

vossiewulf
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Everything posted by vossiewulf
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Oh I know. What it means is you see nothing immediately wrong with your stuff, and that immediately makes it 10x more difficult to figure out. Cleaning up anything you can with errors is a good idea. I just don't think it's those errors, they don't seem related, not Contract Configurator at least. Are you sure in the surgery MKS is doing to your parts they aren't doing something they shouldn't? We've already seen that they're shipping a version of GC with missing DLLs, and I saw configs where MKS is deleting nodes left and right with your parts.
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Also, I know it probably won't matter, but speculation is pointless at this point, the link in this post have everything we're likely to know for a while and updates will come periodically. And more importantly, the information we have now isn't enough to know much of anything other than it's not intended to be a radical departure from KSP. What I read as the intent is they they want it to be KSPbis, improve what is good and smooth over the rough parts while adding features that have mostly only been accessible to modded installs, while building a much more solid framework to support future expansion as well as mods.
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Good luck, Squad folks. Following up something like KSP is not at all easy. It probably already has been a series of challenging decisions about what is kept and what is going to be new, and that's particularly hard with games that have strong existing (game) atmospheres. The up side is that a win will probably be a pretty big win. So, as said, good luck and godspeed, we're all counting on you. Insert Leslie Nielsen meme here.
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Ok, I will check again. Thanks again for checking it out. As far as I know the only two throwing exceptions are Contract Configurator and Wild Blue Tools. I've never seen Contract Configurator NOT throw constant exceptions, it seems to be one of the core design principles. I'd love to have an option but there doesn't seem to be one. The Wild Blue one is new and I need to talk to Angle-125. But the station wouldn't even load without Wild Blue, so I can try moving around versions but not removing. All of the mods that aren't compatible are confirmed working for 1.71 by either the author or numerous people who are using them in 1.7 games. Then there are a few that have a more recent update that I haven't upgraded to because the changes are minor (like recompiling for 1.7.3) so I'll get to them at some point. I'm not aware of any mod that I'm using that is known to have significant problems with 1.71. Well Kopernicus maybe, it has a problem with excessive ROC spawning apparently, but I have not seen that so I've yet to grab the newest. One question, I don't have BD_Armory and the only mention I see of it in the log is Filter Extensions trying to set up a category for it. Did you see something I am not?
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No worries, as mentioned I'm sorry to be in a position where I need to ask again. Here's a zip.
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Any suggestions here? I'm sorry to ask again, but the Kerbin orbital construction station is core to this game, and I have launch windows closing in so I can't keep just doing other things. If I can't get this working I'll need to start a process of removing 6 OSE workshops and the assembly line in favor of EL versions. I've looked through the output_log.txt and see no significant errors, the only thing I see that looks like a possible explanation is numerous changes to the GC parts by MKS' KolonyTools.
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If you mean the overall environment I am using the standards, Planetshine, Scatterer, E.V.E..
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I read this in another thread, but want to confirm it before I do anything. The assertion was that open docking ports constantly poll for other ports and check distance and lots of them doing this causes performance degradation. So is this true? If so, one of the engineers at Icarus Station is going to hop in the orbital bug that's armed with a flame thrower and start disposing of unnecessary ports.
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"No problem" Crew rotation day for Icarus Station with the 77-place KOB-III. And even then it will take multiple trips. Sigh. Who designed this anyway?
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Ok I am confused about home time. I understood it to be the highest hab time the Kerbal had ever seen. But I set up a rover with considerable hab time, put some guys in it, they say their home time is what I expect it to be (~2 years). I recover them, launch them on a different vessel with 20 days hab time per crew and now their home time says 20 days. Is home time the highest hab they've seen on their current flight, not all time? I've decided to treat home time like a contract duration, and I want to be able to set their home time easily so Kerbals in Kerbin orbit will have one or two year contracts, and it goes up from there depending on how far you're going, with the goal being I should have to launch a crew rotation mission every couple months to pick up a crew someplace.
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The floating base is teh awesome and now I must do that, but bigger and with lots of unnecessary complexity. Is that the Space Y inflatable shield? I didn't think it scaled and was stuck at 10m, looks bigger here. I use it for recovering the colossal-scale boosters I've been building for Icarus Station. Wild Blue DSEV has an even bigger shield now, but it seems a bit buggy so test first if you haven't tried it already.
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I thought there was some validation of the modules used in rescue missions now, but I used to get those all the time. If you grab the module with one of the Grabber modules, it's like docking and you should be able to transfer him to your capsule module if you have unlimited transfers enabled, which is somewhere in the difficulty settings. However, unless it proved totally impossible, I would figure out how to recover the module with the guy still in it. If you grab a module almost exactly along its longitudinal axis and use a heat shield of sufficient diameter to mask both, AND you remember to put on enough parachutes to handle the mass of your ship plus the second module, you can land them and then just recover the ship as normal and at that point the rescue crews finally cut him out.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
vossiewulf replied to RoverDude's topic in KSP1 Mod Releases
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How would you fake a "mission control" co-pilot?
vossiewulf replied to jeancallisti's topic in KSP1 Mods Discussions
I'd see if I could roll it back to 1.0ish and try the below. Add the right part to all your vehicle parts and the second player can keep you updated with all the telemetry they're receiving. Probably be an adventure just trying to get it to work. -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
vossiewulf replied to Theysen's topic in KSP1 Mod Releases
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You need to post the KSP.log from the root game directory, and preferably output_log.txt (I just learned this was useful) from youraccount\AppData\LocalLow\Squad\Kerbal Space Program\.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
vossiewulf replied to RoverDude's topic in KSP1 Mod Releases
I set out to make a home-time setter that could take a crew of 50 and set their home time to around four years. Oops. Meet the RK-I Hometimerizer. I'm very amused at this, I have a functional rover with a hab time of 1200 years After testing, there seems to be an upper limit, I tested it with 15 crew and all of them said their home time was infinite. I don't remember seeing that in the docs, what is the rollover value? -
Tips on modding The Expanse Rocinante
vossiewulf replied to Spaceception's topic in KSP1 Mods Discussions
We called it divide cut turn when we figured it out, and I've never changed basic method since. It means create simple primitives and add detail only where you need it by dividing or cutting edges and turning them to the new right direction. Same holds true with boolean operations, do it with simple primitives and then add your detail, unless you prefer spending four hours welding vertices and deleting edges that are created in complex boolean operations. You know you're reasonably far along when you can quickly and efficiently make what you want with no stepping back starting with a single vertex. Kids these days with all them yoootube tutorials and dedicated forams and books there t'weren't NONE of them things back when we started, and we had ta walk uphill both ways through snow twenty feet deep at least, wearin' iron boots with the spikes on the INSIDE, and did I tell ya about them polar bears and wolverines? RABID wolverines! Rabid wolverines that shot pulse lasers out of their eyeballs! The kids these days... -
Tips on modding The Expanse Rocinante
vossiewulf replied to Spaceception's topic in KSP1 Mods Discussions
Yes, some folks can be making reasonable parts in a few weeks, but I'm sure you know now, if you've been doing it for a while, that at that point you only knew a very narrow and focused slice. I did something similar way back in the 90s, but I also go back and occasionally look at some of the work from that time and I shudder as to how little I knew and how inefficient my processes and models were. You should also know that it's completely possible to model something that looks correct and works, but has way too many polys or bad edge geometries or isolated vertices all over. It takes a while until you can make things that couldn't be improved upon by another modeler adhering to the same poly budget, and even longer to do that in a reasonable amount of time. -
Tips on modding The Expanse Rocinante
vossiewulf replied to Spaceception's topic in KSP1 Mods Discussions
Modeling in 3D is not something you learn in a weekend. If you really want to do this and have it not be an endless series of not having any idea what to do next and having to ask someone, download Blender and get some good books and spend a couple months working through tutorials until you have a grasp of what 3D modeling is and how it works. That includes everything having to do with UVW texture coordinates and texture mapping methods and processes. Then when you go to make parts for KSP it will be a reasonably accessible experience and you'll be able to make something good that you're happy with. -
[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
vossiewulf replied to linuxgurugamer's topic in KSP1 Mod Releases
LGG, one thing I have noticed is that S/R regularly gets confused on very large boosters/SRBs using Tweakscaled parachutes (the stock parachutes will scale). I will put parachutes on a part until I get a <6m/s recovery speed, but if I just leave the VAB and come back, now S/R will give a completely different answer on recovery speed, which is always higher than what I saw the first time. I've lost some big boosters and SRBs because the actual flight says I have a much higher landing speed than that quoted by S/R. To reproduce, take the BDB Sarnus SRB and scale it up to 10m. Use the stock radial parachute, scale it up to 400% and add enough until S/R says it's good. Leave and reenter and the recovery speed values will have changed. It's probably just a matter of it getting confused over the Tweakscaled parachutes, so the size of the booster doesn't matter, but you need something with enough mass that it doesn't go to 0.0 recovery speed on the first parachute. -
Flying a rocket is like electrifying a zucchini. At some point you inevitably stop and say what am I doing. //next //filterpwned! I guess whiskey tango you know doesn't fly
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This was recently and nearly 40,000 tons at launch, a new record for me, the NF Construction Octo Girder tanks are 3.75m and 8 of the tanks are full of LFO, the other two being xenon. The SRBs are 10m. And the little nose cone at the top totally made all the difference <cough>. The thing is, as long as you have good gimbaling engines and an appropriate amount of reaction wheel force, the 40,000 ton rocket isn't that much more difficult than smaller launches. The launcher had to be this big as this is a 2.5x game, you could get away with 7 or 8m SRBs at stock scale. For some reason KER reads the thrust wrong on the BFR engine cluster, so TWR is wrong and the second stage has about 2x that Dv as we're on atmo here. Dv for Icarus Station at a 750k orbit is about 5700. SRBs entering into a proper Korolev Cross... Both the SRBs and this big monster booster are fully recovered. Also required a significant number of large 5-way RCS clusters, most out on the fuel tanks as otherwise there'd be no way to roll that much mass. Can't remember the exact mass of the arm itself, but from the mass of the station I would guess around 2,000t. And it was docked manually, again if you have enough monoprop and thruster force, 2k tons isn't that different from docking 20 tons. You just go slow, deal with one axis at a time, and use time compression to move things along. The other resource arm you see already docked is hydrolox and was considerably lighter.
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Apologies in advance if this is another stupid situation, but I don't see how I undock from the empty kit. The docking node doesn't seem to know it's docked, so it's not offering me either an undock or decouple node option. I watched the video, I saw the guy dock to the kit, move it to dock at another location, then undocked his tug via a context menu on the kit, I get no context menu on the kit, it doesn't highlight when I hover over it. In the video he docked it to a workshop, but I thought that was because his test station was small, I don't remember him saying you had to dock to a workshop, but he's a little hard to understand at times. In case this is a log-digging question, output_log.txt.
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