVE to no avail). Upon loading a vessel, no textures apart from the sun and the vessel itself are loaded. Map view still shows all good, same if you make a new launch. Log file here: https://www.dropbox.com/s/757d733yomphvlj/KSP.log?dl=0 removing SVE fixes the issue. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
I wonder how it scales with 10.6x rescale.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
My guess is gravity assists- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
Huh! I KNEW my solar panels were reacting to Ciro when I was rotating my craft towards them, but couldn't find the pattern. That explains it, thanks a lot for the update!- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
That's really cool! I've also found a wiki for SCANSat. One thing which I wasn't aware of is that the mod allows you to predict the coverage you'll be making of a body thanks to the small dots in the middle of the "Big map". It simulates the next 100 orbits and provides you a handy overview:- 7,371 replies
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Congrats on the release Really looking forward to using this mod.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
From what I understand, SCANSat operates the best at "Ideal" altitude. If you right-click the instrument, it says if it's "sub-optimal", "Ideal" or "too high!" (it stops working when too high). Still, interesting info, thanks!- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
Yeah, that's correct. Version 1.5+ allows you to install OPM as a secondary system around Grannus. Totally optional ofc.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
That's an amazing gallery @Poodmund! One question: which onboard computer do you use? Pretty sure I haven't seen these visuals/interface in RPM. Overall, those IVA cockpits are amazing. Would like to have some source- 7,371 replies
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Kaptain's Log Dev Thread - RC-2(9/12/2017) Now Available!!!!!
Yakvi replied to linuxgurugamer's topic in KSP1 Mod Development
It's all gone (fps issues)! Thanks, now I can really start enjoying this amazing mod! I don't have QuickGoto, but I have QuickSearch and Janitor's Closet, yeah. -
Kaptain's Log Dev Thread - RC-2(9/12/2017) Now Available!!!!!
Yakvi replied to linuxgurugamer's topic in KSP1 Mod Development
Double-checked. After uninstalling the mod, VAB fps jumps back significantly. Will try to get more precise data if you need me to, but tomorrow. -
Kaptain's Log Dev Thread - RC-2(9/12/2017) Now Available!!!!!
Yakvi replied to linuxgurugamer's topic in KSP1 Mod Development
I've checked out the mod. Great job and incredible progress in these few weeks! Some bug reports based on the latest version: Typos Kaptain's log intro window Overall, I recommend you to make a double-spacing removal pass, unless it's intentional. Global pane: "to use global settings forall the settings". Overall, this and other paragraphs have a bit too many "settings" words in them. In many cases, you can simply skip the word or replace with pronoun. General Settings pane "thunbnails should be saved"; Double spacing on the following paragraph "The option __ Use Bliniear". "If your thumbnails aren't clear". Recommended new phrase here. Initial Display Columns pane "which columsn are shown". Evt Pause Settings pane Last phrase requires colon: "Not that this button does not stay enabled: once all... " Missing period at the very end. Evt Screenshot Settings pane missing space after comma, lost "which" word: "specifies which events which,when captured" Feedback Game performance Unfortunately, performance issues didn't go away on my heavily mod game. This is specifically noticeable in KSC and Editor scenes, where performance drops to 7-10 fps. Strangely enough, during the flight itself, where all the monitoring should happen, there's no noticeable impact. It's still pretty annoying when designing vessels. -
I haven't really looked at the code, but there's potentially a lot of stuff to fix, even if description-wise. For example, while I can understand Iota being called "Moon", missions like "Minmus X" leave no doubts. I could look at the code/descriptions myself, but probably not earlier than this weekend. I would say though that Homeworld()-style references are actually what gives this contract pack much of its flexibility. Better to leave them as is, and try to find references to inner planets. Overall, I'm a bit torn by this contract pack so far. It has a lot of things which are the mod great, like accounting for rescaling and such. However, it aims to be "Jack of all trades" type of mod: one contract pack to rule them all, and ends up being a bit generic.
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Kaptain's Log Dev Thread - RC-2(9/12/2017) Now Available!!!!!
Yakvi replied to linuxgurugamer's topic in KSP1 Mod Development
Ooooh nice. Will check it out again once I get home. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
Oh right, I completely forgot about that. I believe the references to Gilly calculates the max distance for contract generation, so I replaced them with Grannus.- 7,371 replies
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Hey @JadeOfMaar, I think it's a great idea to include Career Evolution Contract Pack to the first post. It's been mentioned already a few times in the main thread. See this post:
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
Bases and stations works fine in GPP. You might want to modify a couple lines in configs to make contracts pop up faster though (as ppl pointed out, this might be an issue with Kopernicus). See the post below for details. But yeah, for the contract packs which work and don't work in GPP, see the Workshop.- 7,371 replies
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I've been looking into getting Strategia-like functionality, where the more tech nodes you researched, the more (or less) funds/reputation you get. Looking at the Strategia code, it became of my understanding that CurrencyOperationPerTech is Strategia-specific class. So I went to do some more digging through the Strategia code and produced the following change: PYW_SETTINGS:NEEDS[Strategia] { funds = "CurrencyOperationPerTech.CurrentMultiplier()*10" rep = 0.1 queueLength = 1 } Obviously, it didn't work. Still, I'd love a similar feature to be in this mod. Any hints on where to keep digging?
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
I mean, it's just a few posts above.- 7,371 replies
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