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[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
etmoonshade replied to maja's topic in KSP1 Mod Releases
Okay, it's actually under GameData\BonVoyage\Plugins\PluginData\BonVoyage\config.xml, this tag: <double name="heightOffset">0</double> With that said, even setting it to 24 (for me) ends up with me significantly under or over the land, and it's almost like it's being "forced" into the ground. I'm not sure if it needs some sort of physics easing, possibly briefly setting the craft to invincible, I don't even know lol You might want to just use the Alt+F12 "cheats" menu and toggle unbreakable joints and no crash damage 'til the rover stabilizes. @maja - it'd be nice if you'd be willing to take a look at this again, though I'm running a quite heavily modded install. All I have is speculation, unfortunately, but I can provide you with my .ckan modlist export and a craft file. -
[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
etmoonshade replied to maja's topic in KSP1 Mod Releases
If I remember correctly, that should be configurable somewhere. I specifically recall asking about that since I was having the opposite problem. In fact, here: I couldn't tell you WHERE the config option is or if it actually got implemented, but I did ask for it Edit: Okay, yup, it's apparently in settings somewhere based on the changelog. -
hm. Also an actual bug report. Loner and Claustrophobic quirks appear to have compounding effects under time warp which just kills kerbals. See the little video below: https://www.dropbox.com/s/1y7cvmki9ej0yfa/2024-09-05 07-06-11.mkv?dl=0 Link to my KSP.log, which is just kiiiiind of big: https://www.dropbox.com/scl/fi/4dowo6qcnf21tuujrb13u/KSP.log?rlkey=83m3ucwr9ukhgu5rhsze3x1jq&dl=0 Possibly notable, and I'm not sure if it's in the log, is the fact that I've set confinement to have 50% effect in the config (if I remember right.) This may or may not be relevant to reproduce the issue. ... hrm, and that's not in the log. Pasted the config bits from persistent.sfs below, again, in case it's relevant.
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(KSP 1.10 + 1.12 ) Mission Controller Updated - BETA
etmoonshade replied to linuxgurugamer's topic in KSP1 Mod Releases
I'll note that none of y'all have actually posted a bug report with logs, possibly reproduction steps, modlist, etc., so that's probably why it looks "dead". MC works fine for the most part in my game. I did also run into the issue with the satellite not connecting once - I just completed the contract in the Alt+F12 menu though and moved on. If I run into it again, I'd be willing to do a bug report if nobody else has at that point. -
Feature request/suggestion. Problem: Timewarp keeps cancelling at high warp due to conditions, and there seems to be a LOT of conditions with a lot of Kerbals on a single vessel. I imagine this would happen with multiple missions spread out across different vessels too. Proposed solutions: Add in a function to disable the timewarp cancel entirely on condition changes 100000x time warp waiting for a maneuver node, and it pauses every 30 seconds or so to let me know that some Kerbal or another got a paper cut. Kind of annoying Disable the cancel only at high warps (10000x or higher, or possibly even just configurable) This would let me use conditions while not having to toggle it off during long transfers. Allow a lower minimum value for condition occurrence. 10 or 5 or 1% minimum would be nice as an option, possibly with a clearer description on what the percentage represents (even if it's to provide a baseline, e.g. "100% averages to 1 condition per Kerbal per 30 Kerbin days" or something. Add option to disable the cancel for conditions on non-focused vessels I actually haven't run into this one myself yet, since I tend to do single missions at a time. Might already be in, but I wanted to toss it out there.
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
etmoonshade replied to Poodmund's topic in KSP1 Mod Releases
Any bug, sufficiently advanced, is indistinguishable from a feature.- 758 replies
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Not sure if it's helpful, but I use this MM patch: @PART[*]:HAS[@MODULE[SCANsat]]:NEEDS[SCANsat]:FINAL { @MODULE[SCANsat]:HAS[#min_alt[>4999]] { @min_alt = 5000 } } It's far from elegant, but it makes it so I don't end up unable to map something. It probably makes the minimum altitude on SOME part too low, but I'm not bothered lol Edit: To be clear, use/adapt/whatever this for your planet pack if you want to, credit or not. Took me like 10 minutes to write the patch, I don't care
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Negative things about the game, development, and the silence
etmoonshade replied to Izny's topic in KSP2 Discussion
In all fairness, it's less about being mean to people that make more money in general, and more about being mean to the people (like CEOs, MBAs, beancounters, management, etc.) that by and large view people as a means to extract money with little regard for their well-being. It's not a universal thing - I work for a great company and in my experience lower management is less likely to be sociopathic (e.g. the company is more important than the employee,) but I'd say that it's fair to dehumanize people who treat other people as numbers on a spreadsheet. Take Two's overall behavior seems to fit the bill. More on-topic - I'm partly vindicated and partly sad that KSP2 cratered. I'm vindicated because $50 for early access is disgusting - and felt like a cash grab trying to capitalize on an IP with a loyal fanbase. I did not buy, and watched with amusement while some folks played on stream and continually ran into bugs. If they wanted to raise some money, do a kickstarter with cool feelies and stuff like getting your name in the game. I'm sad because I really would've liked to have seen KSP2 turn into something better than KSP1... but I also wasn't holding my breath. If nothing else, I'm a cynic - it means that I'm never disappointed, only pleasantly surprised. -
My Kerbals don't celebrate specific holidays. Every launch is a holiday, celebrated with explosions.
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I mean, considering this is one of the topics that comes up for "Akatsuki Lake" when searching online, I'd say it's a worthwhile necropost. With that said, I'll confirm both of these. Both of them are *incredibly* tiny - I got a whole second to hit the science button passing over the one at 35N 108E. Apparently the one at 5S 8W is sliiiiightly larger. Disclaimer: I run a 10.625x rescale mod, so the coordinates here may be inaccurate - but that's why I'm also trying to give some descriptions of where they are. Lake 1: The small one is at 0*5'23.65" S, 8*26'15.70" W. It's indeed on the southwest shore of the crater lake - it's near the north tip of the long Craters biome bordering the south edge of the lake, with a Lowlands biome just to the west of it. It's a small tilted hourglass shape, and won't even show up particularly distinctly until you're at 150x zoom or so. Lake 2: The pair of Akatsuki lakes is around 37*50'55.06N 108*36'49.50E. I say "pair" but it's one "large" one and one super tiny one. The general location is the pair of craters on the eastern third of the map in the north - the lakes are on the northeast rim of the crater. There are straight lines of foothills biomes to the south and northwest of the little cluster containing the Akatsuki Lake - when mousing over the lake area itself at insufficient zoom, you're likely to catch the nearby foothills biome. The other two are long lines, the area with the lake is a small spot of different color. Lake 3: (just so I'm providing some useful content here...) There's a third lake at 28*52'11.63" N 9*0'31.58" W. It's on a larger lake of Explodium Sea. The Craters biome forms most of a ring around the Explodium lake - the Akatsuki lake is on the northwest edge of the lake, right at the tip of the Craters biome on that side. Lake 4: (!) A fourth lake, just because I was poking around to test a hypothesis! This one is at 30*9'11.74" N 66*21'7.52" W. It's on the southeast edge of a crater ring around a lake in the middle of the Explodium Sea. This one's slightly different, in that it's quite a bit inland compared to the others - it's a small spot between the Craters and Peaks biomes. Interesting note: There's a Foothills biome nearby with almost exactly the same shape. Also interesting: The shape is almost the same as the one on the southwest shore of the crater lake (Lake 1.) Hypothesis: The Akatsuki lake is either affected by a terrain generation bug, or it's the result of one in and of itself. I found lakes 3 and 4 by just looking at any crater with "busy" borders (of which there are plenty on Eve.) My suspicion is that there's a number of these tiny "lakes" to be found, but they probably weren't meant to be quite so tiny. Feature, or ascended bug? Speaking of which... Lake 5: 25*46'13.47" S 142*16'29.54" E. There's a cluster of 5 craters on the east edge of the full map. The lake is along the northern edge of the southernmost crater in the cluster. This one's actually decently large - it's pretty visible even at 50x zoom, and I'd say it's probably the largest one I've found. Side note: Because it's also a pain in the neck to find, Olympus is at 28*21'35.67" S 149*9'52.96" W. There's no real landmarks near here that are visible from the larger map I'm afraid - it's in the middle of a blorf of assorted terrain on the big scansat map. Edit: Oh, look, someone both figured it out and explained it on the wiki: https://wiki.kerbalspaceprogram.com/wiki/Eve#Missing_and_Buggy_Biomes Although I seem to have plenty of craters and no impact ejecta...
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What is keeping you from starting your KSP2 Mod?
etmoonshade replied to LuxStice's topic in KSP2 Mod Discussions
Excellent - that's one blocking issue for me down then. The rest (probably) aren't solvable by mods, but my answer to you fulfills the spirit of "what would keep me from writing a KSP2 mod"at least. -
What is keeping you from starting your KSP2 Mod?
etmoonshade replied to LuxStice's topic in KSP2 Mod Discussions
Just some thoughts from someone who's been playing KSP1 since the 0.7.3 days. I'm not really a modder, in the sense of coding. My first mod was a set of landing skids for a plane, because we didn't have wheels yet. My second one was a terribly modeled ion engine, because we didn't have those at the time either. They were both, quite frankly, crap (although I could land on the skids... and bounce from 3000m since I had to bump up the crash velocity... ) Neither one was released. I've got one "released" mod for KSP1, and it's a set of - you guessed it - MM patches. I also have about 20 MM patches I run on my personal game, and those patches cover a lot more than 20 parts. I run about 200 mods, give or take, and I do a lot of changes to get the type of game I want, using the work of modders as a base. @Lisias hit the nail on the head for me with these parts of their post, regarding my initial experience with KSP modding though: And while I don't have enough context about KSP2 modding yet to strictly agree with this statement by @Kavaeric, it definitely brings up at least a related point for me: I'm one of the folks who saw KSP2 and said "lol no i'll wait." A discussion of my reasoning is beyond the scope of this thread, but I will say that without some equivalent of MM, I won't get KSP2 at this point - I like making way too many tweaks now, and don't want to have to do them every time I update a mod*. * My personal pain with KSPI-E/WarpPlugin's MM patch setup and weird changes it makes is why we have installation filters in CKAN, in fact - I whined to the CKAN devs 'til they implemented SOMETHING I could use to avoid having to go through and delete those specific patches every time I updated - thanks for that by the way, @HebaruSan - I never said that directly. -
And I'll reply another two months later from the above and say that I play on 10.625x and yes, it works fine for me.
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[1.12.x] L-Tech Continued Release
etmoonshade replied to linuxgurugamer's topic in KSP1 Mod Releases
Couple of suggestions since I was playing with this last night: For the existing bug known issue with being unable to go back to the flight view if you close the PAW in camera view, is it possible/somewhat easy to have a toolbar option in ToolbarController that is a specific "back to flight view" option? I think it's actually CTB that has the similar thing I'm thinking of, which is a single-click option to do the "Clear Input Locks" action. Science detection for the cameras: With this one, I'm going to start with what I know exists, and move towards more speculative/more work stuff. My understanding is that there's a set pool of science for each planet which can be "spent" by taking pictures. Right now, you've just got to take hundreds of pictures to actually spend that pool. What I'm proposing is a way to encourage more visually interesting screenshots/pictures/etc. What exists now: I know the L-Tech cameras can currently detect anomalies - it'll give you the name and the distance to the nearest anomaly. A first approximation would be to multiply the science value by 100x (keeping the pool in mind - not really any MORE science, but you can get it faster) if you're within <x>m of an anomaly. The assumption is that you're actually pointing the camera at the anomaly. I assume this is "easy" (for certain values of easy, lol, yes I know "you just have to...") within the existing structure of the code - the pieces already exist as far as I know, you just have to add a bit of logic to run the anomaly detection, grab the output, and say "yup, it's within 500m, give some extra science for this picture." What would be super neat-o and cool and will probably never happen because "are you nuts, Eppy?": Do some basic detection of what's in the picture. Each ground scatter adds a point, a collectible ground scatter might add 3 points, each celestial object other than the current SOI adds 5 points (e.g. moons, asteroids, other planets - though you'd have to make sure they're visually interesting,) an anomaly adds 100 points, etc. Cap it at a certain value (maybe 200 points or 5 items of each category,) but it'd theoretically encourage interesting screenshots (although I'm sure it could also be gamed - but what can't?) And just to make things interesting, here's a couple of screenshots I took last night with my L-Tech camera and how I'd score them: Orbiting Sarnus from OPM. Beautiful picture, but a zero-pointer - nothing other than my SOI in view (though I'll bet that if I squinted hard, I could find Eeloo, Ovok, or Hale here.) Landed on Ovok. Sarnus rising with Kerbol shining through its rings, and a lone "interesting rock" in the bottom of the pic, left of center (which may or may not be a collectible). Score: 5 points for Sarnus Possibly 5 points for Kerbol 1 or 3 points for the "interesting rock" - depends on just how interesting it is. A picture of the anomaly on Ovok. I never have figured out whether that was intentional, or a bug with how the anomalies are generated, but this thing has ALWAYS floated above the surface for me. It almost makes sense in context though. Score: 100 points for the anomaly. 1 or 3 points for the "interesting rock" in the background. If I'd decided to do a bit more work for it, I could've gone around the right side of the monolith there and probably caught Sarnus in the view - would've been worth an extra 5 points, and highlights why something like this might be worthwhile. -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
etmoonshade replied to Poodmund's topic in KSP1 Mod Releases
I can answer the second half - get Sigma Dimensions from Sigma88's github, install it, and get the Rescale! mod from CKAN for whatever resize you want. Note that Sigma Dimensions is old and janky - it's possible to get it to work in 1.12.4, but no guarantees. Take a look at the Github issues - I've posted more than a few problems over there. For what it's worth, I actually use Sigma Dimensions, RESCALE! 10.625x, and OPM, and it's working okay for me so far (though I haven't traveled to the outer planets yet.)- 758 replies
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