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Everything posted by Geonovast
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[1.11.0] Airline Kuisine v2.5.0 ~ [Jan 2, 2021]
Geonovast replied to JadeOfMaar's topic in KSP1 Mod Releases
No dice on rebuilding the craft. So I decided to install Deep Sky Core as well.. just in case it wanted something from in there. With just Airline Kuisine, Deep Sky Core, and MM installed, it locks up on loading: Last couple lines of the log: I'll get you the full one if you need it.- 146 replies
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Post Your Reuseable Rockets Here!
Geonovast replied to eagle92lightning's topic in KSP1 The Spacecraft Exchange
I think this is the only one I've made that I plan on keeping. (I usually build rockets as a one-off every launch). SSTO, payload is basically just a orbital rendezvous/return craft centered on the MK1-2 command pod. Essentially its purpose is what the Soyuz is doing for the ISS.- 6 replies
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I had a couple of... uh... "Test Landings" where the thing came down on its engines, which exploded, then bounced up, pitched forwards, and plopped down on its gear. 2/10, would not recommend.
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Well... unless you land in the mountains...
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How could you murder that face? Huh?
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Your station appears to have some sort of infection. I put the de-orbit trajectory so it plops down into the water past the KSC about twice the distance from the KSC to the old KSC. This usually brings me down to flight speed just before the mountains by the KSC. But I have airbreathing engines on my shuttle, which gives me 10-30 minutes of atmospheric flight (depending on how much I use the afterburners - which are required some of the time, since running the engines dry just keeps me in a really good glide.
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[1.11.0] Airline Kuisine v2.5.0 ~ [Jan 2, 2021]
Geonovast replied to JadeOfMaar's topic in KSP1 Mod Releases
I'm willing to try anything at this point. When I made the change above by removing the line, the change was made on a fresh install of KSP that had not been run at all, and the craft file was pulled over from the save in a different install that it was built in, which never saw Airline Kuisine. If you guys want to try it yourself to maybe see something I'm not, the ship is here with direction as to exactly how I'm flying it each time: Astrid. The ship should hit well above 1300 m/s before starting to slow down to be successful. When it's not, it starts slowing down at about 1100. The only thing I'm doing before launch is turning off the Yaw/Pitch controls on the 4 AIRBRAKES because I forgot to switch that off before uploading to KerbalX.- 146 replies
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http://theinfosphere.org/Vergon_6
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If it's split up cleanly, sure, but a lot of posts have, say, a dozen pictures with text in between each of them. And highlighting the whole post does quote the pictures too. It was just a thought, definitely not worth spending real time on.
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The only person I know who is into it is 10, so I'm guessing it's not terribly gruesome... although it might be. Never heard about it until his dad asked me to print this for him: https://www.thingiverse.com/thing:1112196
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That's not very nice. It's trying really hard. Maybe you just don't understand it.
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I've been trying to get into a habit of snipping out videos and superfluous pictures from quotes, and just getting the text only. But some of those posts are really big. Is the forum software capable of having a Quote Text Only button that parses out any media tags?
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Getting a rover onto Minmus?
Geonovast replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Since your kerbal is carrying stuff, you're obviously using KIS/KAS, yes? Or is it a different mod? If you are using KIS/KAS, then send up a small container that your engineer can either store the stuff in (so you don't have to pick it up or have the game delete it as debris), or stick a screw gun and a command seat in it and have your engineer bolt the command seat to your fuel truck. -
[1.11.0] Airline Kuisine v2.5.0 ~ [Jan 2, 2021]
Geonovast replied to JadeOfMaar's topic in KSP1 Mod Releases
I'll give that a try tomorrow, didn't realize it'd gotten so late, gotta hit the hay for tonight.- 146 replies
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[1.11.0] Airline Kuisine v2.5.0 ~ [Jan 2, 2021]
Geonovast replied to JadeOfMaar's topic in KSP1 Mod Releases
Doesn't seem to have made a difference. Does it make a difference that the problem isn't present without MM installed? When it is, it only applies two patches.- 146 replies
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[1.11.0] Airline Kuisine v2.5.0 ~ [Jan 2, 2021]
Geonovast replied to JadeOfMaar's topic in KSP1 Mod Releases
That's just making it more messed up. The SSTO in question is using all stock parts, and no Mk2 parts. Do you have anything you want me to try?- 146 replies
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[1.11.0] Airline Kuisine v2.5.0 ~ [Jan 2, 2021]
Geonovast replied to JadeOfMaar's topic in KSP1 Mod Releases
Sooo something about this mod is either messing with some engines, the atmosphere, physics, etc. I'm not sure. The most confusing part of this problem is that removing the mod does not make it better. I recently discovered that a 100% stock SSTO I made suddenly stopped working in my mod install. It wouldn't even work when switching to my stock GameData folder. However it would work fine in a fresh install of KSP. I've been testing for about 4 hours now, restarting KSP, reinstalling, installing packs of mods at a time, and it's been ruled that it is definitely Airline Kuisine doing it, which is baffling. Basically once I though what it was, I did the following: Fresh install. Tested SSTO, successful. Install Module Manager by itself. Tested SSTO, successful. Installed Airline Kuisine. Tested SSTO, failed. Removed Airling Kuisine and MM. Tested SSTO, failed. Uninstalled. I did the above steps twice. Then: Fresh install. Installed all other mods I want to be using. Tested SSTO, successful. Then: Installed second install. Installed Airline Kuisine. Tested SSTO: successful. Installed MM. Tested SSTO: failed. So the mod seems fine until MM applies its patches. Log from the last test: https://drive.google.com/open?id=11KOEVPC-AWnk2BHnaULoN7zirh1u1KoW I don't know what else to think other than that something in Airline Kuisine is changing something. Any ideas? Anything you want me to check?- 146 replies
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Well, ideally space stations don't explode when you switch to them, but KJR fixed that little problem.
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Do you have KJR?
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So I could dock it to Konstruction ports. I didn't want to mess with the Konstruction port config just in case the weld plugin needed a specific nodeType name. Not immediately, but that's what the Reset Acquire button is for. Admittedly, that button can be buggy and sometimes needs to be mashed a few times. I redock Konstruction ports all the time. I do agree with you though, this plugin being compatible with them would be a huge improvement.
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Unstable mk3 shuttle
Geonovast replied to MysticTURBO's topic in KSP1 Gameplay Questions and Tutorials
The throttle is at zero though, and KER is reporting 0 thrust. -
Ok, this is what I was thinking. I just had my terms confused. They look to be the same size, I'm pretty sure they're stock models using different textures. nodeType is what's different, and this is where I got size from. Stock: MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size1 stagingEnabled = False } Konstruction: MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = ConSize1 stagingEnabled = False snapRotation = true snapOffset = 90 acquireForce = 2 acquireTorque = 2 acquireTorqueRoll = 2 } If you change the nodeType on a stock docking port to its Konstruction counterpart's value, they'll dock together. They won't be able to weld. Here's a quick docking test. Clamp-O-Tron Construction Port is untouched. Inline Clamp-O-Tron Const is the stock inline docking port with the nodeType changed to ConSize1 from size1. If you try to compress, you just get that error. Partially right. You can dock and undock them as many time as you like, using the forced rotation each time. You can only weld them once, because it actually removes both ports from the ship when you do. I did the above test so I could start using Konstruction port exclusively and still be able to dock the inline ones to them. *On a side note I think this new mod is fantastic and will be installing it presently. I was searching for this exact feature when I was pointed to Konstruction.
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It was good enough for Randall Munroe, so I decided to try it. Knew literally nothing about KSP outside of xkcd when I bought it.
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Unstable mk3 shuttle
Geonovast replied to MysticTURBO's topic in KSP1 Gameplay Questions and Tutorials
If it happens again, I'll try to remember to show it to ya. I don't remember their exact configuration, I just remember fixing the flipping problem by sliding the CoL forward.